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When I join my server to mod it won't let me place trees or rocks!! I can add everything but trees and rocks. Also, WHen I hit ctrl+s it says saved mission as MW_.mis.
There is no MW#-_#.mis. I think thats why its crashing for folks. So how do I get my modwiz to place trees and rocks, and then get it to save correctly?
ck

Thursday, February 03, 2005 at 9:37:02 AM

The name of your map must be TT(1,2,3)_(1,2,3,4,5+).mis. TT1_5.mis = Lush objects available. TT2_5.mis = Spooky objects available. TT3_5.mis = Frantic objects available. Map which aren't named like that = Only pads and similar objects to that available. Hope that helps.

You don't have to let go of one rope before grabbing the other. But you'll have to let go of one if you want to swing forward.

Thursday, February 03, 2005 at 10:34:02 AM

Well- I learned to add trees and rocks via TGE. I am using TT1_3.mis as my server. When I edit it in TGE I put spooky rocks and logs in there as well as the normal rocks and trees for TT1_3. Is that why I get the not having the right version of TGE or related art error?

Thursday, February 03, 2005 at 11:15:11 AM

This happens to me to when I have deleted all objects, modwiz will not let me add trees or rocks for some reson. I just change anouther object to a rock or tree in the mis file and then it works.

Thursday, February 03, 2005 at 5:46:32 PM

Good thinking
ck

Thursday, February 03, 2005 at 8:06:39 PM

@Chineseknife - which are you using, ModWiz or TGE?

As Triv already eluded.

ModWiz determines what type of rock or tree to use by the terrain number.
Lush (TT1_#), Spooky (TT2_#), Frantic (TT3_#) .
The other objects are common (volcano, and bones)

If you are using a non TT terrain then you need to make it one by naming it accordingly.
I would suggest naming it according to the types of rocks and trees you want.
If you want to mix it up. For example, Spooky trees, lush rocks and frantic rocks. Then do what bomber said.
But...
You should still do what Triv said and use the TT#_#.mis format. This may also be why its not saving correctly.

MAX

Last edited: Sunday, February 06, 2005 at 11:06:41 AM

Sunday, February 06, 2005 at 11:04:43 AM

Ok, I do the naming thing but it still doesnt work for me, putting rocks and trees....
does it have to do with my terrains being made in tge?

 

 

 

 

Sunday, February 06, 2005 at 2:00:24 PM

See- all I do in TGE is edit the elevations and such. I don't mess with trees, rocks, objects, terrains, nothing. I only use the Terrain editor in TGE. I only bring the map back to TT with me to add trees and rocks.
I am using TT1_1 for all my mods right now, so it should work.
I name my mis and ter file to TT1_1.mis/.ter
I lock the server and join botfree and start modding. But no rocks and trees

I am using Roo's template.mis and his Roo5.ter that goes with it.
I copy and paste them to TGE and open it up to mod the elevations and such
Then I bring Roo5.ter back to TT.
I have TT1_1.mis point to The newly renamed TT1_1.ter file
Still no rocks or trees
at least I can add everything else. It's usable and doable, but would still like rocks and trees.
ck

Sunday, February 06, 2005 at 4:07:13 PM

It says in my ms-dos box when I try to add a rock or tree that an error
object not found
something about SetAdd::o; no object
I don't know
I'll post a screenie of it in a while
ck

Sunday, February 06, 2005 at 4:08:39 PM

This may sound dumb, but check to see if you accidently moved the rock and tree files to TGE instead of your TT game.

 

Monday, February 07, 2005 at 2:21:41 AM

I took the original TT1_1, pointed it to roo5.ter
Loaded it up in TGE
Changed map
Copy/pasted to TT
Renamed Roo5.ter to TT1_1.ter
Edited.mis to point to TT1_1.ter
Joined a locked server
And voila rocks and trees
But now it wont let me add reload gates or uni-directional boost arrows
this is very wierd
I will live with it
As of lately I have been placing power-ups, and using the positions in the mission file I change them to trees or rocks, then they show up
It's not that They won't load, just can't add them9rocks/trees) with the "6" or "7" key.
ck

 

Monday, February 07, 2005 at 7:05:05 AM

@spunky-how do you know if they are TGE or TT files?
ck

Monday, February 07, 2005 at 7:06:53 AM

Here is my suggestion to you. I would make the terrain changes in TGE and would place the object in there as well. Then I would take the terrain to Mod Wiz and add the gates, power-ups, pad, ect. Placing the objects this way eliminates all of that renaming. You can also add rocks from al three types of game at the same time. You can ass a lush rock, spooky rock, and frantic rock in the same terrain. I assume you followed some instructions that had you duplicate your demo folder and rename in to game?

The only thing to really be aware of is that you have to be sure to add a tree or rock form the game/green or whatever directory. If you add the tree from the demo directory the game will not be able to find and load it.

Let me know if you need more clarity on this!

Napalm

 

Monday, February 07, 2005 at 7:26:08 AM

Chineseknife-

Did you move the rock and tree file to TGE? Check in your TT's green folder.

 

Monday, February 07, 2005 at 9:54:48 AM

@ napalm

Hey Naplam, I'm having same problem with the TGE. I use say a old dash map delete all objects, work my terrain, and when I try to place think tank trees and rocks of any kink I can't find them or the ones I do find just look different. And if I use them ,when I load the new terrain with those objects I get the same error as above. My torque has the copyied folder, renamed Game. And I put the objects from think tanks in the game/ data/shapes and /skies folder as per the directions of nathan. I'm using windows and I 'm not sure if I'm supposed to fix my torque demo any other way. I'd really love to get a copy of someones torque that is fixed right. Any help appreaciated.
Thanks,
CB

 

Tuesday, February 08, 2005 at 12:16:00 PM

Well folks I think these are the interesting aspects of modding
Enjoy the journey to knowledge my friends
Here is a guide I wrote for making maps with TT skins

My current order of operation
1 Use TGE to make the map and play with fog levels
2 Import only the map to TT and rename it to the TT#_#.ter format
3 launch with my template.mis
4 Add the most obvious jumps
5 Add spawns based on topography - layout and finally color (blue/green
6 Add more jumps that point to goals or speed up dead zones
7 Add the gate and test drive all jumps
8 Add rocks and trees to increase the difficulty factor for scrum
9 Retest all the jumps and move anything placed improperly
10 Save the mission with a distinct name and rename the map to Roo#.ter
Hope this guide helps everyone make awesome maps!
Roo

 

Last edited: Tuesday, February 08, 2005 at 3:23:30 PM

Tuesday, February 08, 2005 at 3:21:07 PM

Bumpage

 

Wednesday, February 09, 2005 at 3:35:33 AM

SPunky can u send me the original file?
chineseknife@carolina.rr.com
thx
ck

Wednesday, February 09, 2005 at 7:17:28 PM

Sure thing...sent.

 

Thursday, February 10, 2005 at 3:24:32 AM

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