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Map Crash

Posted: Mon Jul 12, 2010 9:41 pm
by Culvar
I created a simple map to learn the tools, but somehow I got a crash. (I added water from naboo BTW) If anyone could help me resolve this it would be much appreciated. It only freezes when I click spawn.

Error Log:
Hidden/Spoiler:
Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0x07a85f47 does not exist in movie 0xb86e8e36

Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0x07a85f47 does not exist in movie 0xb86e8e36

Message Severity: 2
.\source\CommandPost.cpp(392)
Label "level.gsm.CP2" not localized

Message Severity: 2
.\source\EntityHover.cpp(3051)
Unable to build EntityHover

Message Severity: 2
.\source\EntityHover.cpp(3051)
Unable to build EntityHover

Message Severity: 2
.\source\CommandPost.cpp(392)
Label "level.gsm.CP1" not localized

Message Severity: 2
.\source\EntityHover.cpp(3051)
Unable to build EntityHover

Message Severity: 2
.\source\EntityHover.cpp(3051)
Unable to build EntityHover

Message Severity: 2
.\source\EntityHover.cpp(3051)
Unable to build EntityHover

Re: Map Crash

Posted: Tue Jul 13, 2010 7:59 am
by ANDEWEGET
Fix the localization error. I cant remember but i think no localization crashes new maps. Ignore the first two. I dont know how to fix the EntityHover Errors but just try and check your lua etc.

Re: Map Crash

Posted: Tue Jul 13, 2010 10:32 am
by Culvar
I fixed the hovers.
Hidden/Spoiler:
Opened logfile BFront.log 2010-07-13 0928

Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0x07a85f47 does not exist in movie 0xb86e8e36

Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0x07a85f47 does not exist in movie 0xb86e8e36

Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0x07a85f47 does not exist in movie 0xb86e8e36

Message Severity: 2
.\source\CommandPost.cpp(392)
Label "level.gsm.CP2" not localized

Message Severity: 2
.\source\CommandPost.cpp(392)
Label "level.gsm.CP1" not localized
How do you localize the CPs exactly? If I create level.gsm.CP1 the options are greyed out.

Re: Map Crash

Posted: Tue Jul 13, 2010 10:50 am
by Teancum
Water is one of those things that will crash a game if done incorrectly and not produce an error. Double check your work - water is really easy to forget a step on (or do something backwards, do something wrong, etc).

Re: Map Crash

Posted: Tue Jul 13, 2010 10:53 am
by Culvar
The map loads and I can see the map fine in the side select screen. It just crashes when I click spawn. It just sits there fine otherwise.


EDIT: Noticed something weird. Both CPs appear on the map, yet both teams are loosing reinforcements.....

Re: Map Crash

Posted: Tue Jul 13, 2010 3:58 pm
by ANDEWEGET
The reinforcement loss is caused by "wrong" reinforcement bleed options in the lua.

I cant exactly remember how to localize things, there should be a tutorial somewhere on this page... Särch is your friend :).

Re: Map Crash

Posted: Tue Jul 13, 2010 6:09 pm
by Culvar
Here is my .fx:
Hidden/Spoiler:
Effect("Water")
{

// general parameters
PatchDivisions(3,3);

// ocean parameters
OceanEnable(0);

// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);



// PS2 parameters
PS2()
{
Tile(2.0,2.0);
Velocity(0.05,0.05);
LODDecimation(3);
MainTexture("nab2_water");
MinDiffuseColor(32, 40, 32, 128);
MaxDiffuseColor(128, 130, 128, 128);
BorderDiffuseColor(160, 160, 160, 255);
SpecularColor(192, 192, 192, 102);
SpeckleSpecularColor(200, 200, 200, 100);
SpeckleAmbientColor(50, 50, 50, 50);
SpeckleTextures("water_specularmask_",25, 4.0);
SpeckleTile(2.0, 2.0);
SpeckleScrollSpeed(0.02,0.02);
SpeckleCoordShift(10.0,10.0);
LightAzimAndElev(1.0,0.0);
}


// XBOX parameters
XBOX()
{
Tile(2.0,2.0);
Velocity(0.04,0.008);
LODDecimation(1);
RefractionColor(90 112, 90, 150);
ReflectionColor(200,200,200,200);
UnderwaterColor(32, 40, 32, 180);
FresnelMinMax(0.2,0.5)
NormalMapTextures("water_normalmap_",16,8.0);
}

// PC parameters
PC()
{
Tile(2.0,2.0);
Velocity(0.05,0.05);
LODDecimation(1);
MainTexture("nab2_water.tga");

RefractionColor(90 112, 90, 150);
ReflectionColor(200,200,200,200);
UnderwaterColor(32, 40, 32, 180);
FresnelMinMax(0.2,0.5)

NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 4);
SpecularMaskTile(2.0,2.0);
SpecularMaskScrollSpeed(0.02,0.02);

}
}

and my .req:
Hidden/Spoiler:
ucft
{
REQN
{
"config"
}

REQN
{
"class"
}

REQN
{
"texture"
"GSM_map"
}


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"

"nab2_water"
}

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

}
I have ALL the nab props copied over from assets BTW.

Re: Map Crash

Posted: Mon Jul 26, 2010 9:51 am
by Ginev
(In the Req )Delete the -- in front of the envfx section.I think this is.