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why is my map TER file not generating properly

Started by TheJamsh, June 14, 2008, 09:05:03 PM

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TheJamsh

i followed lizards steps carefully on zero angels website over on overminds server...

he said to complete the TRN file before anything

so i took his 7168 map, deleted the TER and WAT files (as suggested) and changed the values to:

[Size]
MetersPerGrid = 8.0
HeightGranularity = 0.1
MinX = 8192
MinZ = 8192
Width = 16384
Depth = 16384
Height = 100
Tile = 1
color = 149 123 87 255

[NormalView]
FogColor = "106 63 44 255"
FogStart = 200
FogEnd = 350
VisibilityRange = 400

[World]
MusicTrack1 = 1
MusicTrack2 = 2
MusicTrack3 = 3
MusicTrack4 = 4

[Texture]
TileTexture1 = "mire.tga"
TileTexture2 = "mire2.tga"
TileTexture3 = "mire3.tga"
TileTexture4 = "mire4.tga"
TileTexture5 = "mire5.tga"
TileTexture6 = "mire6.tga"
TileTexture7 = "mbextf02.tga"


is there anything blatantly wrong with this file?

the loading screen comes up with the 'initializing terrain' loading bar, (which takes ages). i am then spawned on the map with invisble ground

the ground can be shot and walked on/driven accross. but i cannot see it. ive tried changing colour, height etc. height will not change. ive tried applying a texture on all three layers to no avail.

in 'height' mode, there are No red or yellow sqaures.

someone please explin how to get my ridiculously large map working? many thanks =]


BZII Expansion Pack Development Leader. Coming Soon.

shane ward

It seems to work OK mate, But the size is way to big and that might be overloading your computer and not allowing it to render the ground texture.
Battlezone 2 Mod and Map Maker.
See my site: -
http://www.shanesdoomwads.freeservers.com/bz2

TheJamsh

dunno comp is pretty high ish spec... ill have to have another gander


BZII Expansion Pack Development Leader. Coming Soon.

bigbadbogie

Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nielk1

Actually, its 255 opacity. 0 would be transparent.

Click on the image...

bigbadbogie

Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

BNG Da BZ Fool

TJ, it sounds like you've stumbled on to a neat little side effect for creating an air type map with no terrain at all. You might try sizing it down to a standard size like 1024 by 1024 and see if it loads normally. If it loads okay then perhaps the size needs to be reduced a bit.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

mrtwosheds

Sounds broken. forget using an old map as the start point, use one of the winter utility's to generate a new terrain using that .trn file.

Angstromicus

Quote from: TheJamsh on June 14, 2008, 09:05:03 PM
[Size]
MetersPerGrid = 8.0
HeightGranularity = 0.1
[color=red]MinX = 8192
MinZ = 8192[/color]
[b]Width = 16384
Depth = 16384[/b]
Height = 100
Tile = 1
color = 149 123 87 255

[NormalView]
FogColor = "106 63 44 255"
FogStart = 200
FogEnd = 350
VisibilityRange = 400

[World]
MusicTrack1 = 1
MusicTrack2 = 2
MusicTrack3 = 3
MusicTrack4 = 4

[Texture]
TileTexture1 = "mire.tga"
TileTexture2 = "mire2.tga"
TileTexture3 = "mire3.tga"
TileTexture4 = "mire4.tga"
TileTexture5 = "mire5.tga"
TileTexture6 = "mire6.tga"
TileTexture7 = "mbextf02.tga"



I'd imagine the width and depth values are too large, try reducing them. I don't think the min values (red) are causing the problem, but reduce those, too, if reducing the depth and width doesn't work.