[Map] Karez Offensive (4km) [WIP]

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Rhino
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Rhino »

Text: Growth can't find geometryTemplate: poppies_closed_clump_01_lod

Current confile:Levels/the_karez_offensive/Overgrowth/Overgrowth.con
You need to remove the "isOvergrowth 1" from all your overgrowth fields... This one is in your Overgrowth.con if you can't find it.
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

?llright, yeah i just removed all the stuff, but that didnt work. Ill edit the con file when i have the time, thank you rhino :)
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Wicca
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Joined: 2008-01-05 14:53

Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Ok ive made it work. i added the clumps but now i get a completly new error saying something about the

poppies_closed_clump_01_lod

But there is no object called that?

What is that anyway? Light Object Designation?

Anyway, it works if i remvoe all poppies_closed_clump_01 but the error happens when its there. Im confuzzled.
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AfterDune
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Re: [Map] Karez Offensive (4km) [WIP]

Post by AfterDune »

Remove the "isOvergrowth 1" in staticobjects.con.
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Amok@ndy
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Amok@ndy »

Wicca wrote:Ok ive made it work. i added the clumps but now i get a completly new error saying something about the

poppies_closed_clump_01_lod

But there is no object called that?

What is that anyway? Light Object Designation?

Anyway, it works if i remvoe all poppies_closed_clump_01 but the error happens when its there. Im confuzzled.
[R-DEV]AfterDune wrote:Remove the "isOvergrowth 1" in staticobjects.con.
WICCAAAAAA i told you this in teamspeak and you just ignored me .... and now you ask the same question again ....
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Image

WHAT AM I DOING WRONG?!?!??!
Overgrowth.viewDistance 950
Overgrowth.viewDistanceScale 1
Overgrowth.closeDistPercentage 0.15

Overgrowth.addMaterial trees 4
Overgrowth.setActiveMaterial trees
Overgrowth.addType bush
Overgrowth.setActiveType bush
OvergrowthType.geometry largebush
OvergrowthType.density 1
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.1
OvergrowthType.minRadiusToOthers 0.1
Overgrowth.addType tree1
Overgrowth.setActiveType tree1
OvergrowthType.geometry me_olive03
OvergrowthType.density 1
OvergrowthType.normalScale 0.4
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.1
OvergrowthType.minRadiusToOthers 0.1
Overgrowth.addType wildbush
Overgrowth.setActiveType wildbush
OvergrowthType.geometry me_wildbush01
OvergrowthType.density 3
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.1
OvergrowthType.minRadiusToOthers 0.1

Overgrowth.addMaterial garden 2
Overgrowth.setActiveMaterial garden
Overgrowth.addType tree1
Overgrowth.setActiveType tree1
OvergrowthType.geometry mangrove_big1
OvergrowthType.density 400
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0.1
OvergrowthType.minRadiusToOthers 0

Overgrowth.addMaterial under 9
Overgrowth.setActiveMaterial under
Overgrowth.addType bushes
Overgrowth.setActiveType bushes
OvergrowthType.geometry me_highleafbush01
OvergrowthType.density 10
OvergrowthType.normalScale 10
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0
Overgrowth.addType bushaas
Overgrowth.setActiveType bushaas
OvergrowthType.geometry me_wildbush01
OvergrowthType.density 10
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0

Overgrowth.addMaterial shore 11
Overgrowth.setActiveMaterial shore
Overgrowth.addType shore
Overgrowth.setActiveType shore
OvergrowthType.geometry deciduous_bush_v1
OvergrowthType.density 75
OvergrowthType.normalScale 1
OvergrowthType.rotationScale 0
OvergrowthType.minRadiusToSame 0
OvergrowthType.minRadiusToOthers 0

Overgrowth.path levels\the_karez_offensive\overgrowth\
Overgrowth.preLoad
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

[R-DEV]AfterDune wrote:Remove the "isOvergrowth 1" in staticobjects.con.
WHAAAAAAAAT?


yaaaay over 9000 1 has to be turned into 0. How long will this take?
Last edited by Wicca on 2011-03-24 13:58, edited 1 time in total.
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Rudd
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Rudd »

STEP 1

open staticobjects.con + fields.con if you have one

STEP 2

FIND AND REPLACE "isOvergrowth 1" so tha it no longer exists

I recommend you use an editor capable of multi line editing such as http://www.editpadlite.com/editpadlite.html

simply put isovergrowth 1 and a new line in to the find box,and then replace all with nothing in the replace box and tadaaah it'll be gone
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Rudd, you make no sence. Im going to do this manually. like the filthy norwegian i am
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Im almost halfway now :D
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

If only there was a way to select all Object.isOvergrowth 1 and then delete them at once. hmmmm
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Rudd
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Rudd »

Wicca, are you high? Please don't map when you're high, the last guy I know who did that sat there for hours naming all the people that would live in the town on the map...
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Andy and CTRL + H is my friend.
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

WORKING
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Everyone say "did you read what rudd wrote?" QUICKLY

Also, i have to fix sun flare and water transparency aswell as depth in some areas. Other than that, me and rudd are going to fight really hard on my 2k view distance HOORAH!
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Image

Image

Image

Image

looking goood!

Ok, imme do that. Then imma do this. Then imma fix the FRIKKIN WATER AAAAA!
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KP
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Re: [Map] Karez Offensive (4km) [WIP]

Post by KP »

That looks damned good! I take it you can have pretty high view distances as you haven't got many objects to render?
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

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VapoMan
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Re: [Map] Karez Offensive (4km) [WIP]

Post by VapoMan »

I like it! The hills and vegitation remind me of Takistan from ARAMA2 :O A (large image).
The sunset looks pretty :razz:

That viewdistance is pretty high. I have found on my map that at 1500 viewdistance some statics dont render at long distances so be careful of what you use.

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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

2000 viewdistance, overgrowth is renderd at 950 and statics is 1800
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Rudd
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Rudd »

that actually looks pretty good, though as I told you before add 63/127 players throwing smoke and taking names in there and performance will go down, kashan is much emptier than your map and has still given peeps problems

saying that, it actually looks rather good!

turn down the lowdetail tilling though, looks like a carpet

if you get the chance, send me the files and I'll give you more technical feedback
overgrowth is renderd at 950
pointless, player will hide in bushes only to be blasted to hell, undergrowth gave this problem in the past, lets not let OG cause the same problems
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