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Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Antstafer on August 10, 2017, 02:27:01 PM

Title: Corrupted shipped worlds in Zeroeditor? (SOLVED)
Post by: Antstafer on August 10, 2017, 02:27:01 PM
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FmoIos1V.jpg&hash=f26d29f4b9f36a00510e783448a8da4f72f9b5b8)
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FwMiw1aa.png&hash=fcb9190b7e0155859adcbdba7cfd9a18ba066835)

Any idea why this might be occurring? Objects are either missing, or moved around in odd ways from how they should be. I noticed this on the vanilla Hoth map also.

I copied the geo1.wld file, the effects/msh/munged/odf folders and the original req file from the "Shipped Worlds" folder correctly (I've done it successfully many times a few days ago). The maps still munge properly and play fine, but there are either odd holes in the ground, or missing objects.

I don't however, notice this happening with Naboo: Plains.
Title: Re: Corrupted shipped worlds in Zeroeditor?
Post by: Red04SWBF on August 10, 2017, 03:22:04 PM
I think that happened to me when I reopened a shipped map with the ZeroEditor. Maybe the following line from "config.ini" has been deleted at the end:

FlipModelX = 1

If you put it back maybe you can open the map with all objects placed correctly, if I'm not mistaken.
(Make sure you haven't saved the map with the cluttered elements!)
Title: Re: Corrupted shipped worlds in Zeroeditor?
Post by: Antstafer on August 11, 2017, 05:26:46 AM
Quote from: Red04 (CC-4398) on August 10, 2017, 03:22:04 PM
I think that happened to me when I reopened a shipped map with the ZeroEditor. Maybe the following line from "config.ini" has been deleted at the end:

FlipModelX = 1

If you put it back maybe you can open the map with all objects placed correctly, if I'm not mistaken.
(Make sure you haven't saved the map with the cluttered elements!)

That was the culprit! Don't know why, but it seems that line of code is never in newly generated config.ini's.
Title: Re: Corrupted shipped worlds in Zeroeditor? (SOLVED)
Post by: Red04SWBF on August 11, 2017, 05:43:37 AM
Quote from: Antstafer on August 11, 2017, 05:26:46 AM
That was the culprit! Don't know why, but it seems that line of code is never in newly generated config.ini's.

Yes, I don't know why it always happens every time I reopen ZeroEditor... :P
Title: Re: Corrupted shipped worlds in Zeroeditor?
Post by: Led on August 11, 2017, 05:51:43 AM
Quote from: Antstafer on August 11, 2017, 05:26:46 AM
That was the culprit! Don't know why, but it seems that line of code is never in newly generated config.ini's.

I believe you need to make sure it is in the config.ini in DataTemplate folder.
Title: Re: Corrupted shipped worlds in Zeroeditor? (SOLVED)
Post by: Antstafer on August 11, 2017, 07:52:30 PM
Checked the DataTemplate folder, and the line is in there. As Red mentioned, opening ZeroEditor for a new map causes the line of code to be removed for some odd reason.
Title: Re: Corrupted shipped worlds in Zeroeditor? (SOLVED)
Post by: Led on August 11, 2017, 07:58:23 PM
OK, then the next thing is to make sure that particular file is read only.
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