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After exporting map from WB it won't show up in-game

1 Jan 2014, 13:21 PM
#1
avatar of weezler

Posts: 3

Hey there,

I've started working with the World Builder version 0.0.0.11811 recently and face a strange problem now. I can't make my custom map appear in the map list although I already exported the map data to an .sga file and placed it in the right directory.

%\Documents\My Games\Company of Heroes 2\mods\scenarios\Custom Map.sga

I even created a test map with the very basic requirements for saving and playing a map succesfully. Therefor the problem must be within my more complex map called “(2) Custom Map_alpha“.
So far I've placed a few buildings, objects, splines and did some texture work. The one thing that strikes me is a blue 3D cube hovering under the map's surface with a warning sign on it.

“Missing RGM! Let there be panic. Consult the warnings.log for answers.“

Please help me

--

TROUBLE SHOOTING

When starting the World Builder there's a line in the debug window saying: “Archive 'CoH2\Archives\Autotest' is missing! Skipping.“

And here's the part of the warnings.log file after I just opened the map data in World Builder:

13:34:45.02 WW2Mod -- PropertyBagManager Loaded in 4.213000s
13:34:53.38 ToolFramework: Opening Document: 'E:\Programme\Steam\SteamApps\common\Company of Heroes 2\CoH2\Data\Scenarios\(2) Custom Map_alpha.sgb'
13:34:53.39 WorldBuilder opening document E:\Programme\Steam\SteamApps\common\Company of Heroes 2\CoH2\Data\Scenarios\(2) Custom Map_alpha.sgb
13:34:53.46 SPDx11 -- Adapter [NVIDIA GeForce 9800 GT ]: 495MB dedicated video memory, 0MB dedicated system memory and 1791MB shared system memory.
13:34:53.49 SPOOGE - Driver[DirectX11_Rendering_Device] version[4,37]
13:34:53.51 SPDx11 -- New Device RefCount [2], New DeviceContext RefCount [1]
13:34:53.51 SPDx11 -- Adapter Description = NVIDIA GeForce 9800 GT
13:34:53.51 SPDx11 -- Driver Vendor = 0x000010de Device = 0x00000614 SubSys = 0x00000000 Rev = 0x000000a2
13:34:53.51 SPDx11 -- Driver Version Product = 9 Version = 18 SubVersion = 0 Build = 331.82
13:34:53.51 SPDx11 -- Driver LUID = 0x00000000-0x000088c8
13:34:53.51 SPDx11 -- 495MB dedicated video memory, 0MB dedicated system memory and 1791MB shared system memory available.
13:34:53.51 SPDx11 -- [1] GPUs found.
13:34:53.51 ShaderDatabase: using shader profile [ps40]
13:34:53.56 SPDx11 -- CreateSwapChain: 1645x1071 @ 0/1Hz (0.000000Hz). Sample count/quality: 1/0. Back buffers: 2.
13:34:53.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x1071 @ 0/1Hz = Refresh Rate: 0.00
13:34:53.57 SPDx11 -- ResizeTarget: 1645x1071 @ 0/1Hz = Refresh Rate: 0.00
13:34:53.57 SPDx11 -- Setting SwapChain State to: WINDOW
13:34:53.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x1071 @ 0/1Hz = Refresh Rate: 0.00
13:34:53.57 SPDx11 -- Resizing target to make sure Refresh rate is set properly after FullScreen mode change
13:34:53.57 SPDx11 -- ResizeTarget: 1645x1071 @ 0/0Hz = Refresh Rate: 0.00
13:34:53.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x1071 @ 0/1Hz = Refresh Rate: 0.00
13:34:53.61 SPDx11 -- device requires no additional virtual address space textures.
13:34:54.15 SPDx11 -- GPU can do [1931] pixels per usecond. At [1645x1071x1] this is [1096] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [51.076290] ms, QueryWaitCPU time [52.000000] ms
13:34:57.96 SPDx11 -- GPU can do [11] pixels per usecond. At [1024x1024x1] this is [11] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [358.034180] ms, QueryWaitCPU time [359.000031] ms
13:34:58.35 FILESYSTEM -- filepath failure, missing alias 'TOOLSDATA:autoloddecimator.lua'
13:34:58.58 SOUND -- Initializing ...
13:34:58.59 Error, could not open lua language group file:
13:34:58.71 INNIMapDCA Key not found: combat
13:34:58.72 INNIMapDCA Key not found: sir_filters_enabled
13:34:58.85 INNIMapDCA Key not found: tiger_radio_fuzz::objectdistance
13:34:58.86 INNIMapDCA Key not found: winter
13:34:59.22 SOUND -- Initialization completed!
13:34:59.57 SCENARIO -- Failed to open stream for Scenario 'DATA:scenarios\tow\scenarios\1941_moscow\1941_moscow_art_v1_ro.info'
13:34:59.58 SCENARIO -- Failed to open stream for Scenario 'DATA:scenarios\sp\coh2_campaign\m02-scorched_earth\scorched_earth_02_03nis.info'
13:34:59.93 GAME -- (WorldManager) Cannot find original scenario "2P_COH2_SnowTown" referenced from data:scenarios\tow\challenges\horde.scenref
13:35:00.05 SkyObjectOverride- can't get 'atmosphericSkyAlpha' variable in material [warning]
13:35:00.15 SkyObjectOverride- can't get 'atmosphericSkyAlpha' variable in material [warning]
13:35:00.40 TChunkManagerIO::Load version 2001l
13:35:00.49 TERRAINTEXTURE -- compositor added RenderTarget of size 6580 x 4284
