Blahb
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Posts posted by Blahb
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EDIT: Finally sorted it, one of my max and level export plugins were corrupt.. now i just need to clean up this broken stuff all around this room.



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Yup.
I've just tried an old backup, which i -know- works... and when in igor the load takes -ages- then crashes.. i really think there's a corruption along the line.. i'll try reinstalling gr..
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Ok, i've 50% sorted it.. i think.
My sht file problem was... wait for it... my fault, by missing off the "build" in the "-buildbinary" part of the shortcut extension and as you guys can guess.. igor wont work with just "-binary"
, but oh well.. it's a lesson learnt, and embarrassing one, but one none the less
.It now loads in the lighting tool.
BUT.. i now get an "Out of memory" error when it goes to build the .sht file instead of the crash. I've checked the .env, even made new ones.. that's all fine. I'm wondering if it could be somthing to do with the rsb's?
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I've gone back to old backups and it still crashes, although i hadn't check the backup, it might not have been ready for export but oh well.
All my export settings are fine too
.The last thing i can think of trying is making a brand new scene, and merging the old file in piece by piece and exporting.. see you in a few hours
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If a portal is refering to a room that does not exist, it crashes.
Check the portalnames if they are labeling the correct rooms.
Common mistake: activate the mod in GR first, then open IGOR to build the .sht-file (like Biro said)
Post the IKE.log (not the IKECrash.log, that one is useless)
All portals checked, all named right.
IKE log:
***** User's system configuration *****
CPU: AuthenticAMD 2506 MHz Recent AMD
RAM: 1024 MB
O/S: Microsoft Windows 2000 5.1 build 2600
Igor (RELEASE) version = 1.1.0.0(0)
HAL (hw vp): NVIDIA GeForce 6600 GT X8R8G8B8
RSFILEDATA: FindFile could not find file ike_fx_fire_type2.tga
RSFILEDATA: FindFile could not find file ike_fx_fire_type2.rsb
Unable to find ike_fx_fire_type2.tga anywhere.
RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb
RSFILEDATA: FindFile could not find file lighthalo_effect3.rsb
Unable to find lighthalo_effect3.rsb anywhere.
RSSoundMgrPC: Selecting sound device NVIDIA® nForce Audio
driver is nvapu.sys
RSInputImpl: Could not set keyboard coop level E_HANDLE
RSInputImpl: Could not set coop level on mouse E_HANDLE
Loading map c:\program files\red storm entertainment\ghost recon\mods\desert\map\desert\desert.map
RSSimScene::Build() - Loading room data from .MAP
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
Ceilings tagged as a floors in room 1
This can cause problems with placing objects in this room with Igor.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1275.18, 14095.6, -300.754> V1: <-1550.5, 13984.8, -300.754> V2: <-1558.73, 14005.3, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1558.73, 14005.3, -300.754> V1: <-1283.41, 14116.1, -300.754> V2: <-1275.18, 14095.6, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1520, 13916.2, -300.754> V1: <-1547.47, 13989, -300.754> V2: <-1271.6, 14093.2, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1271.6, 14093.2, -300.754> V1: <-1244.13, 14020.5, -300.754> V2: <-1520, 13916.2, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1507.93, 13891.5, -300.754> V1: <-1516.16, 13912, -300.754> V2: <-1240.84, 14022.8, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1240.84, 14022.8, -300.754> V1: <-1232.61, 14002.3, -300.754> V2: <-1507.93, 13891.5, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1505.73, 13867.2, -300.754> V1: <-1513.95, 13887.6, -300.754> V2: <-1240.36, 13997.7, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1240.36, 13997.7, -300.754> V1: <-1232.14, 13977.3, -300.754> V2: <-1505.73, 13867.2, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1495.03, 13845.9, -300.754> V1: <-1503.26, 13866.4, -300.754> V2: <-1229.68, 13976.5, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1229.68, 13976.5, -300.754> V1: <-1221.45, 13956, -300.754> V2: <-1495.03, 13845.9, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1484.07, 13825.9, -300.754> V1: <-1492.28, 13846.4, -300.754> V2: <-1218.6, 13956.2, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1218.6, 13956.2, -300.754> V1: <-1210.39, 13935.8, -300.754> V2: <-1484.07, 13825.9, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1479.84, 13802.9, -300.754> V1: <-1488.07, 13823.3, -300.754> V2: <-1214.48, 13933.4, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1214.48, 13933.4, -300.754> V1: <-1206.25, 13912.9, -300.754> V2: <-1479.84, 13802.9, -300.754>
Bad floor triangle: NORMAL: <0, 0, -1> V0: <-1235.92, 13879.9, -300.754> V1: <-1236.63, 13882.8, -300.754> V2: <-1185.34, 13905, -300.754>
Bad floor triangle: NORMAL: <0.166091, 0.0416376, -0.985231> V0: <-1235.92, 13879.9, -300.754> V1: <-1233.48, 13870.2, -300.754> V2: <-1275.35, 13859.7, -308.255>
Bad floor triangle: NORMAL: <-0.992968, 0.118287, -0.00475058> V0: <-1281.52, 13874.8, -302.529> V1: <-1281.5, 13874.7, -308.255> V2: <-1282.77, 13864.1, -308.255>
The list goes on... but i've had the same errors with other maps, and they've worked fine..?
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Something i found Read down some and he says he found the prob.
Also OSO said in another topic to make exportfirst models for trees.
Edit: From reading what you just wrote above this. I got a question. Did you group the room has _01 or _1? Because if it doesnt work with the lighting tool that means you exported it wrong.
It's grouped as _1, changing to _01 didn't affect it.
This is the first time i've tried to export the map after a format + reinstall of everything.. but as making a simple 1 room map with a plane works, i can't see a problem with plugins etc..?
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Oh and yes, before you ask.. i have deleted any past .sht files from the folder =P.

