[?] Resource Conflict?

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turnpipe
Posts: 274
Joined: 2008-01-27 19:25

[?] Resource Conflict?

Post by turnpipe »

Any one know how to fix this.
I tried every thing and still wants to suck off the old dragon valley map.
Image
I think its a hex issue. What do you think?
http://battlefieldsingleplayer.planetba ... topic=2998

Edit: I got this problem solved using the link above.
Now im just crashing to desktop when starting the map and joining.
Last edited by turnpipe on 2008-07-10 03:48, edited 3 times in total.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: Resource Conflict?

Post by J.F.Leusch69 »

give more infos about your map please :)
turnpipe
Posts: 274
Joined: 2008-01-27 19:25

Re: Resource Conflict?

Post by turnpipe »

J.F.Leusch69 wrote:give more infos about your map please :)
Ill figure it out. Ill have to because I'm the one working on it.
I probably missed some thing in the tutorials. Thanks for the reply.

Do you need a static objects list?
Last edited by turnpipe on 2008-07-12 21:07, edited 1 time in total.
Reason: compactnessss
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: Resource Conflict?

Post by J.F.Leusch69 »

no i dont want this :D !

but i want some infos about the map...
which mode?
you are planing to "convert" a vanilla map to pr?
do you used any custom objects
etc.
turnpipe
Posts: 274
Joined: 2008-01-27 19:25

Re: Resource Conflict?

Post by turnpipe »

J.F.Leusch69 wrote:no i dont want this :D !

but i want some infos about the map...
which mode?
PR
you are planing to "convert" a vanilla map to pr?
Yes
do you used any custom objects
I used PR objects.
etc.

I used the bunkers from kashan and the destroyable airstrips.

The objects show up in the editor but they dont show up when i use this short cut to run the game C:\Program Files\EA GAMES\Battlefield 2\BF2.exe" +modPath mods/pr_edit +menu 1 +fullscreen 0

The map does not crash if i choose the right kit
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: Resource Conflict?

Post by J.F.Leusch69 »

:D okay that is the problem!

you should pack the level you "made" and copy it in the normal pr level folder. than it shouldnot make trubble.

as mode i mean game modes and not "mod" (=modifivcation ;) )

if you got further question, feel free to ask, i will answer :)
turnpipe
Posts: 274
Joined: 2008-01-27 19:25

Re: Resource Conflict?

Post by turnpipe »

J.F.Leusch69 wrote: :D okay that is the problem!

you should pack the level you "made" and copy it in the normal pr level folder. than it shouldnot make trubble.

as mode i mean game modes and not "mod" (=modifivcation ;) )

if you got further question, feel free to ask, i will answer :)

Ok thanks got it running now the map terrain textures dont show far away.
I got my view distence set to maximum.
I have not worked on my detail textures yet
Image
Last edited by turnpipe on 2008-07-13 05:35, edited 1 time in total.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: Resource Conflict?

Post by J.F.Leusch69 »

great to hear that :)
turnpipe
Posts: 274
Joined: 2008-01-27 19:25

Re: Resource Conflict?

Post by turnpipe »

turnpipe wrote:Ok thanks got it running now the map terrain textures dont show far away.
I got my view distence set to maximum.
I have not worked on my detail textures yet
Image

I fixed this problem by doing this tut.
How To Make A Scale 4 Map - Official BF Editor Forums
It needed me to unstitch the lods in terrain.con so terrain textures can be shown properly.
Edit: Any one know how to set up the sky for PR jets?
I dont seem to be getting the standard altitude.
Edit: Ok, I had the line of code in the wrong spot on the init.con
This is how it should look.

rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\dragon_valley_pr\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\dragon_valley_pr\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
physics.airdensityzeroatheight 5000
Last edited by turnpipe on 2008-07-15 21:42, edited 3 times in total.
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