Forums Index >> Modding >> I know u are all tired of hearing this from me, bu...
Page : <1> :
Get a new TGE, get the x-pack. Follow those intructions.
Pardon my rudeness, I cannot abide useless people.
I did. It works, but there is only 1 texture (color is it called?) even though I have 4. Any ideas. P.S. Im on a mac. 8(
Just put the terrain colors you used in the folder that has your terrain
I dont think its possible to Mod on a mac...well thats what I heard.....!?
You can Mod on Mac, Win and Linux.
Cool nap il try it. You are great! XD
Didn't work. Only shows 1 texture. Is there a way to show all 4? :S :S :S
Come on people!!! :S :S :S
Come on!!!!! Ive got a great mod idea. I just need to know how to make it happen. X/ X/ X/ X/
Gosh! Wait your turn people! ;)
Sorry but I really don't understand your problem. What do you mean it only shows one texture? You can solve the red F problem by making sure the file paths are correct.
Mobble did you get to the Terrain editor?
Which map did you open?
Do not
use the original TT maps
There was a secondary process applied and they will not show on TGE
Start with "The Arena" by -z- or for that matter any other map except stock ones
I dont really understand you. I used the map "New Mission" and saved it to the common folder. I am using it as TT1_2.mis, and I have 4 colors. Water, Sand, Snow, and Lava. Only snow shows up because it is detail 1. If I make the water detail 1 I get only water. Also, im not shure what u mean by terain editor. I did use the adjust height, excavate, add dirt, and paint. I will try another map. Thanks!. XD
Didn't work. It says that I dont have correct version. In the arena it is just all mist,no terain!
Don't use terrains that came with TGE, and don't start using "new mission". ONLY use terrains that you have with TT. Also, just raise the height of the terrain in "The Arena". It will rise above the fog eventually.
Would all this work if I just bought TGE???????? 8o
Well would it? :o
^well... I dont think so; the demoTGE is the same as the fullTGE so.. (but I dont know sure)
You have to have complimentary skins and objects in both TGE and TT
The game folders in both apps must match
They do. It is now saying the "You dont have the right version of TGE...blah..blah...blah" X/ Its kind of anoying. 8(
Then look at the console when running in dedicated and see where the error is
Even a missing ; or calling the wrong terrain will cause this
Also make sure the the skins used to paint the map do not say demo in the path
thats also a sure "art error"
Hey! I bet I know what it is - did you copy the "new mobble" mission from TGE to TT?
Then thats a problem
The 3d sky stuff from TGE wont work in TT
Heres the fix
1. Open TT with a lush map
2. Use ModWiz to clear all objects and save it
3. Edit the "Terrain" block to call your new map
4. Copy your new TGE map into TT
5. Launch new mission
I encountered this some time ago and use my modded MW1_1 mission as a template
Reusing it over and over via copy and paste
Last edited: Saturday, February 04, 2006 at 2:10:03 AM
Didn't work. Can I send someone the files to look at?
This is my console. I dont know what is wrong. X/
Last login: Tue Feb 7 16:58:11 on ttyp1
Welcome to Darwin!
noah-foxs-ibook-g4:~ ntf$ cd /Users/ntf/Games/ThinkTanks/ noah-foxs-ibook-g4:~/Games/ThinkTanks ntf$./ThinkTanks.app/Contents/MacOS/ThinkTanks OSX -dedicated -mission game/data/missions/TT1_4.mis -Game TB
Orbz> STARTING UP.
Orbz> Nonblocking terminal input properly initialized.
Orbz> Sleep time for 1ms sleep == [13ms]
Orbz> Console Initialized.
Console> Terminal control established properly.
#>
--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.
#>
--------- Initializing MOD: ThinkTanks ---------
Loading compiled script game/client/init.cs.
Loading compiled script game/server/init.cs.
Loading compiled script game/rankServer.cs.
#>
--------- Initializing ThinkTanks: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script game/server/scripts/commands.cs.
Loading compiled script game/server/scripts/centerPrint.cs.
