[Help] with BFeditor

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carrion dealer
Posts: 18
Joined: 2006-11-20 04:13

[Help] with BFeditor

Post by carrion dealer »

Okay.....i love prmm....iive been mapping and need to know how i can get my maps to work in pr.I followed the directions in the "how to add" post and i ctd when i i try to test my map in pr.I have all the objects available....why cant i start map in pr?
free guitar lesson for anyone who can help...lol
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

I have the same problem with bunker hill :(

welcome to the forums mate :p
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Eden
Posts: 805
Joined: 2005-12-06 14:43

Post by Eden »

When do you ctd? when the map is loading or after it has loaded (during the game)?

Also make sure your graphics are on medium.
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

I guess PR now has different classes and soldier skins, so you have to copy the "Level settings" from the init.con inside a original PR map. That is, if the crash is around 14%
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DJJ-Terror
Posts: 671
Joined: 2006-06-14 21:51

Post by DJJ-Terror »

werry helpfull site:

http://bfeditor.org/forums/

tip:
use search function!
Who want to get things done will find a way and who dosen't will find an excuse.

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klan DOJAJA
carrion dealer
Posts: 18
Joined: 2006-11-20 04:13

Post by carrion dealer »

Thanks for responding.The crash is at 62%.Maybe i should reinstall everything?Ive looked at bf2 editor site and cant find anything.I spend most of my days at that site lol.Also,why would i have to set my graphics to medium?
ali-tom
Retired PR Developer
Posts: 137
Joined: 2006-01-27 10:41

Post by ali-tom »

crash at 62 % can be a problem with your atlas files.

http://bfeditor.org/forums/index.php?showtopic=4557

easy to fix, ... good luck !
carrion dealer
Posts: 18
Joined: 2006-11-20 04:13

Post by carrion dealer »

Damn....that didnt work.Does it matter that i started the map in bf2 mod?I have all the pr objects to work with...i just cant start my map in pr.
duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

62% can also be surrounding terrin.

Seriously use Bf2 Editor forums, they are alot more helpful than here :)
carrion dealer
Posts: 18
Joined: 2006-11-20 04:13

Post by carrion dealer »

Sorry...don't mean to be a pain....i just cant find a solution anywhere......same thing happened to me with poe...i cant map for anything but vanilla bf2...this sucks
ali-tom
Retired PR Developer
Posts: 137
Joined: 2006-01-27 10:41

Post by ali-tom »

carrion dealer wrote:Sorry...don't mean to be a pain....i just cant find a solution anywhere......same thing happened to me with poe...i cant map for anything but vanilla bf2...this sucks
... ??
Did check it in windowed mode ?
http://bfeditor.org/forums/index.php?showtopic=519
Dont give up. :)
Fullforce
Retired PR Developer
Posts: 3751
Joined: 2005-10-17 17:03

Post by Fullforce »

Changed the thread title so it doesn't look like advertising.
ali-tom
Retired PR Developer
Posts: 137
Joined: 2006-01-27 10:41

Post by ali-tom »

'[R-DEV wrote:Fullforce']Changed the thread title so it doesn't look like advertising.

... but i need some free guitar lessons. :-D
carrion dealer
Posts: 18
Joined: 2006-11-20 04:13

Post by carrion dealer »

ran in windowed mode it comes up with Text:Material Error:Unknown staticmesh shader combo:0 xp2_deserttree_02 xp2_deserttree_02 is flawed please fix and reexport
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

i CTD as SOON as i click the map name, it doesnt eveb reach 1% loool.....I used some stuff from the Expansion pack ... Speical Forces... i hope that isnt causing the crash!!!
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duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

carrion dealer wrote:ran in windowed mode it comes up with Text:Material Error:Unknown staticmesh shader combo:0 xp2_deserttree_02 xp2_deserttree_02 is flawed please fix and reexport

Anything with an xp or xp2 prefix is expansion pack material, of which there is only a limited amount in the PR folder.

Its basically looking for something thats not there.

My advice: Keep things simple at this stage by using only vanilla models and vegitation. Then you can get a good feel for your map and test it.

Can always add some xpack stuff later.
carrion dealer
Posts: 18
Joined: 2006-11-20 04:13

Post by carrion dealer »

okay i got it to work but now i cant select a spawnpoint lol
Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

'[R-DEV wrote:duckhunt']Anything with an xp or xp2 prefix is expansion pack material, of which there is only a limited amount in the PR folder.

Its basically looking for something thats not there.

My advice: Keep things simple at this stage by using only vanilla models and vegitation. Then you can get a good feel for your map and test it.

Can always add some xpack stuff later.
So that means that any xpack stuff i use in my map wont work ?? Because i am using a few "cliffs" from xpack 1 ... and it crashes everytime i try to test the map...
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carrion dealer
Posts: 18
Joined: 2006-11-20 04:13

Post by carrion dealer »

yeah i deleted the xpack items and the map worked so.....
duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

Yes thats right.

Basically, if your testing your map in PR.


!!!!!!!!! Make a backup of mods/pr/objects/objects_client.zip !!!!!!




1.then go to mods/xpack.

2.Open objects_client.zip

3.Select the staticobjects folder and extract it to desktop

3.Open objects_server.zip (in mods/xpack)

4.Select the staticobjects folder and extract it to desktop

Even though you extracted two staticobjects folders, you should only see one on the desktop, where they have merged together.

5. Open mods/pr/objects/objects_client.zip

6.Drag and drop you desktop/staticobjects folder into the zip. The files should be added under the correct route so PR can find them when the map requests them on loading. Now you should be able to place all xpack objects wiothout problems.


I think thats it, might have forgot somthing but donr know
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