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Mygeeto group problem

Posted: Wed Sep 22, 2010 3:29 pm
by linksith
Hi, I am making a map with multiple worlds and I saved all of the objects in Mygeeto as an .obg file. I copied everything from the Mygeeto msh and odf folder but I have this problem. I added Mygeeto and Utapau to my map (there is nothing wrong with Utapau) and now my map crashes. The object limit has nothing to do with it because I ran a test without Mygeeto and it worked. How do I get this to work? Thanks.

Re: Mygeeto group problem

Posted: Wed Sep 22, 2010 3:38 pm
by Press_Tilty
If you ran a test without Mygeeto, how would that mean you didn't go over the limit when you added Mygeeto?

Re: Mygeeto group problem

Posted: Wed Sep 22, 2010 7:31 pm
by MrCrayon
I would really like to see your munge report. It may shed some light on this topic...

Re: Mygeeto group problem

Posted: Wed Sep 22, 2010 8:17 pm
by Fiodis
Even if you aren't over the object limit (which you may not be, that limit was somewhat high), are you using portals and sectors, or anything at all to make the rendering easier on the poor old game engine?

Re: Mygeeto group problem

Posted: Wed Sep 22, 2010 10:00 pm
by linksith
Press_Tilty wrote:If you ran a test without Mygeeto, how would that mean you didn't go over the limit when you added Mygeeto?
Good point, I will try to add another world to my map and see what happens. I forgot to do that. :oops:
MrCrayon wrote:I would really like to see your munge report. It may shed some light on this topic...
If you are referring to the pcmungeerror log thingy, then I didn't get one.
Fiodis wrote:Even if you aren't over the object limit (which you may not be, that limit was somewhat high), are you using portals and sectors, or anything at all to make the rendering easier on the poor old game engine?
Currently I have Geonosis, Utapau, and Yavin 4 Arena (I deleted Mygeeto so it would work). I'm gonna delete Yavin as it was just a test. No portals or sectors are being used as I 1. have no idea how to place them 2. this is mostly an outdoor map. I have however changed the CWG.sky file to this
Hidden/Spoiler:
[code]SkyInfo()
{
Enable(1);
FogColor(85,108,142,128);
PS2()
{
FogRange(0, 0);
NearSceneRange(0.5, 85.0, 100.0);
FarSceneRange(5000.0);
SplitOptions()
{
PropClusterEnable(1);
PropClusterFadeAdj(0.6);
PropClusterDensity(0.1);
}
}
XBOX()
{
FogRange(-200.0, 1300.0);
NearSceneRange(0.5, 85.0, 100.0);
FarSceneRange(3000.0);
NearSplitScreenRange(0.2, 110.0, 160.0);
FarSplitScreenRange(0.0);
SplitOptions()
{
FogRange(5.0, 140.0);
PropClusterEnable(0);
}
}
PC()
{
NearSceneRange(560.0, 1900.0, 826.0, 2000.0);
FarSceneRange(2000.000000, 3000.0);

FarSceneRange(10000.0);
FogRange(-167.0, 2000.0);
}

}


DomeInfo()
{
Texture("SKY_naboo2.tga");
Angle(-90.000000);
Ambient(255.000000, 255.000000, 255.000000);
Softness(1);
SoftnessParam(60);

XBOX()
{
TerrainBumpTexture("nab2_bump_1", 1.0);
}
PC()
{
TerrainBumpTexture("nab2_bump_1", 1.0);
}

DomeModel()
{
Geometry("nab2_sky_dome");
}

Stars()
{
RandomSeed(1);
TwinkleFactor(0.5);
TwinkleFrequency(0.1);
Color(255, 255, 255, 255);
XBOX()
{
NumStars(1000);
BrightStarPercent(90.0);
AlphaMin(15);
ColorSaturation(0.5);
}
PC()
{
NumStars(8000);
BrightStarPercent(70.0);
AlphaMin(15);
ColorSaturation(.75);
}
PS2()
{
NumStars(1000);
StarTexture("fx_star");
BrightStarPercent(10.0);
AlphaMin(10);
ColorSaturation(0.2);
}
}

}
the color settings didn't work so I changed PC section near the top.
[/code]
so I could see far and distant objects like manually placed sky domes. I also plan on adding space to this.

EDIT: I even tried the bf2modtools to see if there was any good info but I only have one message severity 3 problem that I have had since forever and I can't find anything about too many objects.

Re: Mygeeto group problem

Posted: Wed Sep 22, 2010 10:50 pm
by Press_Tilty
Can you clarify? I'm confused.

