Author Topic: temp fix for missing fx for players with custom maps cod4  (Read 24105 times)

Offline DoomSlayer

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temp fix for missing fx for players with custom maps cod4
« on: January 29, 2008, 05:04:41 am »
mp_ze_spray

before





after



 


reason for missing fx is
missing models

^1Error: Could not load xmodel "body_mp_usmc_woodland_assault".
^1Error: Could not load xmodel "viewhands_sas_woodland".
^1Error: Could not load xmodel "body_mp_usmc_woodland_recon".
^1Error: Could not load xmodel "body_mp_usmc_woodland_sniper".
^1Error: Could not load xmodel "head_mp_usmc_ghillie".
^1Error: Could not load xmodel "viewhands_marine_sniper".
^1Error: Could not load xmodel "body_mp_usmc_woodland_specops".
^1Error: Could not load xmodel "body_mp_usmc_woodland_support".
^1Error: Could not load xmodel "body_mp_opforce_assault".
^1Error: Could not load xmodel "head_mp_opforce_headwrap".
^1Error: Could not load xmodel "viewhands_op_force".
^1Error: Could not load xmodel "body_mp_opforce_cqb".
^1Error: Could not load xmodel "head_mp_opforce_gasmask".
^1Error: Could not load xmodel "body_mp_opforce_sniper".
^1Error: Could not load xmodel "head_mp_opforce_ghillie".
^1Error: Could not load xmodel "body_mp_opforce_eningeer".
^1Error: Could not load xmodel "body_mp_opforce_support".
^1Error: Could not load xmodel "head_mp_opforce_3hole_mask".

mapper not adding the models not shure atm or could it be the the mod not supporting the models in the csv have no clue
but how to temp fix this is to add this to the mod cvs when compileing a new mod ff and it will fix the missing fx for the maps that are haveing it with extreme or all mods


xmodels added to the csv


xmodel,body_mp_usmc_woodland_assault
xmodel,viewhands_sas_woodland
xmodel,body_mp_usmc_woodland_recon
xmodel,body_mp_usmc_woodland_sniper
xmodel,head_mp_usmc_ghillie
xmodel,viewhands_marine_sniper
xmodel,body_mp_usmc_woodland_specops
xmodel,body_mp_usmc_woodland_support
xmodel,body_mp_opforce_assault
xmodel,head_mp_opforce_headwrap
xmodel,viewhands_op_force
xmodel,body_mp_opforce_cqb
xmodel,head_mp_opforce_gasmask
xmodel,body_mp_opforce_sniper
xmodel head_mp_opforce_ghillie
xmodel body_mp_opforce_eningeer
xmodel body_mp_opforce_support
xmodel,head_mp_opforce_3hole_mask

by just adding the missing xmodels to the csv this will fix the missing fx but will make for a bigger mod.ff as well still needs more testing might cause errors not shure atm

Offline DoomSlayer

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temp fix for missing fx for players with custom maps cod4
« Reply #1 on: January 29, 2008, 07:17:12 am »
maps working so far with the changes made

mp_canada

mp_bunkermayhem

mp_ze_spray

mp_plane

 :D

Offline 4morirabbit

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temp fix for missing fx for players with custom maps cod4
« Reply #2 on: January 29, 2008, 07:29:47 am »
so we need a new mod.ff for extreme?
 :roll:

Offline DoomSlayer

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temp fix for missing fx for players with custom maps cod4
« Reply #3 on: January 29, 2008, 07:52:01 am »
yes but i relly cant say at this point if its the map or the mod its going to need some testing and will be up to joker to add this to the mod or not but lots of testing will have to be done

 :D

Offline 4morirabbit

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temp fix for missing fx for players with custom maps cod4
« Reply #4 on: January 29, 2008, 08:35:42 am »
I'm working on some custom maps and I have that problem with extreme.
My yourmap.csv zone files are without errors so It might be in the mod.ff.
I need to try on awe or modswarfare to see what happens.
Could you send me the modified mod.ff?it can help me test the maps gameplay on extreme before first beta release.

Thanks

Preview of Matroska

Offline DoomSlayer

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temp fix for missing fx for players with custom maps cod4
« Reply #5 on: January 29, 2008, 08:43:59 am »
hum i have a custom mod i will have to get the raw files joker put up for download and compile you one give me a few

 :D

Offline DoomSlayer

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temp fix for missing fx for players with custom maps cod4
« Reply #6 on: January 29, 2008, 08:56:03 am »
pm sent man

 :D

Offline RaDioAcTivE

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temp fix for missing fx for players with custom maps cod4
« Reply #7 on: January 29, 2008, 01:25:53 pm »
This is from another post on this topic in these forums:


Quote from: "RaDioAcTivE"
Whatever the case with these maps that are producing the "compile reflections/red slash" it only happens with either the extreme or ace mods.  The maps run fine with the awe4 mod.

I've assumed it's something wrong with the map itself that was causing this but I don't understand why the awe mod would run them fine so it makes me think that there's something in the 2 mods that could be causing it.

