[Map] Brecourt Assault (2km) [WIP] (PR:N)

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AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

Remove this line from the staticobjects.con file as well:

run /levels/my_level/StaticObjects.con

That can't be good anyway.



And there's a problem with your overgrowth. Don't know what.
I replaced it with something else and now it's loading beyond the 14%.

And there is an unlinked effect in ambientobjects.con (perhaps more?).
Last edited by AfterDune on 2012-06-27 13:37, edited 3 times in total.
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

[R-DEV]AfterDune wrote:Remove this line from the staticobjects.con file as well:

run /levels/my_level/StaticObjects.con

That can't be good anyway.



And there's a problem with your overgrowth. Don't know what.
I replaced it with something else and now it's loading beyond the 14%.

And there is an unlinked effect in ambientobjects.con (perhaps more?).
how did you find the unlinked ambient effect? i didnt see it
ill try to change some overgrowth and see what happens, im a bit confused :confused:

edit: i changed some of the overgrowth I thought was causing the problem and nothing still same problem
Last edited by rodrigoma on 2012-06-27 14:56, edited 1 time in total.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by sylent/shooter »

try renaming your overgrowth folder to something like "badovergrowth", repack the map and see if it works. If it does then you know it's your OG if it doesn't then you can take the "bad" off the folder and restore it to "overgrowth"

Taken from a map crash percentage post that I found is fairly good at being a template (note template)
14%
check mapdata file
check gameplay.con
Re-Generate your Overgrowth
Crash on dedicated server (server side crash) - Missing surrounding terrain .raw files
15%
Patch incompatibilities The patch broke or removed one of your statics
No serverarchives path in tmp. Only important when using a object_server.zip for custom equipment/statics.
Broken terrain.raw
One of the items in your object_server.zip is duplicated in the minimod or main game. IE An m10 Early which is in the mod is also bundled in minimod with an identical name will cause a conflict.

Killing the enemy sylently
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

[R-CON]sylent/shooter wrote:try renaming your overgrowth folder to something like "badovergrowth", repack the map and see if it works. If it does then you know it's your OG if it doesn't then you can take the "bad" off the folder and restore it to "overgrowth"

Taken from a map crash percentage post that I found is fairly good at being a template (note template)
ok when i remnoved the overgrowth , appeared another error:
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when i removed the effect manually from the ambienteffect file, and tried again it just crashed at 14% again with no error message
:(
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

What if you remove all the contents from ambientobjects.con? I did that, then it loaded further for me. I never got the map to fully load though.
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

[R-DEV]AfterDune wrote:What if you remove all the contents from ambientobjects.con? I did that, then it loaded further for me. I never got the map to fully load though.
i did that it didnt make any difference :? ??:
I think ill concentrate for now on finishing the map, i would be pissed it wouldnt work afterwards
im getting too frustrated :x
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

If you removed all the contents from ambientobjects.con, you should not get an error about ambient effects.
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rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

[R-DEV]AfterDune wrote:If you removed all the contents from ambientobjects.con, you should not get an error about ambient effects.
i didnt it just crashed at 14%
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

finally started on the town itself, im trying to be as accurate as i can to a map i found of the town in 1940?s
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it being difficult as i dont have many statics avaiable but i think its working out well
what you guys think?
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yes, thats a floating church :D
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Pvt.LHeureux »

You do an amazing job working with those limited statics :)

Also, I will say it now, but don't use the walls seen in the second picture (the middle-east sandy ones). Use the ones found in :

pr_edit\StaticObjects\Walls

They fit more to normandy ;)

Also if you have any "tree_deciduous_1" (note the 1) trees, remove them, they have really bad LODs, you see the leafs from afar but not the branches and trunks :? ??:

Ah yeah, all trees located in the "Europe" section will be removed from your map later on and replaced with PR and BF2's ones, because they have bad LODs/textures and just look like big green stains from medium to far range.