Loading compiled script game/server/scripts/game.cs.
#>
--------- Starting Dedicated Server ---------
Starting multiplayer mode
Binding server port to default IP
UDP initialized on port 28000
Loading compiled script game/server/scripts/audioProfiles.cs.
Loading compiled script game/server/scripts/camera.cs.
Loading compiled script game/server/scripts/markers.cs.
Loading compiled script game/server/scripts/special.cs.
Loading compiled script game/server/scripts/tank.cs.
Loading compiled script game/server/scripts/tankFx.cs.
Loading compiled script game/server/scripts/tankDb.cs.
Loading compiled script game/server/scripts/tankAI.cs.
*** LOADING MISSION: game/data/missions/TT1_4.mis
*** Stage 1 load
Refreshing master server list
*** Stage 2 load
Executing game/data/missions/TT1_4.mis.
game/data/missions/TT1_4.mis Line: 72 - Syntax error.
>>> Advanced script error report. Line 143.
>>> Some error context, with ## on sides of error halt:
new SimGroup(BluePlayerDropPoints) {
};
};
//--- OBJECT WRITE END ---
##
>>> Error report complete.
No 'MissionGroup' found in mission "".
Engine initialized...
Loading compiled script game/server/scripts/ModWizardMain.cs.
Loading compiled script game/server/Admin Script/main.cs.
Loading compiled script game/server/Admin Script/prefs.cs.
game/server/Admin Script/prefs.cs (0): Unable to find object: 'moveMap' attempting to call function 'bind'
Loading compiled script game/server/Admin Script/MsgLogger.cs.
Loading compiled script game/server/Admin Script/Observer 1.cs.
game/server/Admin Script/Observer 1.cs (160): Unable to find object: 'moveMap' attempting to call function 'bind'
game/server/Admin Script/Observer 1.cs (160): Unable to find object: 'moveMap' attempting to call function 'bind'
Loading compiled script game/server/Admin Script/Base.cs.
Loading compiled script game/server/Admin Script/NormalCodes.cs.
Loading compiled script game/server/Admin Script/AdminCodes.cs.
Loading compiled script game/server/Admin Script/GameConnection.cs.
Loading compiled script game/server/Admin Script/ConsoleUtilities.cs.
Loading compiled script game/server/Admin Script/WordFilter.cs.
Loading compiled script game/server/Admin Script/VersionControl.cs.
Loading compiled script game/server/Admin Script/VoteKick.cs.
Loading compiled script game/server/Admin Script/Gui version/main.cs.
Loading compiled script game/server/Admin Script/Gui version/Server Side/ServerSideScripts.cs.
Loading compiled script game/server/Admin Script/Gui version/Server Side/Codes.cs.
Sending heartbeat to master server [IP:216.116.32.49:28002]
CycleMissions: Unknown command.
Received info request from a master server [IP:216.116.32.49:28002].
Received info request from a master server [IP:216.116.32.49:28002].
Sending heartbeat to master server [IP:216.116.32.49:28002]
#>
Theres an Syntax error in you mission file on line 72
see
also an advance script error on line 143
The console is telling you it put #s near the error
good luck debugging :)
Executing game/data/missions/TT1_4.mis.
game/data/missions/TT1_4.mis Line: 72 - Syntax error.
>>> Advanced script error report. Line 143.
>>> Some error context, with ## on sides of error halt:
new SimGroup(BluePlayerDropPoints) {
};
Should the paths go to TGE or tt, my texture path is game/data/terains/details/detail1 any suggestions? 8o
Lol racer
Uh mobs uh read my post ^
its in the mission file
either a missing character or letter
or one to many
Just go compare those parts of the mission file woith a working one. Just as Roo stated, there will be one or two cahracters too many, or missing.
Theyre the same. I can get it to load now, and I can get a texture on the ground, but what I want to know is how to call multiple textures. I.e. A sand texture, and a grass texture. It looks really good in TGE but there is only 1 color in TT. :(
What does this mean?
