[Map] Kurram (2km) [WIP]

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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Indeed I am, the editor's chugging away at the mo after I selected to reload the staticobjects resource folder, the other folders seem to be fine, it's just that one. idunno.
AFsoccer
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Re: [Map] Kurram (2km) [WIP]

Post by AFsoccer »

When you set up the Editor, did you select all of the boxes? Might be worth double checking the "mod manager".
Rhino
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Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

there is a reason why there is a tut on setting up the BF2 editor for PR mapping/modding, even if it is outdated its still explains pretty much everything...
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

When I first PM'ed you Rhino, I read through EVERY tut in the thread you responded with, and practically every time I post a problem I check the bfeditor forums first. My editor's set up as per the instructions, i'm working in pr_edit. It only seems to be the static objects folder that's being a pain.
Rhino
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Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

k well if you followed the tut correctly your staticobjects folder should be: \Battlefield 2\mods\pr_edit\objects\staticobjects\

and then like AF said, your mod manager should also have it being loaded.
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Yeah yeah it's all there in the physical folder, the editor just doesn't pick it up despite finding every other folder in \objects\. Everything in mod manager is ticked, I've got to click the little plus at the top of the resources box and manually load the statics folder any time I want access to it, or else I just get that reminder thing. Either I'm editor-tarded or I'm a problem magnet :')


Also; even when I get the editor to re-load the staticobjects folder, none of the stuff that's present in the \pr\ section of it in the actual folder exists in the editor one. I've tried unzipping everything again, too
Last edited by =]H[= JakCurse on 2010-07-19 10:11, edited 1 time in total.
Rhino
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Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

What OS are you using and if not XP, are you running the editor in XP compatible mode?

Also can you see things like vegetation in your recourse bar and can you take screen shots of your objects folder, staticobjects folder, mod manager window for PR_EDIT and your recourse window.
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Windows 7 x64, and yep, compatability for xp SP3
Rhino
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Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

screenshots?
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

As you can see, the staticobjects folder in the load menu has plenty of stuff in it, but after electing to load it (Which i've done) Only a few of the folders load, admittedly full of stuff, while the rest are absent, and in the case of PR it remains the same. It's in the terrain editor at the moment 'cause I only just opened the editor, but it stays the same regardless of whether I'm in the level editor or not.
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Rhino
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Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

Can I see your Mod Manager's window, Editor's Content tab (At the top of the Editor, "Mod > Mod Manager..." then click the "Editor Content" tab and take a screenshot and post it), your object's folder in Windows Explorer, your Staticobjects folder in Windows Explorer...

Please dont make me ask again.
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Statics folder/Objects folder/ Mod manager. (they're all ticked in mod manager.) Yeah, I can see and place vegitation, do you mean you want a screenshot of the load resources window also?
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Rhino
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Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

Very odd. I can't see anything wrong there thou have to check since 90% of the time it is just some stupid error like putting the folder in the wrong place :p

hummm, most likley something down to Win7 would be my guess but that dosen't really solve your problem.

You seem to be loading everything fine from vBF2 thou. I take it all your vBF2 objects.zips are still zipped up and you haven't unzipped them into your mods/bf2/objects/ directory? Can you just confirm that I dont want you to do that.

can you also post your clientarchives.con and serverarchives.con from your pr_edit into a [ CODE ] [ / CODE ] box please.


One way to fix this if nothing else works is to shove all of PR's objects into the vBF2 object.zips but that would mean you would have to make backups of the normal .zips and every time you wanted to play or edit you would have to swap them around otherwise you would get kicked.


Actually, I think I might know what the problem is here.

Go into

Code: Select all

\mods\pr_edit\objects\staticobjects\pr\citybuildings\citybuilding_3a\
and take a screen shot of that folder please in Windows Explorer.
Last edited by Rhino on 2010-07-19 11:41, edited 1 time in total.
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

I'm wondering, if I go through the resource window (Which shows EVERYTHING from the statics folder) and load all the ones it's not displaying and then save, if they'd still be there when I reboot the editor. 'Cause if so, that's a fairly straightforward workaround.