Do you think you could do somekind of protected runway (like hedges hiding it) for maybe some german planes? :D

Otherwise keep up the awesome work!

making space..
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

Pvt.LHeureux wrote:You do an amazing job working with those limited statics :)

Also, I will say it now, but don't use the walls seen in the second picture (the middle-east sandy ones). Use the ones found in :

pr_edit\StaticObjects\Walls

They fit more to normandy ;)

Also if you have any "tree_deciduous_1" (note the 1) trees, remove them, they have really bad LODs, you see the leafs from afar but not the branches and trunks :? ??:

Ah yeah, all trees located in the "Europe" section will be removed from your map later on and replaced with PR and BF2's ones, because they have bad LODs/textures and just look like big green stains from medium to far range.

Do you think you could do somekind of protected runway (like hedges hiding it) for maybe some german planes? :D

Otherwise keep up the awesome work!

making space..
thats bad news about the europe trees, i like them :(
im not shure about the brick walls though i think they kind of fit in
i guess i can fit in a runway, not shure if it would end up kind of ridiculous :? ??:
how much do they need too take off?
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Pvt.LHeureux »

rodrigoma wrote:thats bad news about the europe trees, i like them :(
im not shure about the brick walls though i think they kind of fit in
i guess i can fit in a runway, not shure if it would end up kind of ridiculous :? ??:
how much do they need too take off?
I'll take a look for the airplanes.

The wall is really out of place, it's so much used in middle-east maps that players will make the association and see it as "wrong". Also using some new and unseen statics is always good and set the mini-mod as more unique :)

About the trees I like them too, but they would need better LODs and textures. For now let them there, focus on more vital things.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Pvt.LHeureux »

Ok it's about 100m - 150m for the planes to take off, it's really a small distance, just put it near the german main, just put a big dirt road protected by shrubs and whatnot and you should be alright :)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

Pvt.LHeureux wrote:Ok it's about 100m - 150m for the planes to take off, it's really a small distance, just put it near the german main, just put a big dirt road protected by shrubs and whatnot and you should be alright :)
i was thinking about giving teh allies the planes as the germans kind of already have the advantage on this map, being defending and having more tanks and defensive positions :? ??:
but i too would love to put the stuka and bf109 instead of the mustang
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by BroCop »

Ok it's about 100m - 150m for the planes to take off, it's really a small distance, just put it near the german main, just put a big dirt road protected by shrubs and whatnot and you should be alright
Sorry but is there any bloody reason to include the runway other than your wish to use the new assets which a) historically werent there, b) make no sense gameplay wise c) absolutely unnecessary
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Pvt.LHeureux »

Oh they weren't any planes? :? ??:

Scrap that Rodrigoma, I'll start working on a map.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by lucky.BOY »

You really souldnt use that Middle Eastern wall, because it also makes the computer load a whole bunch of ME texture palletes, and thus putting more avoidable strain on the computer. If you have anything to replace it, go for it :)

EDIT: You are doing great job on the town, youre awesome :)

Although those windows on the curch, I dont like them, but they might be good in the end.. And please no planes :D
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by BroCop »

Pvt.LHeureux wrote:Oh they weren't any planes? :? ??:

Scrap that Rodrigoma, I'll start working on a map.
I actually sorta feel bad for bursting your bubble there, but yea no planes. It was infantry with armour taking the lead near the end.

Br?court Manor Assault - Wikipedia, the free encyclopedia
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Pvt.LHeureux »

You guys know any battle that involved stukas in normandy? I'm asking on the FH2 forums too ;)
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

lucky.BOY wrote:You really souldnt use that Middle Eastern wall, because it also makes the computer load a whole bunch of ME texture palletes, and thus putting more avoidable strain on the computer. If you have anything to replace it, go for it :)

EDIT: You are doing great job on the town, youre awesome :)

Although those windows on the curch, I dont like them, but they might be good in the end.. And please no planes :D
ok no planes then :mrgreen:
about the middle east textures, i knd of already use some middle east statcis already so im not shure, and i dont really like the other wall, and its a pain to place :(
about the church, yeah i dont like that model too, its way too simple and the texures are not teh best, but i think it fits better than the russian one, i also wanted one with interior
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