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A strange error
Posted: Sat Apr 26, 2008 8:04 pm
by Fildred
So I was working on a new solo map and had the color map set, height map imported, reflection map imported and placed all the scenery and models. I saved, quit, and reloaded, everything was fine.
Then i placed all my units and did the most BASIC of the scripting: identified light/dark forces and set endgame conditions.
I saved, quit, and reloaded, only to find that everytime i go to open the map, loathing crashes. Here's the error from the mythlog:
Error: Data Corrupted in \sandbox\Myth2SVN\Myth 2\definitions.c, line #600: tried to read non-existant (i.e., NONE) collection definition
Error: Data Corrupted in \sandbox\Myth2SVN\Myth 2\definitions.c, line #591: mesh definition postprocess failed on 'S02 The Siege Of Zozone'.
Crashed!
Any idea how to solve this so i dont lose the couple of hours i put into it so far?
Posted: Sat Apr 26, 2008 8:22 pm
by Pyro
Hmm not sure, could be a number of things. But there is something wrong with a collection. Maybe the colormap's collection. Was the collection the right size?
Posted: Sun Apr 27, 2008 1:02 am
by lank
did you change the collection in the fear mesh tag? i've no idea if that's the right diagnosis, but it's crashing trying to read the collection for the mesh, by the looks of it...
Posted: Sun Apr 27, 2008 6:53 am
by Fildred
yeah, you guys were right.
I went into fear and saw that the landscape tag was set to "none." The only change i made between it working and not working was set the overhead map. I know i clicked the color map by accident when i was trying to click the overhead map. I guess a tag cant be referenced as the landscape AND the overhead map?
Strange. But i got it working again and i didnt waste another 8 hours ^.^ thanks again guys.
Posted: Sun Apr 27, 2008 6:04 pm
by lank
if only it were so simple to make an overhead map. alas you can't just select your colour map collection, you must rescale your colour map in photoshop (or application of your choice) to something probably averaging 150-200 pixels per side, and use jade or amber to make the collection, not fear. also, when rescaling, make sure you're not using the indexed bitmap/pict (i.e. convert to RGB) or the rescaled version will look like a pixelly, ugly mess.
Posted: Mon Apr 28, 2008 7:50 am
by vinylrake
lank wrote:if only it were so simple to make an overhead map. alas you can't just select your colour map collection, you must rescale your colour map in photoshop (or application of your choice) to something probably averaging 150-200 pixels per side, and use jade or amber to make the collection, not fear. also, when rescaling, make sure you're not using the indexed bitmap/pict (i.e. convert to RGB) or the rescaled version will look like a pixelly, ugly mess.
I generally resize overhead maps to multiples of 128 (though it's a bit small for the large monitors we have today) and import the overhead using Fear and haven't had any problems. I read in one of the older mapmaking tutorials that Fear didn't work right with importing overheads but I haven't had any problems. The only think I use Amber for in normal map/plug-making is replacing collection bitmaps (ex.pregame images).
Also, I am pretty sure I usually shrink the indexed image to make the colormap and haven't noticed any problem. I wonder if it's because my colormap dimensions are always divisible by the size of the overhead? dunno. I could be misremembering.
Posted: Mon Apr 28, 2008 11:38 am
by Pyro
I never use Fear for importing overheads. And don't worry about the overhead being too small, 1.7 will have some feature that lets you zoom in/out your overhead.