Here's a server console error that may be associated with it:

WARNING: Attempting to meld model, but root part 'j_spine4' of model 'head_mp_usmc_tactical_mich' not found in model 'body_mp_usmc_woodland_assault' or any of its descendants

Here's a client console error that may be associated with it:

WARNING:  Part 'tag_weapon_right' not found in model "body_mp_usmc_woodland_assault' or any of its descendants
WARNING: Attempting to meld model, but root part 'j_spine4' of model 'head_mp_usmc_tactical_mich' not found in model 'body_mp_usmc_woodland_assault' or any of its descendants
WARNING: Part 'tag_weapon' not found in model 'viewhands_sas_woodland' or any of its descendants
WARNING: Part 'tag_weapon' not found in model 'viewhands_sas_woodland' or any of its descendants
WARNING: Part 'tag_weapon' not found in model 'viewhands_sas_woodland' or any of its descendants
WARNING: Part 'tag_weapon' not found in model 'viewhands_sas_woodland' or any of its descendants
WARNING: Part 'tag_weapon' not found in model 'viewhands_sas_woodland' or any of its descendants

and so on with the last line repeating.

I hope this helps.

**edited to add this reply from Tally over at RGN**

"Because I added woodlands mptype to my mod.ff file.  The map creator hasnt made the map properly. He hasnt compiled the required mptype to his maps .FF file
."




Is it up to the modders to correct an error by the mappers?  Marc from the Ace mod replied that he was willing to look into it and clearly Tally has already done so.

It seems to me that the best approach here is to make it clear to everyone putting out maps what is needed to assure that their maps are compatible and completed.

Offline 4morirabbit

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temp fix for missing fx for players with custom maps cod4
« Reply #8 on: January 29, 2008, 02:50:03 pm »
well if some1 can "teach" us mappers what we have to add extra so it will be compatible It shouldn't be a problem  :D

Thx for pm I'll test that asap :wink:

Offline RaDioAcTivE

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temp fix for missing fx for players with custom maps cod4
« Reply #9 on: January 29, 2008, 03:46:27 pm »
Honestly it's all above my paygrade.  I'm just simply trying to get the information out there so the appropriate parties can do whatever they need to do to remedy the situation.  Obviously there's an issue so I'm simply trying to gather data for everyone to get to the bottom of it.

In the end it is probably eaiser for the modders to compensate by adding the mptype's into their mods considering there's only a small handfull of mods out and it seems like every other person is pumping out "maps".

What we need is for the "right way" or at least the agreed upon way of doing things to be posted and adheared to so everyone in the community is on the same page.

I do not pretend to fully understand the issue or where the responsiblity ultimatly lies.  Just simply trying to help out is all.

Offline Marc

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temp fix for missing fx for players with custom maps cod4
« Reply #10 on: January 29, 2008, 04:40:22 pm »
another 15 min. out of bed break (sick) ..since custom maps only work with mods...it seems to me that the mappers should add these mptype files..as the map calls for these missing assets.

but like i stated in that post above...i dont have any real issues by adding all of those in in the mod....it will make the mod.ff grow bigtime (for my mod the mod.ff file without them is 360k....with them at least 8mb)

that is...if there aint another way to call for those models....perhaps there is and the mod.fffile can be kept small..ive been unable to look into that due to me being sick..but ill dive into this asap.

perhaps Tally already has an anwser for this.

but at this point in time im leaning to the "i think mappers should be adding those"


(soz if i aint making any sence...iver been run over with high fever.....(not that i made any sence before tho))

Offline 4morirabbit

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temp fix for missing fx for players with custom maps cod4
« Reply #11 on: January 29, 2008, 05:33:05 pm »
ok I got it.

include,mptypes_woodland this goes in map csv :D
desert if you are using desert style players.
Update zone file and build new FF and map works fine with extreme and ace and awe and whatever  :wink:

Offline FewPeople

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temp fix for missing fx for players with custom maps cod4
« Reply #12 on: January 29, 2008, 06:46:39 pm »
mp_bunkermayhem  was fixed by the author of the map, i tested it last night on extreme and no problems.

Offline Gixxer

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temp fix for missing fx for players with custom maps cod4
« Reply #13 on: January 29, 2008, 06:58:58 pm »
one thing, (for now anyway until mods get more developed) when creating maps, weapons available in the map, could cause mod incompatability, i know this is slightly off topic, but it goes towards making maps compatible with mods. if i am wrong, correct me, but this was the case in cod2 with mods and maps for the longest time.

Offline RaDioAcTivE

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temp fix for missing fx for players with custom maps cod4
« Reply #14 on: January 29, 2008, 08:29:49 pm »
Quote from: "4morirabbit"
ok I got it.

include,mptypes_woodland this goes in map csv :D
desert if you are using desert style players.
Update zone file and build new FF and map works fine with extreme and ace and awe and whatever  :wink:


This info needs to be made public so other mappers see it.  :D

Sorry for the duplicate post here but the same topic is going on it two threads so... :wink: