Problems with making TDM Maps
#1
Posted 12 April 2012 - 11:56 AM
Now I completed everything, I think, except for the minimap (I will make one later). But I really wanna get this to work. Can anyone help?
#2
Posted 12 April 2012 - 03:04 PM
Also, I added rocks and a container (also other things, but they are not the problem) and in-game they don't have any color or well basicly you see under the map instead of the rocks or the container. I guess it has something to do with the textures but the weird thing is that I've added other things which didn't have any texture problems and I've no idea how to change this. Any help? Thanks!
#3
Posted 12 April 2012 - 03:59 PM
here is an original world_info forom one of the ubi map:\
<?xml version="1.0" encoding="UTF-8"?> <world_info name="nowhere" mission_time="day"> <!-- look --> <world path="xml/world.xml"> <!-- at this --> </world> <!-- 3 lines --> <mission_script path="mission.xml"> </mission_script> <environments path="environments.xml"/> <massunits path="massunit.bin"/> <sound> <soundbank name="ambience_park_night" type="ambient"/> <soundbank name="avr_nowhere_sound"/> <soundbank name="music_act01_sound"/> </sound> <texture_scope path="texture_scope.xml"/> <texture name="minimap" texture="/data/textures/gui/nowhere_minimap" uv_rect="0,0,1024,792" width="1024" height="1024"/> <border name="minimap" min_x="-10676.768" min_y="-6114.8867" max_x="18646.32" max_y="16576.049"/> <world_info path="/data/levels/common/tdm_settings.xml" type="tdm"> <!-- AND HERE --> <texture name="loading" texture="data/textures/atlas_gui/mission_gfx/load_mp_tdm_dm" uv_rect="0,0,2048,1080" width="2048" height="2048"/> <!-- THIS ONE TOO --> </world_info> <!--AND THIS ONE --> <world_info path="/data/levels/common/dm_settings.xml" type="dm"> <!-- AND THIS ONES HERE ALL 3 OF THEM --> <texture name="loading" texture="data/textures/atlas_gui/mission_gfx/load_mp_tdm_dm" uv_rect="0,0,2048,1080" width="2048" height="2048"/> </world_info> </world_info>
If you have this same, map should work, but it could be much easier if you will put here your code.
Edited by daro48, 12 April 2012 - 04:00 PM.
#4
Posted 12 April 2012 - 04:24 PM
<?xml version="1.0" encoding="UTF-8"?>
<world_info name="tdm_Mini_Fort" mission_time="night">
<world path="xml/world.xml">
</world>
<mission_script path="mission.xml">
</mission_script>
<environments path="environments.xml"/>
<massunits path="massunit.bin"/>
<sound>
<soundbank name="ambience_park_night" type="ambient"/>
<soundbank name="avr_fort_sound"/>
<soundbank name="music_act01_sound"/>
</sound>
<texture_scope path="texture_scope.xml"/>
<border name="minimap" min_x="-17094.926" min_y="-12740.976" max_x="14565.505" max_y="15578.67"/>
<world_info path="/data/levels/common/tdm_settings.xml" type="tdm">
<texture name="loading" texture="data/textures/atlas_gui/mission_gfx/load_mp_tdm_dm" uv_rect="0,0,2048,1080" width="2048" height="2048"/>
<texture name="minimap" texture="/data/textures/gui/fort_minimap" uv_rect="0,0,1024,916" width="1024" height="1024"/>
</world_info>
</world_info>
I don't see anything wrong, since it says: ''world_info name="tdm_Mini_Fort" which is the name I want
#5
Posted 12 April 2012 - 07:04 PM
<?xml version="1.0" encoding="UTF-8"?>
<world_info name="mini_fort" path="/data/levels/common/tdm_settings.xml" type="tdm" mission_time="night">
<world path="xml/world.xml">
</world>
<mission_script path="mission.xml">
</mission_script>
<sound>
<soundbank name="ambience_park_night" type="ambient"/>
<soundbank name="avr_fort_sound"/>
<soundbank name="music_act01_sound"/>
</sound>
<environments path="/data/levels/global_environments.xml"/>
<massunits path="massunit.bin"/>
<texture_scope path="texture_scope.xml"/>
</world_info>
Edited by daro48, 12 April 2012 - 08:31 PM.
#6
Posted 12 April 2012 - 07:31 PM
#7
Posted 12 April 2012 - 07:40 PM
tdm_mini_fort
you even didn't check it?
but the textures file... well this is not that simple to explain, in fact I was learning it watching on other maps. I think this is only way.
#8
Posted 12 April 2012 - 08:19 PM
#9
Posted 12 April 2012 - 08:30 PM
ok no problem
#10
Posted 12 April 2012 - 08:32 PM
I got your PM but it looks like Daro has fixed your mission name problem.
As to the textures, as Daro said these can be quite complex to sort out. All textures are referenced in the texture_scope.xml, you need to list all textures that are used in your map in that xml file.
You mentioned that some of the props you placed look ok while others do not, this is because the props that look ok are part of the same texture set as other props in the map, the ones that look flat or grey need to be listed in the texture_scope.xml.
Finding these textures can be difficult as you need to know the names of the textures the prop is using and what set they belong to.
Best way is to do what Daro mentioned, look at a few texture_scope files to get an idea of how the textures are listed, this can take some time but it's vital if you intend to make your own maps or add props to existing maps.
If you can't sort it out then send me the complete map and I'll do it for you.
Hope that helps,
John


Admin GhostRecon.net --- Serellan LLC
#11
Posted 12 April 2012 - 08:36 PM
#12
Posted 12 April 2012 - 08:40 PM
If you reprogrammed the world_info file to simmilar as I gave you it shouldn't ba any problems
Edited by daro48, 12 April 2012 - 08:40 PM.
#13
Posted 12 April 2012 - 09:00 PM
Thanks John! @daro48. I did it, but it still says ''world_xml'' Grrr. This is very very odd. It didn't happen last time I was trying to make a map. I wonder whats wrong. Anyways, I will keep looking for solutions, but if I can't get it right, maybe I should send it to you, John. Thanks for taking time to help
Är inte säker på vad du menar men har du kollat unit filen så att namnet på kartan är det du vill den ska heta.
#14
Posted 12 April 2012 - 09:13 PM
okay guys. The name problem is solved. I fired up the game and created a LAN server, guess what I saw? ''Mini_Fort''
Now it's just the textures left...
#15
Posted 12 April 2012 - 09:40 PM
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