Jump to content

Invalid file path for custom map...


Disarmed

Recommended Posts

Here is the message I get when I start GRAW 2:

Crash in application version: 0.2989

Custom level bundle whisper contains an invalid file path

Here are my file paths for my map:

data/

levels/

custom_levels/

whisper/

ambient_cubes.bin

environments.xml

massunit.bin

mission.xml

texture_scope.xml

unit_list.xml

world.xml

world_info.xml

textures/

custom_levels/

whisper/

cube_map/

1.tga

2.tga

3.tga

4.tga

5.tga

6.tga

silhouettes/

sil/

billboard_wood_general.tga

dam_guardplatform_cliff_01.tga

dam_powerplant_01.tga

dam_shack_01.tga

ind_guardtower_01_var01.tga

ind_hangar_small_01_bunker.tga

ind_office_medium_01.tga

ind_storage_medium_01.tga

ind_storefront_3m_01.tga

ind_storefront_3m_02.tga

ind_watertreatment_01.tga

ind_watertreatment_plant.tga

ind_watertreatment_plant_base.tga

sha_hutmix_01.tga

sha_hutmix_02.tga

sha_hutmix_03.tga

Can anyone tell me where I went wrong? Any help is greatly appreciated.

Link to comment
Share on other sites

You have this problem because it's a custom map...custom map cannot co-exist in the custom_levels folder I wrote this before in a thread.I think the only way to make it work is to create a mod where you put your textures files or all extras files that are not in the game.I knew this will come cause I have experienced it when I test another coop custom map from Dirtbag a while ago and I have to move the coop_castle_day.bundle(custom map) from the custom_levels folder.

I hope GRIN knows that problem and whished that they gonna find a solution for it...until now thats why I am not doing any script on a custom map...to much trouble.Even if I do another mission with Castle_day map and rename it to something helse it won't co-exist anyway.As soon as someone will create another custom map with 3DMAX he will have this issue.It's a :wall: for now.

Link to comment
Share on other sites

Thanks for all your help guys. I took my file and moved it from the custom levels folder and put it in my mods folder. Then I edited the content.xml with the line <mod_bundle name="Whisper"/> . I opened up the game started a server up and it worked.

The only problem i have now is that I am running a 15" monitor with a resolution of 1024 x 768, and to create the minimap it says I need a resolution of 1024 x 1024. Is there any way around that? The only thing I can think of is to get someone with a bigger monitor to create the minimap and send the file back to me.

Any suggestions would be great. Thanks again.

Link to comment
Share on other sites

Thanks for all your help guys. I took my file and moved it from the custom levels folder and put it in my mods folder. Then I edited the content.xml with the line <mod_bundle name="Whisper"/> . I opened up the game started a server up and it worked.

The only problem i have now is that I am running a 15" monitor with a resolution of 1024 x 768, and to create the minimap it says I need a resolution of 1024 x 1024. Is there any way around that? The only thing I can think of is to get someone with a bigger monitor to create the minimap and send the file back to me.

Any suggestions would be great. Thanks again.

There is no way around it other then using a higher resolution 1280x1024 would work, while making the minimap, and then lowering it again, if your monitor can handle it. A 15" CRT monitor probably would, and TFT probably not but there is probably exceptions from the norm.

The reason it has to have 1024 in height is that it snapshots the map from an orthographic camera, and to have a 1024x1024 snapshot you need the resolution. That's why making the minimap takes only a second when the resolution is good enough.

Link to comment
Share on other sites

You have this problem because it's a custom map...custom map cannot co-exist in the custom_levels folder I wrote this before in a thread.I think the only way to make it work is to create a mod where you put your textures files or all extras files that are not in the game.I knew this will come cause I have experienced it when I test another coop custom map from Dirtbag a while ago and I have to move the coop_castle_day.bundle(custom map) from the custom_levels folder.

I hope GRIN knows that problem and whished that they gonna find a solution for it...until now thats why I am not doing any script on a custom map...to much trouble.Even if I do another mission with Castle_day map and rename it to something helse it won't co-exist anyway.As soon as someone will create another custom map with 3DMAX he will have this issue.It's a :wall: for now.

The entire mod system works on override, like in GR1, and as such you can't have two things with the same name in the same folders at the same time. Then it will take the highest priority first, which is the files outside the bundle, and the other won't get used. Custom_Levels bundles are mirror of the data folder just like the quick.bundle, the patch.bundle and the local folder. So they are seen as the same folder by the game. this causes a little problem at the end of the project when the map is tested and done and is being bundled, but I usually solve it by moving my "editor version" to a local folder called "work", so I can easily move it back when needed, and actually do some changes and tests that doesn't require the editor from it if I want.

It shouldn't be a problem with different peoples work colliding as long as they name their folders and mission something new each time, which usually is done by adding a signature or game type or mission name. Otherwise the bundles can coexist on the same server either, which breaks the point of the bundles at least for MP use.

Link to comment
Share on other sites

I removed it from the editor files and made it work in the custom_levels folder. I cannot exceed my resolution of 1024 x 768, so I am sending the files to a squad member with a bigger resolution to create the minimap for me. Hopefully that works, otherwise I am screwed. Thanks again guys.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...