Map crashing......why?

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Darth_Spiderpig
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Map crashing......why?

Post by Darth_Spiderpig »

Hello there, I have a problem (again :roll: )

My map crashes and I don't know why.

Here is my BF2 log:
Hidden/Spoiler:
Opened logfile BFront2.log 2009-09-01 2132
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy german 4
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawlgr.mvs
shell_interface: Opening movie: movies\shellgr.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
this.CurButton = nil
cur_button = nil
DoubleClicked
custom_AddMapNew()
custom_printTable(): table: 03EBEBE0
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: GEN<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 03CB672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: GENc_con idx: 1
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_caped_magnaguard has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=10a1574c: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent6"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6b2078dc: trying to replace "geo_bldg_technounion_hull" with "geo_bldg_technounion_hull1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(463)
Attach: model '' [aed39d05] has no hardpoint 'hp_fire1' [3b7773cb]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0da15293: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=1d9e4b9e: trying to replace "geo_bldg_bunker" with "geo_bldg_bunker2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=1c9e4a0b: trying to replace "geo_bldg_bunker" with "geo_bldg_bunker1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=22f9a518: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d0a363ea: trying to replace "tat2_bldg_wall_40m" with "tat2_bldg_wall_40m1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=24f9a83e: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=25f9a9d1: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=11a158df: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent7"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=13a15c05: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent5"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=12a15a72: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent4"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=17a16251: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent9"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=1e9e4d31: trying to replace "geo_bldg_bunker" with "geo_bldg_bunker3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(463)
Attach: model '' [aed39d05] has no hardpoint 'hp_fire1' [3b7773cb]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0fa155b9: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=23f9a6ab: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0ca15100: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=16a160be: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent8"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)


Thanks in advance :greeny: :thumbs:
Xavious
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Joined: Mon Jun 12, 2006 3:46 pm

Re: Map crashing......why?

Post by Xavious »

What was the last change you made? There don't appear to be any Severity: 3 errors, so it's hard to tell what's causing the crash. Did you get any munge errors?
RogueKnight
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Re: Map crashing......why?

Post by RogueKnight »

Hm... You sure have a lot of godray errors, and that might be your problem.
Darth_Spiderpig
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Re: Map crashing......why?

Post by Darth_Spiderpig »

Well, the last thing I did was taking out the custom side. :(

Munge error.....something about an UCF or something, I honestly don't remember. :( :?

Should I munge agai and post the munge error log?

@DRK: How do I fix those?
RogueKnight
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Re: Map crashing......why?

Post by RogueKnight »

Darth_Spiderpig wrote:Well, the last thing I did was taking out the custom side. :(

Munge error.....something about an UCF or something, I honestly don't remember. :( :?

Should I munge agai and post the munge error log?

@DRK: How do I fix those?
I really have no clue, I'm not a ZE person. If you get munge errors, your map most likely will not work.
Darth_Spiderpig
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Joined: Fri Mar 27, 2009 10:23 am
Projects :: Something cool...
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Re: Map crashing......why?

Post by Darth_Spiderpig »

That means Korriban is dead? :( :sick: :cry:
Xavious
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Re: Map crashing......why?

Post by Xavious »

Go ahead and post your munge log if you have errors.
Darth_Spiderpig
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Re: Map crashing......why?

Post by Darth_Spiderpig »

ok, here it is, hope this helps:
Hidden/Spoiler:
ERROR[PC_modelmunge msh\geo_bldg_geoturret.msh]:AddSegment(geo_bldg_geoturret:shadowvolume): shadow mesh edge 216 / 226 is invalid (edge next == twin == 217)
WARNING[PC_modelmunge msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 145,146,133
WARNING[PC_modelmunge msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 132,133,135
WARNING[PC_modelmunge msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 145,142,143
WARNING[PC_modelmunge msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 273,274,276
WARNING[PC_modelmunge msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 262,264,274
WARNING[PC_modelmunge msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 262,266,265
WARNING[PC_modelmunge msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 275,276,261
WARNING[PC_modelmunge msh\geo_bldg_hangar.msh]:geo_bldg_hangar has 1008 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\geo_bldg_landingpad.msh]:geo_bldg_landingpad has 4755 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\geo_bldg_orbitgun.msh]:geo_bldg_orbitgun has 3597 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\geo_bldg_res_04.msh]:geo_bldg_res_04 has 1352 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\oss_bldg_temple.msh]:oss_bldg_temple has 2088 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_prop_CZ1droid_parts.msh]:tat3_prop_CZ1droid_parts has 1588 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
1 Errors 19 Warnings

ERROR[PC_texturemunge world1\yavinx.tga]:TextureMunge(yavinx:92x92x1): Must have power of two dimensions!
ERROR[PC_texturemunge world1\yavinx.tga]:TextureMunge(yavinx:92x92x1): Must have power of two dimensions!
[continuing]
ERROR[PC_texturemunge world3\yavX.tga]:TextureMunge(yavx:63x64x1): Must have power of two dimensions!
ERROR[PC_texturemunge world3\yavX.tga]:TextureMunge(yavx:63x64x1): Must have power of two dimensions!
[continuing]
4 Errors 0 Warnings

WARNING[terrainmunge world1\yavin1.ter]:ReduceTerrainTextureUsage: corner discontinuity at (168,104)
0 Errors 1 Warnings
Xavious
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Re: Map crashing......why?

