Black Foliage

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SW_elite
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Black Foliage

Post by SW_elite »

Hidden/Spoiler:
Image
Parts of my foliage in layer zero are black, and just so you know what foliage is the black one, its the foliage script from the documentation. So, am I missing a texture? Or is it something else? If I am missing a texture, which one do I need?


Here is my prp file if anyone needs it:
Hidden/Spoiler:
Layer(0)
{
SpreadFactor(0.2);
Mesh()
{
GrassPatch("nab_prop_grass.odf", 50);
File("editor_grasspatch.msh", 50);
Frequency(100);
Scale(1);
Stiffness(0.0);
}
}

Layer(1)
{
SpreadFactor(0.2);
Mesh()
{
File("end_prop_fern5.msh", 30);
Frequency(20);
Scale(1);
Stiffness(0.0);
CollisionSound("foliage_collision");
ColorVariation(0.2);
}

Mesh()
{
File("end_prop_treeclump_1.msh", 50);
Frequency(80);
Scale(1);
Stiffness(0.0);
CollisionSound("foliage_collision");
ColorVariation(0.2);
}
}
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Re: Black Foliage

Post by AgentSmith_#27 »

That definitely looks like a missing texture to me, though I couldn't say which one.
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Re: Black Foliage

Post by RogueKnight »

find editor_grasspatch.msh, open it up in a word processer, and do a search for ".tga", this will show you what your missing texture is.
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Re: Black Foliage

Post by Maveritchell »

RogueKnight wrote:find editor_grasspatch.msh, open it up in a word processer, and do a search for ".tga", this will show you what your missing texture is.
The "editor_grasspatch" .msh file is a dummy mesh used with grasspatches (which are defined in an .odf file), and it does not show up in game (nor should it). Your missing texture is probably "nab_grass.tga," but you can find whatever texture should be referenced in the .odf file listed.
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Re: Black Foliage

Post by SW_elite »

I've just found out that the foliage I was using in the picture in my first post, wasn't the foliage I actually thought it was. So, I've changed them to the ones you most comonly see in Endor, the big bushy ones. Now when I try loading my map with Zero Editor it returns an error saying that all three of my foliage msh files couldn't be found even though they are difinately in my worlds folder, along with my prp, and all the textures. I remembered to gather together all of my odf files that I needed as well. So since I can't figure out why this isn't working, here is a screenshot of my world1/PC folder and my prp file.

world1/PC folder Screenshot:
Hidden/Spoiler:
Image
Prp file:
Hidden/Spoiler:
Layer(0)
{
SpreadFactor(0.4);
Mesh()
{
GrassPatch("end_prop_foliage5.odf", 70);
File("end_prop_foliage5", 30);
Frequency(30);
Scale(1);
Stiffness(0.0);
CollisionSound("foliage_collision");
ColorVariation(0.2);
AIVisibilityFactor(0.7,1.0);
}

Mesh()
{
GrassPatch("end_prop_foliage6n.odf", 70);
File("end_prop_foliage6", 50);
Frequency(30);
Scale(1);
Stiffness(0.0);
CollisionSound("foliage_collision");
ColorVariation(0.2);
AIVisibilityFactor(0.35,0.6);
}

Mesh()
{
GrassPatch("end_prop_foliage7.odf", 70);
File("end_prop_foliage7", 50);
Frequency(30);
Scale(1);
Stiffness(0.0);
CollisionSound("foliage_collision");
ColorVariation(0.2);
AIVisibilityFactor(0.35,0.6);
}
}
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Re: Black Foliage

Post by AQT »

Do you have the ODFs that .prp file calls for in your odf folder? Make sure you have the TGAs those ODFs call for in your msh folder as well.
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Re: Black Foliage

Post by SW_elite »

I added the Grasspatch bit in all of them... So I do have the odf's, I made sure, but I'll go check the tga's now...

EDIT: That's strange, the odf's dont say which tga it wants, just what msh it needs.

EDIT: Don't the msh files have to be in my worlds msh folder?
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Re: Black Foliage

Post by AQT »

MSH files can go in your msh folder or your world1 folder depending on what it is.
EDIT: That's strange, the odf's dont say which tga it wants, just what msh it needs.
Another name for TGA is texture.

By the way, you're setting up your .prp file in a redundant way. Why don't you take a look at the stock Endor .prp file for reference? You only need to set up an ODF if you are using the editor_grasspatch.msh file.
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Re: Black Foliage

Post by SW_elite »

I had a look before I started the swap but it confused me somehow. Just so you get a better idea, this is what my odf file looks like... And it's the same for all three of them.
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "prop"
GeometryName = "end_prop_foliage5.msh"


[Properties]

GeometryName = "end_prop_foliage5"
AHHHHHHHHHH!!! I just went into my map in zero editor and it's crashing as soon as I start loading!!! I CANT LOSE THIS MAP!!!
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Re: Black Foliage

Post by FragMe! »

Try renaming or moving the prp file and try opening the map again.

If that allows you to open your map then start again with the foliage with a fresh prp file.
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Re: Black Foliage

Post by lucasfart »

You can tell what texture the msh needs by opening up your msh in bfviewer and going to the debug log. It tells you all the textures used in the relevant msh. That might help you find out which one you're missing....
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Re: Black Foliage

Post by SW_elite »

Okay, I gave what you said a try FragMe! but with no luck. Do you have any other ideas for fixing this error? I really really cannot lose this map...

@Lucas - Thanks for saying but I allready knew, even though I dont even use it... I just take a peek into the msh files.
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Re: Black Foliage

Post by FragMe! »

Is there a lot of terrain work?

What you could do is move your current map folder to some place save, create a new world with the same 3 letter name etc then copy back everything but the .wld and .prp file to start.
See if that at least that gets the object placement part back.
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Re: Black Foliage

Post by SW_elite »

Ohhh, this is what I thought I'd have to do but really didnt want to. I'll wait to see how my other thread develops and then make my decision.

EDIT: Tean is doing a favor for me that could get my map working again, so atm, all progress has come to a halt.
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