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

Maps created by PR community members.
Post Reply
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

Got it, I think it's the undergrowth

I'll check now
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

UPDATE - I've narrowed it down to the Undergrowth or the Overgrowth - the game also CTD when it starts loading the Geometries

Is there any common errors people usually get? Have I set something up wrong? I followed the all the tuts!
Last edited by The_Turkish_Moose on 2013-12-15 21:02, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

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

Post by Rudd »

I'm gonna go with overgrowth, post your overgrowth.con please
Image
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

Thanks for the help Rudd; here it is
Overgrowth.viewDistance 500
Overgrowth.viewDistanceScale 1
Overgrowth.closeDistPercentage 0.15

Overgrowth.addMaterial Woods01 10
Overgrowth.setActiveMaterial Woods01
Overgrowth.addType Tree01
Overgrowth.setActiveType Tree01
OvergrowthType.geometry me_olive03
OvergrowthType.density 2
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree02
Overgrowth.setActiveType Tree02
OvergrowthType.geometry me_olivebig01
OvergrowthType.density 1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Bush01
Overgrowth.setActiveType Bush01
OvergrowthType.geometry deciduous_bush_1
OvergrowthType.density 3
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Bush02
Overgrowth.setActiveType Bush02
OvergrowthType.geometry me_drybush01
OvergrowthType.density 2
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree04
Overgrowth.setActiveType Tree04
OvergrowthType.geometry birch_green_1
OvergrowthType.density 2
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree05
Overgrowth.setActiveType Tree05
OvergrowthType.geometry birch_green_2
OvergrowthType.density 0.2
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Rock01
Overgrowth.setActiveType Rock01
OvergrowthType.geometry rock_v2
OvergrowthType.density 0.05
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Log01
Overgrowth.setActiveType Log01
OvergrowthType.geometry me_deadlog01
OvergrowthType.density 0.25
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0

Overgrowth.addMaterial AridPlains01 4
Overgrowth.setActiveMaterial AridPlains01
Overgrowth.addType Tree01
Overgrowth.setActiveType Tree01
OvergrowthType.geometry me_olivebig02
OvergrowthType.density 1.5
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree02
Overgrowth.setActiveType Tree02
OvergrowthType.geometry me_olive03
OvergrowthType.density 1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree03
Overgrowth.setActiveType Tree03
OvergrowthType.geometry me_olivebig01
OvergrowthType.density 2
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Bush01
Overgrowth.setActiveType Bush01
OvergrowthType.geometry me_highleafbush01
OvergrowthType.density 2
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Bush02
Overgrowth.setActiveType Bush02
OvergrowthType.geometry me_wildbush01
OvergrowthType.density 3
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Shrub01
Overgrowth.setActiveType Shrub01
OvergrowthType.geometry me_drybush01
OvergrowthType.density 5
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0

Overgrowth.addMaterial Woods02 1
Overgrowth.setActiveMaterial Woods02
Overgrowth.addType Tree01
Overgrowth.setActiveType Tree01
OvergrowthType.geometry me_olive03
OvergrowthType.density 0.5
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree02
Overgrowth.setActiveType Tree02
OvergrowthType.geometry me_olivebig01
OvergrowthType.density 0.5
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree03
Overgrowth.setActiveType Tree03
OvergrowthType.geometry me_olive05
OvergrowthType.density 0.5
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Bush01
Overgrowth.setActiveType Bush01
OvergrowthType.geometry deciduous_bush_1
OvergrowthType.density 2
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Bush02
Overgrowth.setActiveType Bush02
OvergrowthType.geometry me_drybush01
OvergrowthType.density 1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree04
Overgrowth.setActiveType Tree04
OvergrowthType.geometry birch_green_1
OvergrowthType.density 0.5
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree05
Overgrowth.setActiveType Tree05
OvergrowthType.geometry birch_green_2
OvergrowthType.density 0.5
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Log01
Overgrowth.setActiveType Log01
OvergrowthType.geometry nc_deadlog01
OvergrowthType.density 0.5
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Rock01
Overgrowth.setActiveType Rock01
OvergrowthType.geometry rock_v2
OvergrowthType.density 0.1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree06
Overgrowth.setActiveType Tree06
OvergrowthType.geometry mangrove_big1
OvergrowthType.density 1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree07
Overgrowth.setActiveType Tree07
OvergrowthType.geometry mangrove_med1_fin
OvergrowthType.density 0.5
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0