13:35:01.48 PHYSICS -- Created node factory 'HVOK'
13:35:01.48 PHYSICS -- Created node factory 'DMMY'
13:35:06.22 MemoryBudget -- Could not load memory budget file [data:MemoryBudget.lua].
13:35:06.66 Regenerating ImpassMap data...
13:35:06.66 Impass Data was already valid, but regenerating...
13:35:07.26 DeferredView - Start creating view [ WaterView ] textures
13:35:07.26 SPDx11 -- 495MB dedicated video memory, 0MB dedicated system memory and 1791MB shared system memory available.
13:35:07.26 SPDx11 -- 495MB dedicated video memory, 0MB dedicated system memory and 1791MB shared system memory available.
13:35:07.26 DeferredView - Finished creating view [ WaterView ] textures
13:35:07.26 DeferredView - Start creating view [ WorldView ] textures
13:35:07.26 SPDx11 -- 495MB dedicated video memory, 0MB dedicated system memory and 1791MB shared system memory available.
13:35:07.26 SPDx11 -- 495MB dedicated video memory, 0MB dedicated system memory and 1791MB shared system memory available.
13:35:07.26 DeferredView - Finished creating view [ WorldView ] textures
13:35:07.70 SPDX11 --- doing mode change using DXGI resize target and set fullscreen state [1641x1075], Refresh rate: 0.00
13:35:07.70 SPDx11 -- ResizeTarget: 1641x1075 @ 0/1Hz = Refresh Rate: 0.00
13:35:07.70 SPDx11 -- Setting SwapChain State to: WINDOW
13:35:07.70 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x1075 @ 0/1Hz = Refresh Rate: 0.00
13:35:07.70 SPDx11 -- Resizing target to make sure Refresh rate is set properly after FullScreen mode change
13:35:07.70 SPDx11 -- ResizeTarget: 1641x1075 @ 0/0Hz = Refresh Rate: 0.00
13:35:07.70 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x1075 @ 0/1Hz = Refresh Rate: 0.00
13:35:07.70 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x1075 @ 0/1Hz = Refresh Rate: 0.00
13:35:07.84 SPDx11 -- GPU can do [56238] pixels per usecond. At [1641x1075x1] this is [31879] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [1.756608] ms, QueryWaitCPU time [2.000000] ms
13:35:11.59 SPDx11 -- GPU can do [11] pixels per usecond. At [1024x1024x1] this is [11] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [358.074829] ms, QueryWaitCPU time [359.000031] ms
13:35:11.59 DeferredView - Start creating view [ WaterView ] textures
13:35:11.59 SPDx11 -- 495MB dedicated video memory, 0MB dedicated system memory and 1791MB shared system memory available.
13:35:11.60 SPDx11 -- 495MB dedicated video memory, 0MB dedicated system memory and 1791MB shared system memory available.
13:35:11.60 DeferredView - Finished creating view [ WaterView ] textures
13:35:11.60 DeferredView - Start creating view [ WorldView ] textures
13:35:11.60 SPDx11 -- 495MB dedicated video memory, 0MB dedicated system memory and 1791MB shared system memory available.
13:35:11.60 SPDx11 -- 495MB dedicated video memory, 0MB dedicated system memory and 1791MB shared system memory available.
13:35:11.60 DeferredView - Finished creating view [ WorldView ] textures
13:35:13.92 VizView Render - Warning view has no passes defined, adding a default dummy plain render pass
13:38:32.48 Version.cpp - translation info queried modulefilename E:\Programme\Steam\SteamApps\common\Company of Heroes 2\WorldBuilder_CoH_2.exe, len 1708
1 Jan 2014, 21:15 PM
#2
avatar of weezler

Posts: 3

I just created a totally new map. First of all I drew some splines to mark areas for the different sectors to be. Then I used the height editor. Finally I placed a fuel, a munitions and a sector point as well as two times a starting territory, a starting point and a map entry point. Then I calculated the Voronoi, saved the file and exported the map data. After this I was able to select and play the map in Coh 2.

I opened up the editor again and started placing some trees along a spline. I also added two further splines with textures. Now here's the curious thing: When I saved and exported the map again, it didn't show up in the game anymore.

I immediately undid all the object and texture placing and tested again wether I could play it or not. Still the map isn't displayed in the list. I really don't get it. What the f*** am I doing wrong?
1 Jan 2014, 21:22 PM
#3
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

I think it would be more helpful if you posted the sgb file or atleast the sga file.
What do you have filled in the "scenario properties" tab?
3 Jan 2014, 13:03 PM
#4
avatar of weezler

Posts: 3

I started over again. This time everything worked fine. No such problems at all. Too bad I deleted all the corrupted files though.

I will publish my first map "Valley in the hills" via the steam workshop soon. Topic can be closed. :)
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