Ziemanskye on 14/6/2005 at 16:42
It better do!
There's a whole load of other stuff there too (though not as much if you grab Crispy's Lite version - thanks man, I owe you :thumb: ), but the real important bit is the ibt and gmp for the map.
The books/conversations/schemas stuff mostly just makes the objectives work.
ascottk on 14/6/2005 at 16:58
I don't think your entry map is correctly configured. I created a new one and I can get to the objectives & the briefing but I don't know the details about your map. What's the teleporter destination name for TDS_Townhouse? Also, what is your default inventory?
bukary on 14/6/2005 at 20:02
I downloaded Townhouse lite file.
So far I copied only IBT and GMP files and run the mission with "t3.exe TDS_twonhouse" command. The game crashed when I wanted to load just IBT file. I also had to copy GMP file to Maps folder in order to run this mission.
Good job, Ziemanskye! :thumb: I really liked the barmaid cleaning the floor!
Perhaps later I'll try to backup proper files and try to run this mission with all necessary resources.
Why IBT file does not work alone?
BTW, is there any way to load GMP or IBT file in T3Ed. I guess in the future many level designers would be willing to see how certain things were done in other FMs. That is the main source of knowledge for DromEders...
EDIT:
I've just realized that IBT file for such short (and fun! :)) mission has 30 megs. :wot: We really have to figure out some way of decreasing T3 FMs size...
SneaksieDave on 14/6/2005 at 20:31
No luck. I downloaded the lite version, and used the same install process as with the labyrinth, and all I get on launching a New Game is the black screen mentioned elsewhere here, that needs to be escaped/Alt-F4'd out of.
Both the GMP and IBT files are present. It worked without a hitch for the labyrinth, so what's the difference? If it's the entry map, can't it be run without it? I tried the mapname after t3.exe method and it doesn't work.
SneaksieDave on 14/6/2005 at 20:58
I just got it to display your briefing by making an Entry.gmp myself, however, it crashes halfway through loading the actual mission. So while the Entry.gmp in the package is apparently(?) partially to blame, something else might be wrong too.
Bukary, any further info on how you got it to work? Has anyone else gotten it to work yet? The command line doesn't do the trick.
Ziemanskye on 14/6/2005 at 21:20
I think I know why ascottk's entry works and mine doesn't:
He used a concrete EnterMissionCastle actor, and gave it the extra properties to go to his Labyrinth - that'd explain the map and the extra equipment.
I didn't, I created new a new archetype EnterMissionTownhouse, and because the Entry is a gmp, it needs the gamesys. I'd hoped that'd not be needed and go through the modified MainMenu* files, but apparently no such luck. Also explains why people don't think it's config right - look for Error: Missing Resource errors in t3main.log
Otherwise, just the TDS_Townhouse.gmp and TDS_Townhouse.ibt (and non of the others) should be enough to get into the level via a shortcut, thereby bypassing the Entry map.
TeleportDestName is StartPoint, for anyone trying to hack there own together. Player should be nekkid - no equipment at all!
Also, bukary, no I don't think you can open gmps in t3ed, but I'll let you know how things work if you ask, and maybe just dump the .unr somewhere, but I'm not doing anything difficult. But it was mentioned somewhere on the wiki that we actually do need both gmp and ibt to run.
Also - 30Mb for this is ridiculous, but there are 750 bsp brushes in there, 7 different npcs, and a whole load of smeshes, and any textures all in the ibt. And don't forget the npcs animations... they mount up real quick (at least when they go missing - I had to send 20Mb of just anims to get rivervale to work on a friends, non-editor, T3)
SneaksieDave on 14/6/2005 at 21:56
I just checked t3main.log and it contains no "missing" errors.
Gamesys zip up pretty small; maybe you could post it separately?
Even with the command line, I get crashes. I just tried it with my editor version of T3, and a clean, non-editor version.
I'm assuming since no one else is speaking up or has commented (unless I missed it) that Bukary is the only person with it running successfully ATM?
Ziemanskye on 14/6/2005 at 22:06
well, I didn't think it'd apply to something so small, but maybe extending the vertex pools?
I didn't turn this off, because I didn't think it'd matter, but it certainly comes under inexplicable crashes.
Quote:
[PCVertexPools]
;added 0 to the end of each...
DynamicVertexPool0=31457280
StaticVertexPool=26214400
StaticShadowVertexPool=15728640
Though for the record - what do you get at the end of your t3main.log?
SneaksieDave on 14/6/2005 at 22:25
Update: I got it to run, but by using the editor executable (T3MainOptVersion.exe), with command line. So, there might still be problems for people who don't have the editor. Has anyone
without the editor successfully run this map yet? That is, someone using either a standard T3 install or 'T3MainReleaseVersion.exe'? I assume the game version of the executable requires the Entry.gmp to work correctly, because even with the command line, it goes to the game menu. Is that correct/incorrect?
At my other post, I believe the t3main.log file might have been leftover from another map, so I deleted it. Now, after running the map successfully, I have new info. Some "missings":
Quote:
ERROR: Missing skeletal mesh: 'M1ProtoGuard' [ 24483] (.\UnSkeletalMesh.cpp : 9470)
ERROR: Missing skeletal mesh: 'cgav' [ 24485] (.\UnSkeletalMesh.cpp : 9470)
ERROR: Missing skeletal mesh: 'M1ProtoGuard' [ 83537] (.\UnSkeletalMesh.cpp : 9470)
ERROR: Missing skeletal mesh: 'cgav' [ 83539] (.\UnSkeletalMesh.cpp : 9470)
Here's what my vertex pools are set to:
Quote:
[PCVertexPools]
DynamicVertexPool0=13145728
StaticVertexPool=12621440
StaticShadowVertexPool=11572864
Instead of a 0 at the end, I placed a 1 at the beginning. Still, a huge increase. I will try to bump them up after this.
Do you want what's all the way at the end?
Quote:
Total memory tied up in allocator : 33927168 bytes ( 33132 Kb )
Total memory provided to using code : 32536888 bytes ( 31774 Kb )