Client;

Code: Select all

fileManager.mountArchive menu/Fonts_custom.zip Fonts
rem patch
fileManager.mountArchive objects/soldiers_client_patch1.zip Objects
fileManager.mountArchive menu/menu_client_patch1.zip Menu
fileManager.mountArchive objects/weapons_client_patch1.zip Objects
fileManager.mountArchive objects/vehicles_client_patch1.zip Objects
fileManager.mountArchive objects/kits_client_patch1.zip Objects
fileManager.mountArchive menu/fonts_client_patch1.zip Fonts

fileManager.mountArchive Common_client.zip Common
fileManager.mountArchive menu/Fonts_client.zip Fonts
fileManager.mountArchive menu/Menu_client.zip Menu
fileManager.mountArchive objects/common_client.zip Objects
fileManager.mountArchive objects/dynamicobjects_client.zip Objects
fileManager.mountArchive objects/effects_client.zip Objects
fileManager.mountArchive objects/kits_client.zip Objects
fileManager.mountArchive objects/miscobjects_client.zip Objects
fileManager.mountArchive objects/roads_client.zip Objects
fileManager.mountArchive objects/soldiers_client.zip Objects
fileManager.mountArchive objects/staticobjects_client.zip Objects
fileManager.mountArchive objects/vegitation_client.zip Objects
fileManager.mountArchive objects/vehicles_client.zip Objects
fileManager.mountArchive objects/water_client.zip Objects
fileManager.mountArchive objects/weapons_client.zip Objects
fileManager.mountArchive shaders_client_pr.zip Shaders

fileManager.mountArchive ../bf2/Common_client.zip Common
fileManager.mountArchive ../bf2/Fonts_client.zip Fonts
fileManager.mountArchive ../bf2/Menu_client.zip Menu
fileManager.mountArchive ../bf2/Objects_client.zip Objects
Server;

Code: Select all

fileManager.mountArchive objects/weapons_server_patch1.zip Objects
fileManager.mountArchive objects/common_server_patch1.zip Objects
fileManager.mountArchive objects/kits_server_patch1.zip Objects
fileManager.mountArchive common_server_patch1.zip Common
fileManager.mountArchive objects/effects_server_patch1.zip Objects
fileManager.mountArchive menu/menu_server_patch1.zip Menu
fileManager.mountArchive objects/vehicles_server_patch1.zip Objects
fileManager.mountArchive objects/staticobjects_server_patch1.zip Objects
fileManager.mountArchive objects/vegitation_server_patch1.zip Objects

fileManager.mountArchive Common_server.zip Common
fileManager.mountArchive menu/Menu_server.zip Menu
fileManager.mountArchive objects/common_server.zip Objects
fileManager.mountArchive objects/effects_server.zip Objects
fileManager.mountArchive objects/kits_server.zip Objects
fileManager.mountArchive objects/miscobjects_server.zip Objects
fileManager.mountArchive objects/roads_server.zip Objects
fileManager.mountArchive objects/soldiers_server.zip Objects
fileManager.mountArchive objects/staticobjects_server.zip Objects
fileManager.mountArchive objects/vegitation_server.zip Objects
fileManager.mountArchive objects/vehicles_server.zip Objects
fileManager.mountArchive objects/water_server.zip Objects
fileManager.mountArchive objects/weapons_server.zip Objects

fileManager.mountArchive ../bf2/Common_server.zip Common
fileManager.mountArchive ../bf2/Menu_server.zip Menu
fileManager.mountArchive ../bf2/Objects_server.zip Objects
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

I edited my post so if you can do this quickly :)
'[R-DEV wrote:Rhino;1393294']Actually, I think I might know what the problem is here.

Go into

Code: Select all

\mods\pr_edit\objects\staticobjects\pr\citybuildings\citybuilding_3a\
and take a screen shot of that folder please in Windows Explorer.