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I have a serious problem with a map i'm currently working on it is constantly crashing in igor (building the sht stage), the error report type of crash.
I built and tested the map in stages, i map the terrain, some bridges and a small village.. then tested, and with a few tweaks it worked fine. I then built a second village, exported.. and hey guess what.. it crashes.
I've just spent the past 3 hours trial and erroring through the map. Deleting bits - exporting and it still crashes. So far i've tested:
-Shermanlevels, deleting or keeping them makes no difference.
-Portals, deleting or keeping them makes no difference.
-Dynamic objects, deleting or keeping them makes no difference.
-The whole second village, deleting or keeping makes no difference.
-Each room.. delecting them one by one, remebering to take them out of the roomlist.txt also makes no difference.
Oh and yes, before you ask.. i have deleted any past .sht files from the folder =P.
I got a few errors in ike.log about bad faces and celings being tagged as floors in room 1 etc.. deleting floors in room 1 doesn't make a difference.
The -only- thing that will make the map work in igor is by deleting everything but the scenecenter and shermanlevelhight1.0, make a plane for a floor and group it as room 1 exports and runs fine... man this is driving me crazy, i just can't figure out why... so to the grnet forums i go
.Maybe somone can list as much as they know that causes a map to crashing igor (building the sht stage)? I just hope this is not some sort of corruption wasiting a good 3 months of work.
EDIT: During deleting certain parts, once i had got to a small amount of objects left i got an "Out of memory." error in igor, which i researched and as far as i understood.. this is nothing to do with ram, but files and paths not being found, but none had change.. and everything was where it was before.
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I'm currently busy with other map projects, if i have time i might update it alittle.
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EDIT: Wow, i'm stupid... i had some old portals i had used for testing hidden, which where in a different position, so there was a complete mess of them round the building.. i guess this post can be deleted.



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I thought it'd be better to post an image rather than trying to explain it all:

Basicly, i tried to cut down the amount of portals that would be visible but making the outer shell of each room part of the outside room ( room1), then the innershell rooms of their own. Then i put portals for the windows and doors. As i had more than one window in one wall i put one big portal stretching accross the whole wall, but between the out and inner shells.. this works fine. The rooms also have top floors, which are out in the open, so what i did was make those floors part of room 1 on level 2.
My problem is that i can stand on the top floor of room 3 (remeber it's actually a floor of room1) and shoot through the door of room2 and the bullets, nades and rockets just glide straight through the innershell (room2) and back out on to room1.. but the weirdest thing is it would happens in certain positons, say it would do as i've just mentioned one time, i would then side step and it would be ok..
the windows work fine from any angle.. my second problem is that i can stand on the main floor of the outside room (room1) and shoot a nade just in front of the door of room 2, now i'm still aiming at the floor of room 1, aswell as standing on the floor of room 1, and the nade just goes through the round! so i walk over to the spot it went through, fire and boom! works like normal..
I'm not sure what's going wrong, or if i've done the whole thing wrong..