Re: Mygeeto group problem

Posted: Thu Sep 23, 2010 7:08 am
by linksith
Press_Tilty wrote:Can you clarify? I'm confused.
Which part are you confused on? If it's the sky file I basically changed almost everything. I couldn't get the colors to work on it so I'll tell you the most important part. The PC section nearest to the top is what I changed (nearscene range, farscene range, and fog range).

EDIT: Ok here is the result of my test to test the object limit. I added another geonosis once and it worked. I added geonosis again to make an addition of two geonosis's and it crashed. I did get this Message severity 3 message.

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(54)
String pool is full: 32768 pool is not big enough!

How do I increase this memory pool?

Re: Mygeeto group problem

Posted: Thu Sep 23, 2010 10:44 am
by DarthD.U.C.K.
lets take a look into the mysterious depths of the magical searchfunction......
(meaning you should use search before posting questions)

Re: Mygeeto group problem

Posted: Thu Sep 23, 2010 8:08 pm
by linksith
Thanks, DarthD.U.C.K. I forgot about the search function. Noticing the fact that it seems hopeless, is there a way to get around this? Also, I've noticed that there is something in the ordinary LUA that says something about memorypool, what is the difference between the memorypool and the stringpool?

Re: Mygeeto group problem

Posted: Thu Sep 23, 2010 8:58 pm
by Fiodis
If you've hit the object limit, you've hit the object limit - it's hardcoded. You could try importing a few things into XSI and lower their polycounts, then export them as a single object...but I doubt you'd want to go through all that. The bottom line is that the game was designed to only have one map per map, not multiple ones in one file. It's an awkward setup and if you didn't run into this problem I'm sure you'd run into others. My best advice is to simply cut down on the grand scale of what you want to do - maybe make small sections that represent different worlds, like a single platform for Mygeeto or just one bunker for Geonosis.

Honestly, I had this idea myself a long time ago as I was just getting acquainted with modding. I'm sure others did, too. After turning the concept around in my head several times, I eventually dismissed it as just too impractical. My advice to you is: aim lower and make a single map rather than some large conglomerate of stock ones.

Re: Mygeeto group problem

Posted: Fri Sep 24, 2010 9:36 am
by Deviss
yesterday i got the string pool error the same you, i searched but nobody give solution for that, i removed some staff from my lua like side vehicles etc and that fixed the error :) so my unic idea is: try removing staff from your lua :P

Re: Mygeeto group problem

Posted: Fri Sep 24, 2010 12:29 pm
by DarthD.U.C.K.
yeah staff is bad, remove it! :wink:
in case you dont understand deviss, he is poiting out that all models loaded through the lua also count in the stringpool.
however you will have problems removing enough stuff, if you want to put that many worlds in your map.

Re: Mygeeto group problem

Posted: Fri Sep 24, 2010 12:34 pm
by Deviss
DarthD.U.C.K. wrote:yeah staff is bad, remove it! :wink:
in case you dont understand deviss, he is poiting out that all models loaded through the lua also count in the stringpool.
however you will have problems removing enough stuff, if you want to put that many worlds in your map.
offtopic: thanks for clear :D, i am trying to improve my english still xD

Re: Mygeeto group problem

Posted: Fri Sep 24, 2010 10:50 pm
by linksith
So does the sting pool count how many objects are in game or the data size of the objects?
DarthD.U.C.K. wrote:yeah staff is bad, remove it! in case you dont understand deviss, he is poiting out that all models loaded through the lua also count in the stringpool.however you will have problems removing enough stuff, if you want to put that many worlds in your map.
So let me get this straight, all objects from the LUA (including vehicles and cp's) are counted in the string pool. That wouldn't be quite too good because I like vehicles.

Re: Mygeeto group problem

Posted: Sat Sep 25, 2010 4:53 am
by DarthD.U.C.K.
simply put: all .msh files count into the pool, no matter if its a weapon, a vehicle, a turret or a prop

Re: Mygeeto group problem

Posted: Sat Sep 25, 2010 8:29 am
by linksith
Even if I'm not using the object!? WOW :shock:

EDIT: Oh, and thanks for the info guys :wink:

Re: Mygeeto group problem

Posted: Sat Sep 25, 2010 8:42 am
by DarthD.U.C.K.
as long as ist loaded, yes but it must be either connected to a unit loaded in the lua, or a vehicle or placed in ZE.
if you just have it in yourmshfoldr but dont load it, it doesnt count i suppose