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Custom Level Bundle error


Beaver
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While attempting to bundle up my Dam map for testing, I've hit a snag after copying the bundle into my custom_levels folder.

The bundler did its job ok as far as I can tell & created the .bundle file & a log file (below)

data/

levels/

custom_levels/

tug_the_dam_01/

ambient_cubes.bin

coverpoints.xml

environments.xml

massunit.bin

minimap.tga

mission.xml

texture_scope.xml

world_info.xml

xml/

unit_list.xml

world.xml

When I start graw2, I then get the following application error.

Crash in application version: 0.2792

Custom level bundle tug_the_dam_01 contains an invalid file path.

Any ideas?

Thanks.

Edited by Beaver
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I think I found the problem after one of those eureka moments when I woke up this morning.

Looks like I forgot a sub-folder called 'custom_levels' when I created my structure. Will add that in and re-bundle again this morning & post back here if it worked. :D

Just need some tea & bacon sandwich 1st......

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What does the batch file say that you are using to bundle it? Are you sure the structure of bundle itself is data/levels/custom_levels/tug_the_dam_01?

Not sure what you mean about the batch file.

The log file shows the structure to be correct in the bundle. I guess I can list the contents of the bundle to see what it says aswell.

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Right click on the batch file you are using to bundle and see if it says

@ECHO OFF

ECHO Compiling xml files to .xmb

@bundler.exe compile-xml %1

ECHO Compiling dsf files to .dxe

@bundler.exe compile-scripts %1

ECHO Building bundle file to %1.bundle

@bundler.exe quick-bundle -r %1 %1 -D %1.bundle

ECHO Done!

@Pause

With the %1 as the file name. If that's the case try bundling it without the first two lines.

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Right click on the batch file you are using to bundle and see if it says

@ECHO OFF

ECHO Compiling xml files to .xmb

@bundler.exe compile-xml %1

ECHO Compiling dsf files to .dxe

@bundler.exe compile-scripts %1

ECHO Building bundle file to %1.bundle

@bundler.exe quick-bundle -r %1 %1 -D %1.bundle

ECHO Done!

@Pause

With the %1 as the file name. If that's the case try bundling it without the first two lines.

I've already removed the xmb compile options before I even started the map, so thats not the issue. :D

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I don't know if this will help, but here is my file structure (explained in words)

My initial folder is called "aas_test"

In folder "aas_test" is another folder called "data"

In folder "data" are 2 folders: "levels" and "textures"

In folder "levels" is another folder called "custom_levels"

In folder "custom_levels" is another folder called "aas_test"

In folder "aas_test" is another folder called "xml" and the following files:

>>>>>aas_rules

>>>>>aas_settings

>>>>>ambient_cubes

>>>>>environments

>>>>>massunit

>>>>>minimap

>>>>>minimap_with_locations

>>>>>mission

>>>>>texture_scope

>>>>>world_info

In folder "xml" are the following files:

>>>>>unit_list

>>>>>world

In folder "textures" is another folder called "custom_levels"

In folder "custom _levels" is another folder called "aas_test"

In folder "aas_test" are the folders "cubemaps", "lightmaps", and "silhouettes"

Folder "cubemaps" is empty

Folder "lightmaps" contains the lightmaps files

In folder "silhouettes" is another folder called "sil"

Folder "sil" contains silhouette files

I place my root "aas_test" folder in the "bundler" folder located in the "public_tools" folder:

GRAW2>public_tools>bundler>aas_test

Then, I click start>run>navigate to bundle.bat in the bundler folder, then add "aas_test" after the last quote (The command will look like this:

"C:\...\bundler\bundle.bat" aas_test

A DOS window pops up, says that it's bundling, and then, when it's done, it says to hit any key to continue.

After that, the aas_test.bundle appears in the bundler folder. I then drag that file to the "custom_levels" folder in the GRAW 2 root directory.

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Heres my working bundle, maybe you can use:

Log: log file

Its also important you have the correct paths in the world_info file, Also your mission file should contain the game type info (HH, S, TDM) just use a mission file from a MP map e.g. crash_site

<?xml version="1.0" encoding="UTF-8"?>

<world_info name="the_villa" 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="act01_memo_music_sound" type="memorable"/>

<soundbank name="act04_memo_music_sound" type="memorable"/>

<soundbank name="ambience_shanty_morning_sound" type="ambient"/>

<soundbank name="mission07_sound"/>

<soundbank name="music_act02_sound" type="mood"/>

</sound>

<texture_scope path="texture_scope.xml"/>

<world_info path="/data/levels/common/s_settings.xml" type="s">

<texture name=minimap" texture
="/data/levels/custom_levels/the_villa/s_villa
" uv_rect="0,0,829,1024" width="1024" height="1024" rotation=""/>

<border name="minimap" min_x="-26851.379" min_y="-21839.115" max_x="13115.65" max_y="27527.877"/>

</world_info>

<world_info path="/data/levels/common/tdm_settings.xml" type="tdm">

<texture name=minimap" texture
="/data/levels/custom_levels/the_villa/tdm_villa"
uv_rect="0,0,829,1024" width="1024" height="1024" rotation=""/>

<border name="minimap" min_x="-26851.379" min_y="-21839.115" max_x="13115.65" max_y="27527.877"/>

</world_info>

</world_info>

Take note of the line:

<world_info path="/data/levels/common/tdm_settings.xml" type="tdm">

...

...

</world_info>

You need to declare one for every game type allocated within the map , and state their mini & splash screen paths within. Also remember to add the game type locations with the maps its self (see the "GR2 game modes tutorial", chapter 2).

<world_info path="/data/levels/common/s_settings.xml" type="s">

...

...

</world_info>

<world_info path="/data/levels/common/hh_settings.xml" type="hh">

...

...

</world_info>

Edited by Brok21k
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Anyone get this figured out? If works with one file, but not another.

I installed a bundle on one computer, and it worked fine. I put the exact same file on another, and it wouldn't work. I uninstalled & reinstalled GRAW 2 on the second computer, and the exact same file worked.

No idea why its not working, we've created several bundles now for testing our maps & distributed them to various members of our team and we havent had any issues.

The only thing to remember when testing a bundle, is to remove the files from your /data/levels/custom_levels/

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  • 4 weeks later...

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