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:bjectdistance
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 'DATAcenarios\tow\scenarios\1941_moscow\1941_moscow_art_v1_ro.info'
13:34:59.58 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\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 datacenarios\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
After exporting map from WB it won't show up in-game
1 Jan 2014, 13:21 PM
#1
Posts: 3
1 Jan 2014, 21:15 PM
#2
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?
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
2
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?
What do you have filled in the "scenario properties" tab?
3 Jan 2014, 13:03 PM
#4
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.
I will publish my first map "Valley in the hills" via the steam workshop soon. Topic can be closed.
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