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

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SuperArmy
Posts: 578
Joined: 2007-10-12 18:16

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

Post by SuperArmy »

Ill get Turkish to post his error he got. But he's had a list of them in the past.

Think he crashes when its trying to load something from the object folder or similar.
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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 »

I set up a test skirmish layer with 3 flags and about 30 spawns +2 technicals

Once the server is up and running, I join but crash at 15%
SuperArmy
Posts: 578
Joined: 2007-10-12 18:16

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

Post by SuperArmy »

The_Turkish_Moose wrote:I set up a test skirmish layer with 3 flags and about 30 spawns +2 technicals

Once the server is up and running, I join but crash at 15%

Post your error you get when running in Windowed mode
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

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

Post by Ason »

I also crashed on 15 %. What I did was to either in the OG txt files or the editor go through all your different types of OG and check if all of them have the correct model.

For example I made a new type in OG materials and I named it "Bushbranches" and because the name was so similar to what the model/geometry was called (bush_branches) I forgot to change what type of model/geometry, because the editor automatically puts the name you gave it inside the same box where you choose models/geometry.

Like this:

Code: Select all

Overgrowth.addType bushbranches
Overgrowth.setActiveType bushbranches
OvergrowthType.geometry bushbranches
OvergrowthType.density 1
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
should be:

Code: Select all

Overgrowth.addType bushbranches
Overgrowth.setActiveType bushbranches
OvergrowthType.geometry bush_branches
OvergrowthType.density 1
OvergrowthType.normalScale 0
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
I found some errors and it solved my 15 % crash, hope this helps :)
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

I HAVE CREATED A TEST LAYER WHICH WORKS IN MULTI PLAYER. DOWNLOAD LINK
http://81.19.212.10/Public/madain_invasion.zip

WE HOST TEST ON OUR SERVER - JOIN US AT LDETACHMENT.CO.UK. COME TO OUR TEAMSPEAK TO TEST IT WITH US
Last edited by The_Turkish_Moose on 2014-02-10 14:28, 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 »

I have an annoying issue - when I save the changes done to my level, the overgrowth does not save. I ensure its checked in the list when I save yet when I open the map the next day, the overgrowth is exactly the same!
any fixes!

Adding fields
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

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

Post by Mineral »

Did you by accident make the OG files read only?
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

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

Post by Pvt.LHeureux »

The light setting is perfect!
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

Thanks Pvt.LHeureux
Did you by accident make the OG files read only?
I can now overwrite the Overgrowth files and save my changes but the editor does not detect when these changes are made. For example: if you open up a document in word and make no changes, when you click save, there is nothing to save as no changes were detected. The same thing happens in my bf2 editor with the overgrowth!
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

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

Post by rodrigoma »

try to :file/resave just OG
I had this problem right now and this worked.
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

Yep! that worked, cheers rodrigoma
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

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

Post by pr|Zer0 »

if you remove some small undergrowth (like fine tunning some areas),pressing save won't save anything; you'll have to use resave function while in terrain mode. Save function will work always on ADDING undergrowth.
Hope you remember to generate terrain lightmaps after you ADD undergrowth, otherwise it will show up black while in-game
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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 »

if you remove some small undergrowth (like fine tunning some areas),pressing save won't save anything; you'll have to use resave function while in terrain mode. Save function will work always on ADDING undergrowth.
Hope you remember to generate terrain lightmaps after you ADD undergrowth, otherwise it will show up black while in-game
I have not been generating lightmaps - is to late to start?
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

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

Post by pr|Zer0 »

if you have the map running, you will have to update to a new version...terrain LM are client-side.
But that's a bit odd...haven't you tested the map on local server, because you would have noticed if you did
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SuperArmy
Posts: 578
Joined: 2007-10-12 18:16

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

Post by SuperArmy »

pr|Zer0 if you like come have a look. Its running on our dedi.

Client file

:)
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Head of EU]GG - www.eugaminggroup.com
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

I have tested it both on and offline but I have no black undergrowth. Some of my friends do. Just to be 100% clear, its not to late to start generating terrain light maps?

More fields
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Last edited by The_Turkish_Moose on 2014-02-11 18:33, 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 »

The_Turkish_Moose wrote:I have tested it both on and offline but I have no black undergrowth. Some of my friends do. Just to be 100% clear, its not to late to start generating terrain light maps?

More fields
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black undergrowth? is this a new issue. Probably recompiling colour and detail textures will fix.
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

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

Post by pr|Zer0 »

Ive read somewhere that UG will be black on low if no terrain LM are generated
[R-DEV]Rhino wrote:if you aint done your lightmaps i think that your grass will be black on low settings.

also undergrowth in BF2 "should" be a dertive thing, should not go over 30m draw distance or it will have a very big effect on the fps of the player.
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SuperArmy
Posts: 578
Joined: 2007-10-12 18:16

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

Post by SuperArmy »

here is a pic of the undergrowth

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Head of EU]GG - www.eugaminggroup.com
The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

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

Post by The_Turkish_Moose »

I will try generating the light maps and re upload the files at some point!
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