MoonGlasses: custom level crashes on entry — AI grid/chasms unbaked, how to regenerate?
aluminumbath
25 minutes ago
Trying to get a custom level made with the MoonGlasses toolkit unlock to load in-game (Patch 8, Script Extender v33).
Setup: flat greybox level created from a terrain template. Also reproduced the same issue on a brand-new Basic_Level_A template level. The mod publishes fine via Publish Local, installs, and loads my save with no crash. But when I teleport into the level via the SE console with:
Osi.TeleportPartiesToLevelWithMovie("MyLevel", "", "")
the command runs with no error, then the client bounces straight back to the launcher (no crash dump is written). The Osiris server keeps running — it's the client/render that drops.
Editor Message Log on level load shows:
- "Failed to load chasms. Chasms need to be regenerated for this level"
- "Texture @ ...Generated/Public/Game/MaterialGrid/Materials.DOS, failed to instantiate! x22365"
- granny Gizmo_Trigger_Lighting.GR2 warnings
Key clue: the generated nav data is empty placeholders, and it's IDENTICAL on a brand-new Basic_Level_A template level and on my own level:
Ai/aigrid.data = 300 bytes
Ai/chasms.lsf = 113 bytes
So it looks like new levels come out unbaked.
Questions:
1. What's the exact procedure to regenerate/bake the AI grid + chasms (and material grid + lighting) for a level so it will load in-game?
2. Is there a "generate full grid" action I'm missing, or is the bake pipeline simply not wired up in the unlocked (MoonGlasses) toolkit?
3. Any known workaround to get a custom level enterable in-game?
Thanks in advance!