Ratte Posted September 3, 2007 Share Posted September 3, 2007 Hi, I want to create a new map with custom lightmaps etc. So i build a test-map to check out the how i have to handle the xml´s, lightmaps etc. The test-map works so far in the game but there are problems with the lightmaps and cubemaps, that means all the stuff in texture folder doesnt work. A in game picture here: filefront Because there is no tutorial how to build a custom map step by step, I structure the files for the ***.bundle like GRAW. In GRAW it wasn´t neccessary to link to the textures. Is it in GRAW2 neccessary? In the GRAW2 tutorials from wolfsong it is note that it´s optional to creatte an atlas file. So, just for testing I take the ***.tga files created by the editor. The same problem exist for the cubemaps. Here the folder structure for the bunlde - file: filefront Does anybody have experiences with custom maps or lightmaps? Quote Link to comment Share on other sites More sharing options...
Biro Posted September 3, 2007 Share Posted September 3, 2007 Have you defined the texture sets you use in the "set_texture_scope.xml" file? This file tells the locations of the texture set files that will be loaded upon starting the level. Quote Link to comment Share on other sites More sharing options...
Ratte Posted September 6, 2007 Author Share Posted September 6, 2007 Oh, this could be the problem. But where I have to place the set_texture_scope.xml? Is there any link to create to this file? Thanks Quote Link to comment Share on other sites More sharing options...
Biro Posted September 6, 2007 Share Posted September 6, 2007 Ok, as an example, go to: Ghost Recon Advanced Warfighter 2\Data\levels\mission01 Open up the file called world_info.xml In here you can see the line which reads: <texture_scope path="texture_scope.xml"/> This tell the engine, that when you load up mission01, you need to load up the texture scope file that this line above is linking till. If not, there will not be any textures on the level. Ok, so then we check out the texture_scope.xml file. It says: <scope> <xi:include href="/data/settings/set_texture_scope.xml#xpointer(/include/common/*)"/> <xi:include href="/data/settings/set_texture_scope.xml#xpointer(/include/mission01/*)"/> </scope> This file is linked up to the set_texture_scope file. It's located in your: "Ghost Recon Advanced Warfighter 2\Data\settings" folder. The texture scope file we opened above is now linked till two lines in the set_texture_scope file, the common and the mission01. Scroll through the file and you will find them. So that's basically how you need to tell the game what textures to load when it's starting up a new level. Now I'll leave it up to you to sort out your problems! Quote Link to comment Share on other sites More sharing options...
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