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Munge Problem with Converted Map [SOLVED]

Posted: Mon Sep 28, 2009 4:14 am
by giftheck
I recently converted the Naboo: Protoype source files found in Teancum's Secret Assets. Now, after retexturing everything so it at least looks mildly presentable, I decided to munge the map. But I came across this:

Image

Clearly there's something wrong here. Perhaps there's a hidden water layer but I couldn't find any. Bearing in mind this is the ONLY layer of water visible in the map, and it's the first layer as well.

Does anybody know how I can fix this?

Re: Munge Problem with Converted Map

Posted: Mon Sep 28, 2009 8:13 am
by Teancum
I would just remove the water entirely, munge and test. If it works, add the water back from scratch.

Re: Munge Problem with Converted Map

Posted: Mon Sep 28, 2009 8:23 am
by giftheck
I did that afterwards, and I thought it would work but it didn't.

Re: Munge Problem with Converted Map

Posted: Mon Sep 28, 2009 8:45 am
by Teancum
Did you remove all the water stuff from the req?

Re: Munge Problem with Converted Map

Posted: Mon Sep 28, 2009 8:57 am
by giftheck
No, everything is where it should be from what I can gather. This here's my REQ file:

Code: Select all

ucft
{
    REQN
    {
        "config"
    }

    REQN
    {
        "model"
        "arm_1st_tripod_turret"
    }
REQN
    {
        "texture"
        "platform=pc"
        "water_bumpmap_0"
        "water_bumpmap_1"
        "water_bumpmap_2"
        "water_bumpmap_3"
        "water_bumpmap_4"
        "water_bumpmap_5"
        "water_bumpmap_6"
        "water_bumpmap_7"
        "water_bumpmap_8"
        "water_bumpmap_9"
        "water_bumpmap_10"
        "water_bumpmap_11"
        "water_bumpmap_12"
        "water_bumpmap_13"
        "water_bumpmap_14"
        "water_bumpmap_15"

        "water_normalmap_0"
        "water_normalmap_1"
        "water_normalmap_2"
        "water_normalmap_3"
        "water_normalmap_4"
        "water_normalmap_5"
        "water_normalmap_6"
        "water_normalmap_7"
        "water_normalmap_8"
        "water_normalmap_9"
        "water_normalmap_10"
        "water_normalmap_11"
        "water_normalmap_12"
        "water_normalmap_13"
        "water_normalmap_14"
        "water_normalmap_15"

        "water_specularmask_0"
        "water_specularmask_1"
        "water_specularmask_2"
        "water_specularmask_3"
        "water_specularmask_4"
        "water_specularmask_5"
        "water_specularmask_6"
        "water_specularmask_7"
        "water_specularmask_8"
        "water_specularmask_9"
        "water_specularmask_10"
        "water_specularmask_11"
        "water_specularmask_12"
        "water_specularmask_13"
        "water_specularmask_14"
        "water_specularmask_15"
        "water_specularmask_16"
        "water_specularmask_17"
        "water_specularmask_18"
        "water_specularmask_19"
        "water_specularmask_20"
        "water_specularmask_21"
        "water_specularmask_22"
        "water_specularmask_23"
        "water_specularmask_24"


    }
    REQN
    {
        "texture"
        "nabproto_map"
    }


    REQN
    {
        "path"
        "nabproto"
    }
    REQN
    {
        "congraph"
        "nabproto"
    }
    REQN
    {
        "envfx"
        "nabproto"
    }
    REQN
    {
        "world"
	"nabproto"
    }
    REQN
    {
        "prop"
        "nabproto"
    }
    REQN
    {
        "boundary"
        "nabproto"
    }
    REQN
    {
        "config"
    --    "flyerspray"
    --    "walkerstomp"
    --    "hailfire_wake"
    --    "dustwake"
    }
}


Re: Munge Problem with Converted Map

Posted: Mon Sep 28, 2009 9:56 am
by Teancum
What I'm saying is go ahead and remove the water stuff from the req. Take out any and everything related to water, get things rollin', then come back and add water in from scratch.

Re: Munge Problem with Converted Map

Posted: Mon Sep 28, 2009 10:48 am
by giftheck
I got it figured out now. The code "Discarding additional water layer = 1! 15" refers to the fact that, for whatever reason, the converted terrain believes water layer 15 to be the first water layer in use. I'm assuming that BF2 can use multiple water layers? In any case, I tried it out on a hunch - copying the water settings on water layer 1 to water layer 15, and it worked!

But I probably would have never figured it out without your help as the errors did go away when I removed the original water layer. Thanks, Teancum. This case is solved.