Overgrowth.addMaterial AridPlains02 12
Overgrowth.setActiveMaterial AridPlains02
Overgrowth.addType Bushes
Overgrowth.setActiveType Bushes
OvergrowthType.geometry deciduous_bush_1
OvergrowthType.density 1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Bushes02
Overgrowth.setActiveType Bushes02
OvergrowthType.geometry nc_leafybush01
OvergrowthType.density 0.5
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Shrubs01
Overgrowth.setActiveType Shrubs01
OvergrowthType.geometry me_wildbush01
OvergrowthType.density 1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree01
Overgrowth.setActiveType Tree01
OvergrowthType.geometry birch_green_1
OvergrowthType.density 0.25
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Tree02
Overgrowth.setActiveType Tree02
OvergrowthType.geometry me_olive05
OvergrowthType.density 0.15
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType Shrubs02
Overgrowth.setActiveType Shrubs02
OvergrowthType.geometry me_drybush01
OvergrowthType.density 1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0

Overgrowth.path levels\madain_invasion\overgrowth\
Overgrowth.preLoad
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

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

Post by Rudd »

What stands out is that there is a very wide variety of OG in there, how large is the overgrowthatlas.dds?

Might want to look at the size of the undergrowthatlas.dds as well

if these are large, i.e. 2024^2, then you often get memory CTDs. You want these to be as small as possible, this is accomplished by 1) a smaller variety of textures being loaded by using objects that share textures or less objects or 2) manually packing your atlases, which is not something you want to have to do over and over, so probably best to make sure your OG choices are final.
Image
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

If you mean the size of the files, My undergrowth Atlas is just over 5mb and my overgrowth atlas is just above 2mb. Is that the problem?
Last edited by The_Turkish_Moose on 2013-12-15 22:18, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

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

Post by Rudd »

sorry, I mean their resolution

look at the .dds files, not the .tai files :)
Image
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

Forgive me for not understanding, but how would I change these resolutions?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

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

Post by Rudd »

basically, BF2's overgrowth system is an attempt to be more efficient in what it loads.

so, you add a tree and a bush to a map, the editor creates an atlas file that will collate these together to make a convenient place to load only the required textures from.

say the tree's texture is 512x512 and the bush is 256x256. The Editor will create a atlas that will be something like 1024x512 so that it's large enough to encompass these.

the editor does this in a very inefficent manner, so sometimes we can manually set these up ourselves in a way that uses space more efficiently, allowing more textures on a smaller atlas. The larger these atlases are, the more memory they use- and if you go over 2GB worth of memory in BF2....CTD.

The simplest way to decrease atlas size is to simply use fewer kinds of overgrowth.


To look at your atlas .dds files use this Windows Texture Viewer | NVIDIA UK
Image
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

Now I get it, although to be honest, I didn't use too many different overgrowth types. But I'll experiment and see if I can get it to work!
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

Here's what I've done...

I removed about half of the overgrowth types and a few undergrowth types. Both Atlas files come under 4MB put together but it still crashes. What else can I do? I don't want to remove all my objects. What I don't understand is that certain maps have 5MB+ atlas' and they work just fine.

If somebody wouldn't mind, I'll upload my map so you can check the map out for yourself; I'm pretty new at this and need some serious assistance.
Last edited by The_Turkish_Moose on 2013-12-16 15:30, edited 1 time in total.
User avatar
Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

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

Post by Ason »

I think you should make a backup of the map and then try to remove all OG instead of just a bit, to identify that its really a problem with OG. Then you can try to remove small parts of the OG to find out what's causing the problem, i had a similar problem (not sure if same error message) but it was some problem with OG so i had to repaint the entire map because i didn't make a backup.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

Fortunately, I've got about 15+ back ups :)

Unfortunately, I've tried that technique and it didn't work
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

After 5 days, I still have not figured out the problem and am still waiting for someone to take a look at my map. I tried making the changes that Rudd told me to do to the best of my understanding, but I still CTD when the map begins loading overgrowth stuff...
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

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

Post by Rudd »

upload and I'll take a very quick look - very busy atm
Image
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

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

Post by sylent/shooter »

edit: Do what Rudd says I'll take a look as well.

Killing the enemy sylently
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

Link: Index of /mooses_mod

Download the "madain_invasion.zip"
Thanks
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

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

Post by ballard_44 »

I took a look and was getting struck at 46%, which is collisions?

Anyways, I deleted virtually all your overgrowth AND static overgrowth, saved, repacked it and I was able to get into the 16 player skirmish mode that came with it.

Certainly looks like it's something to do with the overgrowth.

It looked like you used alot of the various types of olive trees?
I could be mistaken but I believe some of those are bugged?
Again, I might be wrong, but maybe someone else can confirm that.

So, the short of it is, your overgrowth is screwed.
Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

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

Post by Rudd »

Again, I might be wrong, but maybe someone else can confirm that.
I had a look for maps that used the same OG and I think other maps have got bits and bobs that are used on this map, maybe its an interaction of one of the OGs, not sure.

I can't check now as I'm at my family's for xmas, don't have my editor PC with me atm, so I'll look after xmas.

But yeah, if it's something; the olive trees are a good place to start.
Image
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

I'll try removing all the olive trees at some point to see if the problem is resolved
Post Reply

Return to “Community Maps”