[?] Overgrowth error

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ZonexNL
Posts: 122
Joined: 2011-10-13 08:12

[?] Overgrowth error

Post by ZonexNL »

Hey,

Not sure if this is the correct section to ask this question, but everytime I try generating forests in overgrowth mode, it gives the following error:

Ignored Warning[Overgrowth] : Overgrowth atlas generation failed
Ignored Warning[TextureAtlas] : Couldn't open TAI file "levels\my_level\editor\tmp\OvergrowthAtlas.tai

Why can't it open that TAI file?

Thanks in advance.
Rudd
Retired PR Developer
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Re: Overgrowth error

Post by Rudd »

yeah the editor is a bit backwards with this sometimes

iirc copy the TAI file from another map, and the editor will be happy to modify it to work with your map, it just doesn't like making its own
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Rhino
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Re: Overgrowth error

Post by Rhino »

check the folder to make sure you have a .tai file there, might be missing.
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ZonexNL
Posts: 122
Joined: 2011-10-13 08:12

Re: Overgrowth error

Post by ZonexNL »

The .tai file was missing indeed so I took the .tai file from another existing map and placed it in my custom map, but it still gives the same error. :/
Rhino
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Re: Overgrowth error

Post by Rhino »

an existing map's .tai file will not have the correct filepath etc in it. Open it up with a text editor and edit it.
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ZonexNL
Posts: 122
Joined: 2011-10-13 08:12

Re: Overgrowth error

Post by ZonexNL »

Thanks it works now.

Just one question before this topic is solved; where are the objects from the BF2 map called operation road rage stored, or rather where are the 1.5 patch objects to be found?

They're not included in Objects_Client.zip
Rhino
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Re: Overgrowth error

Post by Rhino »

dunno but most of the booster pack statics are really not worth using due to them not being very optimized etc.
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Rudd
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Re: Overgrowth error

Post by Rudd »

sometimes its inside the client.zip instead of a separate zip
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Rhino
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Re: Overgrowth error

Post by Rhino »

Ye I checked that one rudd but it wasn't in this case, couldn't be asked to look any further :p
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Outlawz7
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Re: Overgrowth error

Post by Outlawz7 »

AF content is in mods/bf2/booster zips, EF is packed with maps.

Also if you did anything with overgrowth tool in editor, it should have written a .tai file when saved.
but everytime I try generating forests in overgrowth mode
I'm guessing you mean when you click Generate All after painting? Try making a material with a type, paint it, but do not generate, instead save first, see if that creates a .tai file.
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ZonexNL
Posts: 122
Joined: 2011-10-13 08:12

Re: Overgrowth error

Post by ZonexNL »

Alright.

One other thing, (I believe) I have loaded the project reality items in, the kits, weapons, etc. But when I check the objectlist to the left I only get the default battlefield 2 stuff, but I am 100% sure that I'm using the PR mod and that I've also enabled them in modmanager. Why do I only get the BF2 basics?
Rudd
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Re: Overgrowth error

Post by Rudd »

the PR stuff is inside the PR foldier staticobjects/pr make sure your looking there, rather than expecting PR statics to be mixed with Bf2 ones
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ZonexNL
Posts: 122
Joined: 2011-10-13 08:12

Re: Overgrowth error

Post by ZonexNL »

That's weird, because there is a staticobjects/pr folder but there's only one file in it, which is some kind of marker, but no buildings/objects at all shown in the editor, but when I open the same map via the BF2 map (windows browser) then all the objects do show up. Why does the BF2 editor fail to show me those items?
Rudd
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Re: Overgrowth error

Post by Rudd »

you can't have unzipped teh PR content correctly then, that marker is from teh pr_edit file that you downloaded and upzipped when setting up the editor, try unzipping the PR objects again (go to pr_edit's objects, select all, extract files here)
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ZonexNL
Posts: 122
Joined: 2011-10-13 08:12

Re: Overgrowth error

Post by ZonexNL »

I've done exactly what you said, but still doesn't work. It only shows this 'reminder1' file which is odd, because I can find the files in the normal BF2 map but he doesn't load them in.

How do I fix this?

PS: I also get loads of 'file already exists, using existing one as active one' errors.
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