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Thanx alot for the comments and tips joker
, i'll make sure i'll do the suggested in the final release
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I looked at the map and have a few suggestions if I may:
The doors on the guard towers are textured wrong open them and note where the handles are on each side.
Also the towers need to be able to be shot from.
Glass needs to be able to be broken.
AI wont open most doors. They get trapped.
If its not to hard (I'm not a mapper) could you make a few of the cell doors openable. It would be great for rescue missions.
Other than that, the map is great. Keep up the good work.
Also the towers need to be able to be shot from.
Glass needs to be able to be broken.
The glass can be borken, just needs ten shots.
.AI wont open most doors. They get trapped.Yeah, it's weird i'm not too short how to fix that, they seem to open it.. but then wont move out of the way so it can full move..
If its not to hard (I'm not a mapper) could you make a few of the cell doors openable. It would be great for rescue missions.Yeah, was also on my to do list, i'll do a few for the final release.

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If you place the shrubs with the scatter-tool you can scale them from 80 to 120 % for example. You'll get smaller and bigger ones then the original. Don't leave the original as exportfirst model in the scene or they all be the same as the exportfirst model.
You can also rotate 1 to 359 degrees !
Yup, but it's weird as it's not the bushes on my map that are huge, but the ones on orginal GR maps...
no coop mode? ie firefight, recon, defendOpps.. that's somthing i completely forgot about, i'll fix it in the final release.
I still havent been able to find the destructable walls even after running around several times with the MM1 blasting away at everything concieveable inside the prison.Ahh, they're on the outter main wall, and each block takes two nades to be destroyed.
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Thanx for the comments sleepers
, it did seem my AI got confused now and then, they also can't open the doors well, and they don't even bother with the ones with mesh on it.As for the tress, well i used all from the example map, and made the ferns. I had some real problems with doing the LOD for the 'Big_tree' as it came out really small, and even when i increased it did nothing after export, i check the names, map editor.. ect.. and i decided the shrubs looked better without LOD models, but i guess it might be an idea to do it.
I need to redo the fog settings, as it's hard to play on MP if people have snipers
.I also noticed somthing.. -very- weird, in all other maps from the orginal ghost recon that have the typical shrub bush, it's huge.. and when i say huge i mean HUGE, around 4 times bigger then normal.. and i can't understand how it happened, i didn't chance any textures, and there's no way to change the orginal model since in a already exported map.. so i'm stumped
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Nope.

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This is a large map i've been working on for about 2 months now, and now i'm just mutliplayer testing it.
It's built up of a small prison surrounded by 2 cliffs, and a large green landscape with alot of trees, all done with 7 rooms.
It has some small animations for the cctv cameras, and certain sections in the out walls can be destroyed (unfourtantly i can't get them to darmap well, so kinda stick out from the rest of the wall
), i'm sure it's not exactly a realistic prison, but it was done for fun, and i've never been in one so didn't know 
Frame rates are good, and constant.
At the moment it has no missions, as i'm not too good at that
, so is for multiplayer only.I made it purly for the fun of mapping, and is the first map i've ever done, so go easy on me

If anyone feels like giving it ago, you can download it Here and it will be played now and then on the {B:P:R} server called British Paras on ASE.
Heres some screenshots, click for larger images.
Night Version
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Yeah, i've got normal doors sorted, no problems.. just wondering if it's possible to be more creative with the way you animate the doors.
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Hi,
Dose anyone know if it's possible to animate a door to open with two separate pieces and still work in GR? So basicly to have a door, made of two sides and them both open in oposite directions.
I've tried a few things, but seeing as the animation has to be done with the final group, right?, i can't seem to figure it out.. so i guess all that's left is to ask you guys
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and for it to be able to mod in 3ds max plz


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I only hope that GR2 isnt on the unreal engine so ppl can mod it in 3s max
stuff the map maker that is with rvs 






















Atten Vet Modders - Camera
in GR - General Mod Topics
Posted
There's a few cheats out there that have a 'fly' cam option, i know it's been used in videos by alot of people, and it's good for taking screenshots.. but err, i guess it's not best to post where to get it, heh. Use google or something.