And no, loading stuff from the recourse + bit dosen't really work :p
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Damn you and editing your posts.
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Rhino
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Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

ok thought you might be missing the server files. Can you also confirm in the Meshes folder in there you also have both a staticmesh and a collisionmesh files?

The really odd thing I can't get my head around is why your editor is loading the reminder object fine but no other static? TBH that just says to me you have done something wrong somewhere and its not to do with your OS or anything like that but I can't work out where you have gone wrong.

best thing might just be to backup your map, delete your PR_edit and start again?
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Meshes all present and correct. I loaded the pr folder with the resource + and it's all here. Is there any way I could change the path that the editor loads things from, I might need to "refresh" it, so to speak?
Rhino
Retired PR Developer
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Re: [Map] Kurram (2km) [WIP]

Post by Rhino »

I doubt it will work but you could try this for your archive.con files.

Client:

Code: Select all

fileManager.mountArchive menu/Fonts_custom.zip Fonts
rem patch
fileManager.mountArchive objects/soldiers_client_patch1.zip Objects
fileManager.mountArchive menu/menu_client_patch1.zip Menu
fileManager.mountArchive objects/weapons_client_patch1.zip Objects
fileManager.mountArchive objects/vehicles_client_patch1.zip Objects
fileManager.mountArchive objects/kits_client_patch1.zip Objects
fileManager.mountArchive menu/fonts_client_patch1.zip Fonts

fileManager.mountArchive Common_client.zip Common
fileManager.mountArchive menu/Fonts_client.zip Fonts
fileManager.mountArchive menu/Menu_client.zip Menu
fileManager.mountArchive objects/common_client.zip Objects
fileManager.mountArchive objects/dynamicobjects_client.zip Objects
fileManager.mountArchive objects/effects_client.zip Objects
fileManager.mountArchive objects/kits_client.zip Objects
fileManager.mountArchive objects/miscobjects_client.zip Objects
fileManager.mountArchive objects/roads_client.zip Objects
fileManager.mountArchive objects/soldiers_client.zip Objects
fileManager.mountArchive objects/staticobjects_client.zip Objects
fileManager.mountArchive objects/vegitation_client.zip Objects
fileManager.mountArchive objects/vehicles_client.zip Objects
fileManager.mountArchive objects/water_client.zip Objects
fileManager.mountArchive objects/weapons_client.zip Objects
fileManager.mountArchive shaders_client_pr.zip Shaders

fileManager.mountArchive ../pr/menu/Fonts_custom.zip Fonts
rem patch
fileManager.mountArchive ../pr/objects/soldiers_client_patch1.zip Objects
fileManager.mountArchive ../pr/menu/menu_client_patch1.zip Menu
fileManager.mountArchive ../pr/objects/weapons_client_patch1.zip Objects
fileManager.mountArchive ../pr/objects/vehicles_client_patch1.zip Objects
fileManager.mountArchive ../pr/objects/kits_client_patch1.zip Objects
fileManager.mountArchive ../pr/menu/fonts_client_patch1.zip Fonts

fileManager.mountArchive ../pr/Common_client.zip Common
fileManager.mountArchive ../pr/menu/Fonts_client.zip Fonts
fileManager.mountArchive ../pr/menu/Menu_client.zip Menu
fileManager.mountArchive ../pr/objects/common_client.zip Objects
fileManager.mountArchive ../pr/objects/dynamicobjects_client.zip Objects
fileManager.mountArchive ../pr/objects/effects_client.zip Objects
fileManager.mountArchive ../pr/objects/kits_client.zip Objects
fileManager.mountArchive ../pr/objects/miscobjects_client.zip Objects
fileManager.mountArchive ../pr/objects/roads_client.zip Objects
fileManager.mountArchive ../pr/objects/soldiers_client.zip Objects
fileManager.mountArchive ../pr/objects/staticobjects_client.zip Objects
fileManager.mountArchive ../pr/objects/vegitation_client.zip Objects
fileManager.mountArchive ../pr/objects/vehicles_client.zip Objects
fileManager.mountArchive ../pr/objects/water_client.zip Objects
fileManager.mountArchive ../pr/objects/weapons_client.zip Objects
fileManager.mountArchive ../pr/shaders_client_pr.zip Shaders

fileManager.mountArchive ../bf2/Common_client.zip Common
fileManager.mountArchive ../bf2/Fonts_client.zip Fonts
fileManager.mountArchive ../bf2/Menu_client.zip Menu
fileManager.mountArchive ../bf2/Objects_client.zip Objects

