Custom map with Navmesh, crashing at end
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CmndrFello
- Posts: 9
- Joined: 2020-01-11 00:24
Custom map with Navmesh, crashing at end
Hello!
I've recently got deeper into modding and wanted to try and create some custom maps to get a bit of experience with it.
I followed the steps of a couple of tutorials and made a Navmesh, in the editor the navmesh touches all of the control points and spawn points.
I made the map with layers and the only layer is 16.
I try to load the level through SinglePlayer->mymap16players, and It goes through all the loads but crashes with no error when the 'Join Game' button appears.
The map loads normally on local Conquest.
Does anyone know why is this happening?
EDIT: I'm doing this in BF2 not PR
I've recently got deeper into modding and wanted to try and create some custom maps to get a bit of experience with it.
I followed the steps of a couple of tutorials and made a Navmesh, in the editor the navmesh touches all of the control points and spawn points.
I made the map with layers and the only layer is 16.
I try to load the level through SinglePlayer->mymap16players, and It goes through all the loads but crashes with no error when the 'Join Game' button appears.
The map loads normally on local Conquest.
Does anyone know why is this happening?
EDIT: I'm doing this in BF2 not PR
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Outlawz7
- Retired PR Developer
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- Joined: 2007-02-17 14:59
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CmndrFello
- Posts: 9
- Joined: 2020-01-11 00:24
Re: Custom map with Navmesh, crashing at end
Yes, I'm running on BF2_r on windowed but no error comes up.
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Outlawz7
- Retired PR Developer
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- Joined: 2007-02-17 14:59
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CmndrFello
- Posts: 9
- Joined: 2020-01-11 00:24
Re: Custom map with Navmesh, crashing at end
I checked the logs and it said Ai.ai is missing. I placed one in there and now when I load I get a different error on the logs, stating:Outlawz7 wrote:Check logs in \mods\bf2\Logs for error.
"Assert: NavMesh: (m_treeCount < 2) More than one island in the navMesh!!!"
My map dosen't have more than one island, It's just a small city with the combat area surrounding it. So I don't understand what's causing this.
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Outlawz7
- Retired PR Developer
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Re: Custom map with Navmesh, crashing at end
Are you sure your navmesh is only one island? Both the infantry and vehicle one? Have you edited them?

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CmndrFello
- Posts: 9
- Joined: 2020-01-11 00:24
Re: Custom map with Navmesh, crashing at end
From what I checked in 3dsmax, It's all just a big chunk and nothing else, so I guess it's one island? How can I make sure?Outlawz7 wrote:Are you sure your navmesh is only one island? Both the infantry and vehicle one? Have you edited them?
EDIT: No I haven't edited them
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CmndrFello
- Posts: 9
- Joined: 2020-01-11 00:24
Re: Custom map with Navmesh, crashing at end
Looking at it again, the Vehicle.obj is not at all in one chunk, It has alot of seperate little ones. How can I fix this?
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Outlawz7
- Retired PR Developer
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Re: Custom map with Navmesh, crashing at end
Edit it, alternatively go NavMesh\work\ *your map name* \GTSData\debug\islands\vehicle, pick the largest file and copy that as vehicle.obj in \GTSData\outputCmndrFello wrote:Looking at it again, the Vehicle.obj is not at all in one chunk, It has alot of seperate little ones. How can I fix this?

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CmndrFello
- Posts: 9
- Joined: 2020-01-11 00:24
Re: Custom map with Navmesh, crashing at end
OK! It worked! The game dosen't crash and the bots move and do the objectives! Thank you!
But after 2 minutes of gameplay the game crashes and log shows:
I know it's off topic but any idea why its happening?
But after 2 minutes of gameplay the game crashes and log shows:
Code: Select all
D:\DiceCanada\BoosterPack2\Code\BF2\Geom\NametagManager.cpp(1183): Debug: Geom: NAMETAG: Player and LocalPlayer is in same Squad, and currently flagged as: 3
D:\DiceCanada\BoosterPack2\Code\BF2\Geom\NametagManager.cpp(1149): Debug: Geom: NAMETAG: About to update Player Color LocalPlayer: 2 PlayerTeam/Name: 1 E. Smith
D:\DiceCanada\BoosterPack2\Code\BF2\Geom\NametagManager.cpp(1210): Debug: Geom: NAMETAG: Player and LocalPlayer are in opposing teams, and currently flagged as: 1
D:\DiceCanada\BoosterPack2\Code\BF2\Geom\NametagManager.cpp(1232): Debug: Geom: NAMETAG: This is the unhandled case of item.m_colorIndex == CIOpposingTeam, but not changed == false
D:\DiceCanada\BoosterPack2\Code\BF2\Geom\NametagManager.cpp(1149): Debug: Geom: NAMETAG: About to update Player Color LocalPlayer: 2 PlayerTeam/Name: 2 T. Holmsten
D:\DiceCanada\BoosterPack2\Code\BF2\Geom\NametagManager.cpp(1183): Debug: Geom: NAMETAG: Player and LocalPlayer is in same Squad, and currently flagged as: 3
D:\DiceCanada\BoosterPack2\Code\BF2\Geom\NametagManager.cpp(1149): Debug: Geom: NAMETAG: About to update Player Color LocalPlayer: 2 PlayerTeam/Name: 2 I. Ackworth
D:\DiceCanada\BoosterPack2\Code\BF2\Geom\NametagManager.cpp(1183): Debug: Geom: NAMETAG: Player and LocalPlayer is in same Squad, and currently flagged as: 3
D:\DiceCanada\BoosterPack2\Code\BF2\AI\AIDLL\AI\AIPathFinding\NavMesh\QuadTreeManager.cpp(74 8) : Assert: NavMesh: (island < m_quadTrees.size()) 4294967295-
Outlawz7
- Retired PR Developer
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Re: Custom map with Navmesh, crashing at end
http://www.bfeditor.org/forums/index.ph ... treessize/
I never used the trick with using an .obj file from debug directory myself, so not sure if that works, editing the vehicle navmesh to get rid of islands is probably your best bet.
I never used the trick with using an .obj file from debug directory myself, so not sure if that works, editing the vehicle navmesh to get rid of islands is probably your best bet.

