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[Help] Crash at lightmapsettings

Posted: 2012-04-16 12:57
by Robert95
My problem:
I wanted to make another Coop Lashkar valley, with the British forces and Taliban SP variant 2. Just for personal fun.

Yesterday evening, I've prepared the files for the editor (unzip, editor folder, copy some folders and the GamePlayObjects.con etc.) and after that, I loaded my (duplicated) level named Lashkar_Valley_2 as I 'd still like to play with the GER forces sometimes :p

I made some improvised weapon caches so it's kinda an insurgency map for coop, which sounds kinda cool if you 'd ask me.

But I was tired so I saved everything, gave it a test drive which worked out fine. I went to sleep.

today, when I want to load the altered level, the editor crashes when loading "Lightmapsettings" for the level at the very end. It annoys me!

Does anyone know how to fix this?

Re: [BFeditor] Crash at lightmapsettings

Posted: 2012-04-16 13:37
by BroCop
Run the game in windowed mode and then post the error message.

To run PR in windowed mode, right click on the PR icon and select Properties. Under Target (cant remember was it Target or Start In so I might be wrong) and to the address add the following:

+menu 1 +fullscreen0 + szx ### +szy ### (replace the # with the resolution you want to launch the game with)

For example:

"C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr\pr.exe" +menu 1 +fullscreen1 + szx 800 + szy 600

Here the game shall launch in windowed mode with 800x600 resolution

Re: [BFeditor] Crash at lightmapsettings

Posted: 2012-04-16 13:43
by Robert95
Hey, thanks for your response! I actually ment my editor crashed while loading the map, ingame it works fine ;)

gr

Re: [BFeditor] Crash at lightmapsettings

Posted: 2012-04-16 13:50
by BroCop
Oh it would appear I failed at reading. :p

Seems like you are going to have to wait for someone more experienced to help you. I have yet to even touch that field of the editor :p

Re: [BFeditor] Crash at lightmapsettings

Posted: 2012-04-16 15:46
by Fastjack
Not sure, if u have this problem.
Check the levelnames inside of the lightmapAtlas.tai. Open it with notepad++
Check all lines entries for the levelname. Maybe, the mapname for the objects lightmaps not corresponding with the new mapname.

If u open the tai file, u will see something like this: My excample is IronGator

Code: Select all

# mods/xpack/levels/iron_gator/lightmaps/objects/LightmapAtlas.tai
# 
# 
# <filename>		<atlas filename>, <atlas idx>, <woffset>, <hoffset>, <width>, <height>
# 
# Texture <filename> can be found in texture atlas <atlas filename>, i.e.,
# <group><idx>.dds with texture coordinates boundary given by:
#   A = ( <woffset>, <hoffset> )
#   B = ( <woffset> + <width>, <hoffset> + <height> )
# 
# where coordinates (0,0) and (1,1) of the original texture map correspond
# to coordinates A and B, respectively, in the texture atlas.


levels/iron_gator/lightmaps/objects/xp1_ac_mid_engine_int=00=-106=54=98.dds		levels/iron_gator/lightmaps/objects/LightmapAtlas0.dds, 0, 0, 0, 0.5, 0.5
levels/iron_gator/lightmaps/objects/xp1_ac_mid_bunks_int_objects=00=-132=55=139.dds		levels/iron_gator/lightmaps/objects/LightmapAtlas0.dds, 0, 0.5, 0, 0.5, 0.5
levels/iron_gator/lightmaps/objects/xp1_ac_mid_engine_int_objects=00=-106=54=98.dds		levels/iron_gator/lightmaps/objects/LightmapAtlas0.dds, 0, 0, 0.5, 0.5, 0.5
levels/iron_gator/lightmaps/objects/xp1_ac_mid_bunks_int=00=-132=55=139.dds		levels/iron_gator/lightmaps/objects/LightmapAtlas0.dds, 0, 0.5, 0.5, 0.5, 0.5
levels/iron_gator/lightmaps/objects/xp1_ac_hanger_int=00=-138=62=148.dds		levels/iron_gator/lightmaps/objects/LightmapAtlas1.dds, 1, 0, 0, 0.5, 0.5
...and more
Success

Re: [BFeditor] Crash at lightmapsettings

Posted: 2012-04-21 14:21
by Robert95
I've tried it with several maps and nothing seemed to work.. The .tai file is okay..

Re: [BFeditor] Crash at lightmapsettings

Posted: 2012-04-21 20:12
by AFsoccer
If all you've changed is the GamePlayObjects.con, maybe unzip the files from the original again and overwrite the ones you have in pr_edit. Obviously you'll want to keep a copy of your changed GPO, but give that a try.

