[Map] Madain Invasion (2km) [WIP]

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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

!-SERIOUSLY BIG PROBLEM-!

There is a cobble texture I used in the city and now, where ever that texture is, one of my grassy undergrowths apear; in the road, in houses (basically where ever the cobble texture is painted)

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Also, the tweak bar when I try to edit undergrowth is empty

Image

I need some serious help ASAP
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

!-SERIOUS HELP NEEDED-!
Amok@ndy
Retired PR Developer
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Amok@ndy »

oh dude ....

if you might want to click that small [+] Symbol you can choose the subparts of your Undergrowth layer and then you will see things in the tweakbar

also if you use the import from detailtexture function it will place the UG on your Detailtextures
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Rudd
Retired PR Developer
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Rudd »

go to renderer, undergrowth mode

see what colour undergrowth is assigned to ensure the material isn't actually assigned

If it isn't assigned then i'd just revert to an old version

I expect that has happened is that your overgrowth assignment on the terrain has been destroyed by accidentally clicking 'import detailmaps' when working on UG, this assigns the first 6 undergrowtbh colours to the positions of your 6 detail maps, so where is sand is one type of UG and where is tarmac is another.

This is a very usful tool for the start of your map but will override everything you've done by hand.

So, look at your OG distribution on the map via the renderer tool, is it wrong?

If it is wrong, reverting ONLY YOUR UNDERGROWTH.RAW should fix it.
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

OK thanks Amokandt for helping me out with the first bit

I also understand what you mean Rudd and yes, I recall accidentally clicking the "import detailmaps" button. My overgrowth hasn't changed in any way, it's exactly the same

What do you mean...
reverting ONLY YOUR UNDERGROWTH.RAW should fix it
How do I do this? Will it help?
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Mineral
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Location: Belgium

Re: [Map] Madain Invasion (2km) [WIP]

Post by Mineral »

Revert it back to a old version of your map. Given you have a few backups? Always keep multiple backups of your maps. Otherwise just clean your undergrowth and start from the ground up with it.
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Rudd
Retired PR Developer
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Rudd »

The_Turkish_Moose wrote: How do I do this? Will it help?
You need to go to an old version as Mineral says, Always keep a backup handy - I keep one online at all times in case of hard drive failure.

If you don't have a backup then you're in a bit of a poopy situation as you're gonna have to repaint your UG on.

I recommnd however, changing your UG's colour selections to be one of the colours other than the first 6 - this means your mistake will never happen again and if you like, you can import your detailmaps now and perhaps use that base to have Undergrowth assigned to all yourdetail maps, e.g. your paths could have cardboard boxes etc very sparsely placed on them, rather than you haven't to place everything by hand.

I think if you go to your undergrowth.cfg and open it with a text editor (close your editor first) and change the following
Material Name 1
to
Material Name 7
and
Material Name 2
to
Material Name 8
then you'll be able to continue without haveing to redo your undergrowth settings entirely (you'll still need to apply them by hand if you cannot revert though)

So, do that, use your current undergrowth.raw and repaint your UG where you wanted it, create 6 new materials (one for each of your detailtextures) and tadaaaaaaa, should be UG everywhere (or just an empty space if you don't want any there, e.g. I don't tend to put any on my cliff detailtextures)
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The_Turkish_Moose
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Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Ok, I got it Rudd. I do have a back up, so I'll give this a shot

I'll tell you how it goes afterwards

Thanks!
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Ok, so I reverted to an older .RAW file which will set me back a little bit, but thanks for the help, I really appreciate it!
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

I'm having a bit of trouble finding something - where are the helipads?
BroCop
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Joined: 2008-03-08 12:28

Re: [Map] Madain Invasion (2km) [WIP]

Post by BroCop »

objects/roads/staticsnoblend/concreteblock_helipad
Image
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Ason
PR:BF2 Developer
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Joined: 2012-10-22 10:29

Re: [Map] Madain Invasion (2km) [WIP]

Post by Ason »

CroCop wrote:objects/roads/staticsnoblend/concreteblock_helipad
will those repair/reload aswell or does that have to be added separately?
BroCop
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Re: [Map] Madain Invasion (2km) [WIP]

Post by BroCop »

They should rearm.
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Ok, cheers guys!
The_Turkish_Moose
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Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

Madains Real life History
(The Arch will not be in the map)

http://www.alarabiya.net/articles/2012/ ... 96686.html
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

I need some converting Music into ogg. format. I've been trying for ages but every time I make the converted file, no sound comes out; even that I labelled the file corectly!
Amok@ndy
Retired PR Developer
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Re: [Map] Madain Invasion (2km) [WIP]

Post by Amok@ndy »

you got the bf2_soundconverter ?

if not you should, you need a .wav 44kHz if its wrong format it might not work
Image
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

I have not got the bf2_soundconverter, I will download it now and try again
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

So I tried to use the bf2 sound converter and it was a huge pain in the *** to use. The links in the tut. were broken and I got 0% achieved, I'm a bit confused about what to do

NO WAIT, I GOT IT! Thanks Andy
Last edited by The_Turkish_Moose on 2013-10-11 21:15, edited 1 time in total.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: [Map] Madain Invasion (2km) [WIP]

Post by The_Turkish_Moose »

When I try to test my map in PR, I get this error code...
memory.dll: sanity check block size -393120 (4095.63 MB) doesn't seem sane
Any idea what this means?
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