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TRN file playing up

Started by AHadley, May 04, 2009, 03:44:17 AM

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AHadley

I made a wonderful new Core Loot map, 1024X1024, but when I made a couple of tweaks in the TRN file it began to behave like a completely blank map - in other words, the map's boundaries moved into the centre so I just bounced around there. It's quite confusing, but if you use TV's FEDev editor to open a non-existant map, you'll see what I mean. The objects I placed are still there and don't move, but I can't move because the boundaries are stopping me.

Here is the TRN file:

[Size]
MetersPerGrid = 8.0
HeightGranularity = 0.1
MinX=-2048
MinZ=-2048
Width=1024
Depth=1024
Height=100
Tile=1
Color="10 32 69 255"

[NormalView]
FogColor="0 0 0 255" //"16 40 153 255"
FogStart=150
FogEnd=350
VisibilityRange=375

[World]
MusicTrack1=2
MusicTrack2=4
MusicTrack3=5

[Light]
SunPeriod = 24.0
SunAngle = 0.0
SunColor = "255 255 255 255"
AmbientColor = "255 255 255 255"

[Sky]
SkyType= 0
SkyHeight = 300
SkyTexture = darksky.tga
SkyColor = "0 5 17 255"
SunTexture = sun.0
SunColor = "0 0 0 0"

[Water]
WaterTexture1 = "water.tga"
BumpTexture1 = "bump.tga"
WaterDiffuse1 = "24 32 16 127"
BumpDiffuse1 = "127 127 127 127"

[Texture]
TileTexture1 = "dark2.tga"
TileTexture2 = "rend6.tga"


Anybody have any ideas?

mrtwosheds

Put the edge_path where it should be?
The edge_path should be 2 path points placed diagonally across the map to define the square area of play.

bigbadbogie

Correct MTS, it has no relevance to the TRN file.
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

TheJamsh

doesnt HAVE to be two points though, just in case you map has a rough edge, it can be shaped.


BZII Expansion Pack Development Leader. Coming Soon.

Red Spot

#4
"water" settings in vanilla maps:

[Water]
WaterTexture1 = "water256.tga"
WaterDiffuse1 = "13 39 71 220"
WaterBlend1 = "srcalpha invsrcalpha modulatealpha"
BumpTexture1 = "water256.tga"
BumpDiffuse1 = "13 39 71 220"
BumpBlend1 = "srcalpha invsrcalpha modulatealpha"


seems a bit different from how you set up your water .. thats all I can see that could be wrong by just looking at that .trn file.

edit: also I'm not sure but this is how I remember how I created maps ~8 years ago ...
I created the .trn with the basics and perhaps watersettings, checked in the editor if the .tga's used where the ones I wanted and after that I never edited the .trn file anymore .. iirc there are some settings that once changed you need to start from a scratch map or at least delete some files like the .wat and .sky files.
*Something intelligent, yet funny*

AHadley

The map doesn't have any water, I just copied the settings from the Figure 8 DM map. The settings in the TRN up there are a combination of those from Loot and Fig8.