Post by Xavious »

Are you using any of these textures? If not, you can go ahead and delete them so you don't get this error any more.

Code: Select all

ERROR[PC_texturemunge world1\yavinx.tga]:TextureMunge(yavinx:92x92x1): Must have power of two dimensions!
ERROR[PC_texturemunge world1\yavinx.tga]:TextureMunge(yavinx:92x92x1): Must have power of two dimensions!
[continuing]
ERROR[PC_texturemunge world3\yavX.tga]:TextureMunge(yavx:63x64x1): Must have power of two dimensions!
ERROR[PC_texturemunge world3\yavX.tga]:TextureMunge(yavx:63x64x1): Must have power of two dimensions!
[continuing]
4 Errors 0 Warnings
Also, I'm unsure about this one. I've never see it before, but it's only a warning, not an error.

Code: Select all

WARNING[terrainmunge world1\yavin1.ter]:ReduceTerrainTextureUsage: corner discontinuity at (168,104)
0 Errors 1 Warnings
Darth_Spiderpig
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Re: Map crashing......why?

Post by Darth_Spiderpig »

lol, there aren't any textures like myavinx.tga in my world1 folder. :?
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Re: Map crashing......why?

Post by Xavious »

I'm not seeing anything in what you've posted that would cause a crash. At this point, I'd say you should just work backwards, removing everything you've changed since the last time you had a working map one at a time to determine what's causing it.

You could also try a manual clean, if you think that might help.
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Re: Map crashing......why?

Post by Darth_Spiderpig »

I just decided to take out every yavin ground texture. Could that help?
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Re: Map crashing......why?

Post by Xavious »

Doubtful. Just go with what I said in my last post.
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Re: Map crashing......why?

Post by Darth_Spiderpig »

Ok, I will try tomorrow. Thanks Xav :thumbs: :thumbs:
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Re: Map crashing......why?

Post by Par3210 »

Xavious wrote:Are you using any of these textures? If not, you can go ahead and delete them so you don't get this error any more.

Code: Select all

ERROR[PC_texturemunge world1\yavinx.tga]:TextureMunge(yavinx:92x92x1): Must have power of two dimensions!
ERROR[PC_texturemunge world1\yavinx.tga]:TextureMunge(yavinx:92x92x1): Must have power of two dimensions!
[continuing]
ERROR[PC_texturemunge world3\yavX.tga]:TextureMunge(yavx:63x64x1): Must have power of two dimensions!
ERROR[PC_texturemunge world3\yavX.tga]:TextureMunge(yavx:63x64x1): Must have power of two dimensions!
[continuing]
4 Errors 0 Warnings
Also, I'm unsure about this one. I've never see it before, but it's only a warning, not an error.

Code: Select all

WARNING[terrainmunge world1\yavin1.ter]:ReduceTerrainTextureUsage: corner discontinuity at (168,104)
0 Errors 1 Warnings
I think the yav one is about the yav main textures, maybe he edited them and never made them a tga or, didn't save with RLE off, OR, saved in a different size.
The WARNING one shouldn't do anything, after all, it's a WARNING, right? :thumbs:
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Re: Map crashing......why?

Post by Darth_Spiderpig »

No, he didn't edited them, ever. :(
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Re: Map crashing......why?

Post by Par3210 »

You did edit some textures for the yav folder. Didn't you. That would be it! Yes! You must've saved with RLE compression on again!
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Re: Map crashing......why?

Post by Darth_Spiderpig »

Yes, but I saved it with RLE off, cause the last time it worked and I cahnged nothing since then.


LOL, I did a manual clean, and munged.

IT DOESN'T CRASH ANYMORE, BUT NOW THE MAP IS GONE??? :? :cry: :funny2:
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Re: Map crashing......why?

Post by Par3210 »

What do you mean by the map is gone??
- Is it not on the Instant action list?
- You can't play it cos when you load it the map is gone?
- You can't play it because a giant dinosaur ate it?
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Re: Map crashing......why?

Post by Darth_Spiderpig »

:funny2: a dinosaur ate it :funny2:

No seriousely: I can load my it, choose a team and spawn. But then everything is black, the only thngs that appear re the CP's and the units. After spawning, I fall down forever. :?
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