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another tge prob

Modding questions, answers, help.....

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Post by Downgrade »

ok i used the TT SKY the TT TERRAIN thing like bleuterrain but it stil wont load on TT
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The reason Original TT Missions dont work

Post by Rooster »

Brave tree modified the original missions to meet the minimum
machine specifications. Basically they reduced the tile size and the square size
as well as some secondary tweaking that makes them unusable in TGE

My opinion for Brandon is that he should check to make the game folders in
TT and in TGE match precisely
All shapes - skies and skins must be in both applications in the same order
for it to work
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Post by Napalm »

^ Didn't quite have the answer to that one. I knew they didn't work as all modders find that out up-front. :mad:

Brandon, Here's a very easy way to determine if you have items in either the mission file, or the terrain file that simply wont work.
Take the mission file and open it in a text editor,
Mac, textEdit will work.
Windows, Notepad, textpad will work

Do a find and look for the word Demo, if it finds any occurance of demo in either the mission file or terrain file it will not work in TT.

For example, here's a line from the last mod I made, and never released.

MISSION FILE

Code: Select all

shapeName = "game/data/shapes/Sharp_Trees/Trees/Maples/Sharp_Maple09.dts"
If it were to say       
shapeName = "demo/data/shapes/Sharp_Trees/Trees/Maples/Sharp_Maple09.dts"
It simply wont work because there is no demo folder in TT and DONT add one.
Now if you look in TT and see this actually exists in the same location in the game folder you can simply edit that line and change demo to game, and save the file.
(if it does not exist in the game/xxx/xxx/xxx you will get the same error as before)



TERRAIN FILE
Much more difficult to edit in an editor But it has worked for me before.

Code: Select all

ÄÄÄÄÄÄÄ!— Æ ª ◊ ˚ .!p!é!R!≈ $ ±wO‘˘¸.È:’Up*¿ÄÃœ≤Ë6â„¢LZ]ZA
game/data/terrains/highplains/dirt)game/data/terrains/FTerrain/PatchyGrass01

If you see demo here, chances are you picked a texture to paint with that resided in the demo folder. Just go back into TGE and choose the texture and pick change or replace (don't remember which it is ) then change it to the exact same texture but the one that is located in the GAME folder not the demo folder. Just be aware you wan't see any change as the terrain doesn't change just the location which is now pointed to a valid spot in TT.
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Post by Downgrade »

Can u guys be more specific cause i am confused
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Post by Napalm »

I think the fact that we are being too specific is confusing you. :?

Send me the files at Napalm_tt@yahoo.com and I'll take a llok at them and tell you if I see anything..

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Post by Napalm »

Code: Select all

//--- OBJECT WRITE BEGIN ---

new SimGroup(MissionGroup) {

   canSaveDynamicFields = "1";



   new ScriptObject(MissionInfo) {

         desc0 = "A simple new mission template.";

         descLines = "1";

         name = "New Mission";

   };

   new MissionArea(MissionArea) {

      canSaveDynamicFields = "1";

      area = "-360 -648 720 1296";

      flightCeiling = "300";

      flightCeilingRange = "20";

         locked = "true";

   };

   new Sky(Sky) {

      canSaveDynamicFields = "1";

      position = "336 136 0";

      rotation = "1 0 0 0";

      scale = "1 1 1";

      materialList = "./skies/sky_day.dml";

      cloudHeightPer[0] = "0.349971";

      cloudHeightPer[1] = "0.3";

      cloudHeightPer[2] = "0.199973";

      cloudSpeed1 = "0.0005";

      cloudSpeed2 = "0.001";

      cloudSpeed3 = "0.0003";

      visibleDistance = "500";

      fogDistance = "300";

      fogColor = "0.6 0.6 0.6 1";

      fogStorm1 = "0";

      fogStorm2 = "0";

      fogStorm3 = "0";

      fogVolume1 = "0 0 0";

      fogVolume2 = "0 0 0";

      fogVolume3 = "0 0 0";

      fogVolumeColor1 = "128 128 128 -2.22768e+38";

      fogVolumeColor2 = "128 128 128 0";

      fogVolumeColor3 = "128 128 128 -1.70699e+38";

      windVelocity = "1 1 0";

      windEffectPrecipitation = "1";

      SkySolidColor = "0.6 0.6 0.6 1";

      useSkyTextures = "1";

      renderBottomTexture = "0";

      noRenderBans = "0";

         locked = "true";

   };

   new Sun() {

      canSaveDynamicFields = "1";

      azimuth = "0";

      elevation = "35";

      color = "0.6 0.6 0.6 1";

      ambient = "0.4 0.4 0.4 1";

      CastsShadows = "1";

         direction = "0.57735 0.57735 -0.57735";

         position = "0 0 0";

         scale = "1 1 1";

         rotation = "1 0 0 0";

         locked = "true";

   };

   new TerrainBlock(terrain) {

      canSaveDynamicFields = "1";

      rotation = "1 0 0 0";

      scale = "1 1 1";

      terrainFile = "./TT1-4.ter";

      squareSize = "8";

      bumpScale = "2";

      bumpOffset = "0.007";

      zeroBumpScale = "7";

      tile = "1";

         position = "-1024 -1024 0";

         locked = "true";

   };

   new SimGroup(PlayerDropPoints) {

      canSaveDynamicFields = "1";



      new SpawnSphere() {

         canSaveDynamicFields = "1";

         position = "78.9891 -214.86 183.615";

         rotation = "0 0 1 130.062";

         scale = "0.940827 1.97505 1";

         dataBlock = "SpawnSphereMarker";

         Radius = "10";

         sphereWeight = "1";

         indoorWeight = "1";

         outdoorWeight = "1";

            lockCount = "0";

            locked = "false";

            homingCount = "0";

      };

   };

};

//--- OBJECT WRITE END ---


This seems a little different than what I have in some of my files but one thing that stands out is the sky doesn't appear to be in the right path.
This is what the correct path would look like.
materialList = "~/data/skies/DZ_Skies/DZSky5.dml";
Yours: ./skies/sky_day.dml"; It looks like the data is missing form the path
Try changing the path to

Code: Select all

./data/skies/sky_day.dml";


Try that and wee if it helps you along a bit.

Otherwise send be both files so I can try starting up the mission unless your using the stock terrain. I'll have that.
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Post by Downgrade »

now it says my terrain file doesnt match
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