Last login: Wed Feb 8 19:43:19 on ttyp1
Welcome to Darwin!
noah-foxs-ibook-g4:~ ntf$ cd /Users/ntf/Desktop/ThinkTanks v1.1/ noah-foxs-ibook-g4:~/Desktop/ThinkTanks v1.1 ntf$./ThinkTanks.app/Contents/MacOS/ThinkTanks OSX -dedicated -mission game/data/missions/TT1_4.mis -Game TB
Orbz> STARTING UP.
Orbz> Nonblocking terminal input properly initialized.
Orbz> Sleep time for 1ms sleep == [1ms]
Orbz> Console Initialized.
Console> Terminal control established properly.
#>
--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.
#>
--------- Initializing MOD: ThinkTanks ---------
Loading compiled script game/client/init.cs.
Loading compiled script game/server/init.cs.
Loading compiled script game/rankServer.cs.
#>
--------- Initializing ThinkTanks: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script game/server/scripts/commands.cs.
Loading compiled script game/server/scripts/centerPrint.cs.
Loading compiled script game/server/scripts/game.cs.
#>
--------- Starting Dedicated Server ---------
Starting multiplayer mode
Binding server port to default IP
UDP initialized on port 28000
Loading compiled script game/server/scripts/audioProfiles.cs.
Loading compiled script game/server/scripts/camera.cs.
Loading compiled script game/server/scripts/markers.cs.
Loading compiled script game/server/scripts/special.cs.
Loading compiled script game/server/scripts/tank.cs.
Loading compiled script game/server/scripts/tankFx.cs.
Loading compiled script game/server/scripts/tankDb.cs.
Loading compiled script game/server/scripts/tankAI.cs.
*** LOADING MISSION: game/data/missions/TT1_4.mis
*** Stage 1 load
Refreshing master server list
*** Stage 2 load
Executing game/data/missions/TT1_4.mis.
****************************************************
****************************************************
****************************************************
PLEASE RESAVE THE TERRAIN FILE FOR THIS MISSION! THANKS!
****************************************************
****************************************************
****************************************************
*** Mission loaded
Engine initialized...
Loading compiled script game/server/scripts/ModWizardMain.cs.
Sending heartbeat
#>
Last edited: Thursday, February 09, 2006 at 2:50:36 PM
That's exactly what should happen :).
But only 1 color shows I want 3!!!!
If you haven't done this already, when in TGE, go to Window>Terrain Texture Painter and in one of the grey squares on the right click "Add." Then choose the texture of your choice and repeat until you have multiple colors.
If that's not the problem, I'm very sorry for underestimating you.
That is not the problem. I have 3 in TGE. Just not in TT. I can get any color I want in tt by changing it to detail1, but I only get the 1 that is detail 1 not the 3 I want. I want a water texture, a grass, and a rock texture. And I want them in certain places. How is this done? X/
Can anyone give me asistance? :[ , Please. I dont have much experiance. Im only 12. :[
Last edited: Monday, February 13, 2006 at 12:45:42 PM
Don't use water in your mods, TT won't recognize it. It also looks like you need to lower the fog...
Actually, I don't see how those pics are of the same part of the map.
FIRST BACK IT UP !!! Then,,, Inside torque/game/data/terrains there are more files and folders. Take what ever folders you dont have and copy and paste them into think tanks/game/data/terrains, and of the folders that you do have...(and this is where you have to be careful) copy just the CONTENTS of the torque folders example>(game/data/terrains/highplains) into the think tank/game/data/terrains/highplains. Do this with each folder. In my case just coping the contents of the torque/game/data/shapes folder in T Tanks would have eliminated the files I have accumulated in there.
@P36, I didnt use water, just a water color. I just painted it. Also, both maps show the center pit place.
Page : <1> :
I really hope that one of you kind people will help me! ;) :[ I do not hav the full version of torque because I cannot afford it. I have been trying to make a terain, but I cant seem to be able to use more than 1 texture color. I used to get these big "F" s all over it, so I deleted the file, but then only one color showed up, even though my mod has 4 different colors. Please share your knowledge and help me! X/ X/ X/