Server:

Code: Select all

fileManager.mountArchive objects/weapons_server_patch1.zip Objects
fileManager.mountArchive objects/common_server_patch1.zip Objects
fileManager.mountArchive objects/kits_server_patch1.zip Objects
fileManager.mountArchive common_server_patch1.zip Common
fileManager.mountArchive objects/effects_server_patch1.zip Objects
fileManager.mountArchive menu/menu_server_patch1.zip Menu
fileManager.mountArchive objects/vehicles_server_patch1.zip Objects
fileManager.mountArchive objects/staticobjects_server_patch1.zip Objects
fileManager.mountArchive objects/vegitation_server_patch1.zip Objects

fileManager.mountArchive Common_server.zip Common
fileManager.mountArchive menu/Menu_server.zip Menu
fileManager.mountArchive objects/common_server.zip Objects
fileManager.mountArchive objects/effects_server.zip Objects
fileManager.mountArchive objects/kits_server.zip Objects
fileManager.mountArchive objects/miscobjects_server.zip Objects
fileManager.mountArchive objects/roads_server.zip Objects
fileManager.mountArchive objects/soldiers_server.zip Objects
fileManager.mountArchive objects/staticobjects_server.zip Objects
fileManager.mountArchive objects/vegitation_server.zip Objects
fileManager.mountArchive objects/vehicles_server.zip Objects
fileManager.mountArchive objects/water_server.zip Objects
fileManager.mountArchive objects/weapons_server.zip Objects

fileManager.mountArchive ../pr/objects/weapons_server_patch1.zip Objects
fileManager.mountArchive ../pr/objects/common_server_patch1.zip Objects
fileManager.mountArchive ../pr/objects/kits_server_patch1.zip Objects
fileManager.mountArchive ../pr/common_server_patch1.zip Common
fileManager.mountArchive ../pr/objects/effects_server_patch1.zip Objects
fileManager.mountArchive ../pr/menu/menu_server_patch1.zip Menu
fileManager.mountArchive ../pr/objects/vehicles_server_patch1.zip Objects
fileManager.mountArchive ../pr/objects/staticobjects_server_patch1.zip Objects
fileManager.mountArchive ../pr/objects/vegitation_server_patch1.zip Objects

fileManager.mountArchive ../pr/Common_server.zip Common
fileManager.mountArchive ../pr/menu/Menu_server.zip Menu
fileManager.mountArchive ../pr/objects/common_server.zip Objects
fileManager.mountArchive ../pr/objects/effects_server.zip Objects
fileManager.mountArchive ../pr/objects/kits_server.zip Objects
fileManager.mountArchive ../pr/objects/miscobjects_server.zip Objects
fileManager.mountArchive ../pr/objects/roads_server.zip Objects
fileManager.mountArchive ../pr/objects/soldiers_server.zip Objects
fileManager.mountArchive ../pr/objects/staticobjects_server.zip Objects
fileManager.mountArchive ../pr/objects/vegitation_server.zip Objects
fileManager.mountArchive ../pr/objects/vehicles_server.zip Objects
fileManager.mountArchive ../pr/objects/water_server.zip Objects
fileManager.mountArchive ../pr/objects/weapons_server.zip Objects

fileManager.mountArchive ../bf2/Common_server.zip Common
fileManager.mountArchive ../bf2/Menu_server.zip Menu
fileManager.mountArchive ../bf2/Objects_server.zip Objects
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=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: [Map] Kurram (2km) [WIP]

Post by =]H[= JakCurse »

Just copy/paste it? Any need for a backup?


And wtf is the badwords file? Lol!
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