Also, have you looked at your editor log? Go to EA Games/Battlefield 2/bfeditor/logs and open the most recent file that starts with "Debug_" and see what it says.

Re: [BFeditor] Crash at lightmapsettings

Posted: 2012-04-22 14:46
by Robert95
I will say what I've done so far:

#Create the pr_edit mod
#unpack Kokan
#Create the editor folder inside the kokan map
#copy Colormaps, detailmaps and lowdetailmaps to the editor folder
#copy GPO.con from skirmish 32 to the editor folder
#load the level
#crash..

heres the log:

beginning of the log:
D:\bf2editor\Code\BF2\Core\Profiler.cpp(720): Calibration of profiler took:8.06339e-006 seconds
D:\bf2editor\Code\BF2\Core\EventManager.cpp(77): Event 1 in cat 5 registered as ECCoreCEChangedSetting
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/menu/fonts_custom.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/pr_edit/menu/fonts_custom.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/menu/fonts_custom.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/menu/fonts_custom.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/menu/fonts_custom.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/Content/Terrain/menu/fonts_custom.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "menu/fonts_custom.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/menu/menu_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:menu/menu_client_patch2.zip path:menu/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/objects/staticobjects_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/pr_edit/objects/staticobjects_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/objects/staticobjects_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/objects/staticobjects_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/objects/staticobjects_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/Content/Terrain/objects/staticobjects_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "objects/staticobjects_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/objects/weapons_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/pr_edit/objects/weapons_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/objects/weapons_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/objects/weapons_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/objects/weapons_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/Content/Terrain/objects/weapons_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "objects/weapons_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/objects/vehicles_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/pr_edit/objects/vehicles_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/objects/vehicles_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/objects/vehicles_client_patch2.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/objects/vehicles_client_patch2.zip"
a bunch of more files
and then the end:
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AISettings.cpp(266): 18 0 44698EF8
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AISettings.cpp(266): 18 1 44698F28
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AISettings.cpp(266): 18 2 21FF1AA8
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AISettings.cpp(266): 18 5 03837B00
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AISettings.cpp(266): 18 3 40AF3640
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AISettings.cpp(266): 18 6 44698F88
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AISettings.cpp(266): 18 9 432203A4
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AISettings.cpp(266): 18 10 039B18F0
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(693): Successfully added interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(693): Successfully added interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(736): Successfully activated interpreter
D:\bf2editor\Code\BF2\AI\AIDLL\AI\AIStrategic\SAI.cpp(313): SAI being created.
D:\bf2editor\Code\BF2\AI\AIDLL\AI\AIStrategic\SAI.cpp(374): SAI created.
D:\bf2editor\Code\BF2\AI\AIDLL\AI\AIStrategic\SAI.cpp(313): SAI being created.
D:\bf2editor\Code\BF2\AI\AIDLL\AI\AIStrategic\SAI.cpp(374): SAI created.
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIMain.cpp(890): There are no strategic areas defined! SAI will not be enabled. Game may be unstable.
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIConsole.cpp(287): Successfully initialized AI
D:\bf2editor\Code\BF2\IO\Console\Console.cpp(1697): Couldn't open console script "levels/kokan/editor/ai/strategicareas.ai"
D:\bf2editor\Code\BF2\AI\AIDLL\AI\Main\AIMain.cpp(890): There are no strategic areas defined! SAI will not be enabled. Game may be unstable.
D:\bf2editor\Code\BF2\IO\Console\Console.cpp(1697): Couldn't open console script "levels/kokan/editor/groundproperties.con"
D:\bf2editor\Code\BF2\Game\Objects\Game\ControlPoint.cpp(346): Failed to create flag object: flag_taliban
D:\bf2editor\Code\BF2\Game\Objects\Game\ControlPoint.cpp(346): Failed to create flag object: flag_taliban
D:\bf2editor\Code\BF2\Game\Objects\Game\ControlPoint.cpp(346): Failed to create flag object: flag_taliban
D:\bf2editor\Code\BF2\Game\Objects\Game\ControlPoint.cpp(346): Failed to create flag object: flag_taliban
D:\bf2editor\Code\BF2\Game\Objects\Game\ControlPoint.cpp(346): Failed to create flag object: flag_taliban
D:\bf2editor\Code\BF2\IO\Console\Console.cpp(1697): Couldn't open console script "levels/kokan/editor/objectlight.con"
D:\bf2editor\Code\BF2\Sound\SoundEngine\SoundFile.cpp(287): Loading objects/effects/sounds/flag.wav