Splat tool was always wonky in vCoH, and from my experience a lot of the same bugs carried over to this editor, since it is essentially the same thing.
I'm not sure what to have you do besides try creating another stamp with the splats/splines and see if it works then. If not take a little bit and see if you can get it to recreate the error.
GL, sorry I can't really help. |
The screenshots are linked in my post. Thanks for the help
There are no screens? |
Can you post a screen of what you are talking about?
I can't really decipher what the problem is, if you are having a hard time do to heights, or object usage or what. A screen would really help out.
Even if the object is "walkable", it will still generate red on the impass overlay.
If your bridge is too high it will glitch out (this has not been confirmed on CoH 2, this was a bug in vCoH), so maybe try height adjustment.
Other than that it could just be the model you are using isn't coded properly. As you spend more time in the editor you will notice more and more things that simply don't work.
If none of this helps you, post that screen and I will see if I can try to help further. |
Alright, after trying to get this to work for days, I can now say that the guides on this site are dated and inaccurate/lacking information.
The reason that I could not play test my maps in game was because of there is not mention of the Interactivity Stage Editor (ISE), that allows you to make the edges of the map playable/not playable and is also the area that we see call in's used for in game.
There is also conflicting information given about the ISE, on the relic guides it says that you should use 5 and multiple other sources that I have found say 50.
Either way, I have gotten this to finally work due to making a proper edge to a test map... so if someone could update the guide that is pinned here to show that, it would be very helpful, as having the correct information for the modding/mapping scene is what keeps this community alive, and one of the huge reasons I left the first time when I could not get the WB to work when it was first released.
@Karbinder and IronMedic thank you both for trying to help, I really appreciate it. |
If nothing else works, I'd just assume that your file went corrupt in the export. The only way to fix that is to restart back from scratch, and try to avoid using unknown objects/scripts in the worldbuilder/.SCAR files, unless you're able to figure out what went wrong in the export by checking the log.
Yah, see that is the problem I have 4 separate maps, that all do not work. They are literally the bare minimum to save the map and export it, so it makes zero sense. It is actually not working just because it doesn't feel like it.
So unless the tutorials are dated (which they are by 2-3 years) and need to be updated as what to do, then I guess I just file a ticket with Sega for them to tell me to verify the integrity of the cache on steam (which I have done multiple times) a fresh reinstall, which I have done and then for them to have no solutions, and that is even if they respond since it is modding and they most likely don't support it with customer tickets.
It also seems like a lot of the mappers don't stick around in the forums anymore either, OnkelSam, mannerheim (if he is still around from vCoH), corsix (if he is still around from vCoH), WhiteFlash and a few other prominent mappers. |
'Once I fiddled around a bit I managed to get it looking good and running well on a GTX670/i5-2500k. If I max everything to the max I only get 26fps on the benchmark which is pretty crazy.' - that's a forum post from 2 years and 7 months ago (http://goo.gl/mmM6F7).
Skip forward to today and I get 30fps on the benchmark and I have a GTX960/AMD A10-5800k, and that isn't even with everything maxed out.
It seems the best way to get this game to run well is to go back in time.
If they ever do fix war spoils, we'll have to all try and make sure the next 'big' thing the community moans about is the need for optimisation.
I don't understand how it isn't the big thing... that is why I left years ago. I was so disappointed with the game and how it ran, and still nothing has changed. If THQ was around this wouldn't have happened.
Seriously though, by it not being optimized it turns a lot of people away cause they load up the game, get the lowest settings. They are basically playing with legos the entire time because everything looks so bad. |
2 of the maps you mention are ports from vCoH, so with the change in how map resources work the overall flow of the map has changed dynamically. Before you would have to contest different portions of the map much longer than you do now (fuel and munitions points), where as in CoH 2 the fuel and munitions points lose value as the game progresses much faster than the VP's compared to vCoH.
You can stop building cutoff points with simple usage of barbed wire, mines, flares, tank traps... all kinds of unique options to stop the using of houses behind your lines, and possibly wipe a squad.
If they do get in behind the lines, no one map forces you to lose one manpower point and lose all connection to your territory via that one point, only a portion of it, move on a control another section of the map, until you are able to contest his defensive position. Make him react to you, not the other way around.
I do agree with you some of the (2 - 4) maps are very precarious to play 1v1, as it quickly becomes a cockroach fest where you are constantly decapping and recapping things all over the map, but that is just how those maps play out (Angoville feels this way at the start in the more open side of the map). |
It's just what worked for me.
Ah, ok. Well I tried it anyways, putting both sets of files in each separate place and it didn't change anything, thanks for the suggestion though. |
Scertan characters like "SPACE" is banned in the mapprodjectname and will prevent maps from being exported corectly. "SPACE" shoud only be used in the map description in scenario properties under scenario settings.
Sorry if I wasn't clear that there are no spaces, the map is literally named test, test2, TestTest, and Skeleton. There are also no special characters in the name, but there are for the description "(2) Test)", which is from what I read, okay.
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What I did when I made my map, was just save and export everything to my games. It seems to automatically transfer to my steam directory.
Yes, the .sgb files automatically go to the steam directory and the .sga exports to the My Games... you need all the files in My Games? That is what literally none of the resources I've found said... unless I misunderstand you. |