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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Zombie/Co-Op Mapping
CoD: World at War co-op mapping and level design. Zombie maps and other co-op mapping help.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Exceeded limit of 400 'fx' assets (can't fix it)
TheDelta
General Member
Since: Nov 27, 2008
Posts: 11
Last: Jul 28, 2009
[view latest posts]
Level 1
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 28, 2009 01:17 pm
Hi Guys,

i have this error since Sunday and I can't fix it.

********************
ERROR: Exceeded limit of 400 'fx' assets.

********************

Ok, here are my files:

nazi_zombie_bunker_re.csv
Code:

ignore,code_post_gfx
ignore,common

// my strings
//localize,zombie
//localize,nazi_zombie_bunker_re
//localize,nazi_zombie_bunker_re_mod
// for zombie specific assets
// Moved to Mod.ff
//include,zombiemode

// for coop players
include,common_player_us


// for zombie specific assets,
include,zombiemode
include,zombiemode_dogs

// for puddle effects,
include,water

material,water_droplet
material,water_dynamic_spray

xmodel,zombie_vending_price
material,nightvision_overlay_goggles
material,decode_characters
material,decode_characters_glow

rawfile,sun/nazi_zombie_bunker_re.sun
rawfile,clientscripts/nazi_zombie_bunker_re.csc
rawfile,clientscripts/nazi_zombie_bunker_re_amb.csc
rawfile,clientscripts/nazi_zombie_bunker_re_fx.csc
rawfile,clientscripts/createfx/nazi_zombie_bunker_re_fx.csc,,
rawfile,maps/createfx/nazi_zombie_bunker_re_fx.gsc,,

rawfile,maps/nazi_zombie_bunker_re_fx.gsc
rawfile,maps/nazi_zombie_bunker_re.gsc
rawfile,maps/nazi_zombie_sumpf_blockers.gsc,,
rawfile,maps/nazi_zombie_sumpf_trap_pendulum.gsc,,
rawfile,maps/nazi_zombie_sumpf_zone_management.gsc,,
rawfile,maps/nazi_zombie_sumpf_perks.gsc,,
rawfile,maps/nazi_zombie_sumpf_bouncing_betties.gsc,,
rawfile,maps/nazi_zombie_sumpf_zipline.gsc,,
rawfile,maps/nazi_zombie_sumpf_bridge.gsc,,
rawfile,maps/nazi_zombie_sumpf_blockers.gsc,,
rawfile,maps/createart/nazi_zombie_bunker_re_art.gsc,,
rawfile,maps/_zombiemode_weapons_sumpf.gsc
rawfile,vision/zombie_bunker_re.vision,,
rawfile,vision/zombie_sumpf_dogs.vision,,
rawfile,rumble/explosion_generic,,
rawfile,rumble/explosion_generic_l.rmb,,
rawfile,rumble/explosion_generic_h.rmb,,
col_map_sp,maps/nazi_zombie_bunker_re.d3dbsp,,

sound,common,nazi_zombie_bunker_re,all_sp
sound,generic,nazi_zombie_bunker_re,all_sp
sound,voiceovers,nazi_zombie_bunker_re,all_sp
sound,requests,nazi_zombie_bunker_re,all_sp
sound,character,nazi_zombie_bunker_re,all_sp
sound,projectiles,nazi_zombie_bunker_re,all_sp
sound,nazi_zombie_bunker_re,nazi_zombie_bunker_re,all_sp
sound,physics,nazi_zombie_bunker_re,all_sp
sound,destructibles,nazi_zombie_bunker_re,all_sp

sound,dlc2_vox,nazi_zombie_bunker_re,all_sp
sound,dlc2_share,nazi_zombie_bunker_re,all_sp

sound,weapons,audio_test_tuey,all_sp

xmodel,viewmodel_usa_marine_arms,,
xmodel,viewmodel_usa_marine_player,,

xanim,ch_dazed_d_death,,
xanim,ch_dazed_c_death,,
xanim,ch_dazed_b_death,,
xanim,ch_dazed_a_death,,
xanim,ch_dazed_d,,
xanim,ch_dazed_c,,
xanim,ch_dazed_b,,
xanim,ch_dazed_a

fx,maps/zombie/fx_zombie_debris_removal
//fx,maps/mak/fx_fire_fuel_spill
fx,weapon/bouncing_betty/fx_explosion_betty_generic
fx,weapon/bouncing_betty/fx_betty_trail
//fx,maps/zombie/fx_zombie_chopper_trp_blur

//xmodel,skybox_zombie
xmodel,zombie_teddybear

// ESM - added for sumpf vending machines,
xmodel,zombie_vending_jugg_on_price
xmodel,zombie_vending_doubletap_price
xmodel,zombie_vending_revive_on_price
xmodel,zombie_vending_sleight_on_price

// ESM - trap cagelights
xmodel,zombie_zapper_cagelight_red
xmodel,zombie_zapper_cagelight_green
fx,env/electrical/fx_elec_wire_spark_burst

// WEAPONS,
// cut weapons,
//weapon,sp/colt_dirty_harry
//weapon,sp/doublebarrel
//weapon,sp/fg42_bipod
//weapon,sp/mg42_bipod
//weapon,sp/m1garand_gl
//weapon,sp/mk2_frag
//weapon,sp/walther
//weapon,sp/30cal_bipod
//weapon,sp/fg42_bipod_crouch
//weapon,sp/fg42_bipod_stand
//weapon,sp/fg42_bipod_prone
//weapon,sp/mg42_bipod_crouch
//weapon,sp/mg42_bipod_stand
//weapon,sp/mg42_bipod_prone
//weapon,sp/type99_lmg_bipod_crouch
//weapon,sp/type99_lmg_bipod_stand
//weapon,sp/type99_lmg_bipod_prone
//weapon,sp/30cal_bipod_crouch
//weapon,sp/30cal_bipod_stand
//weapon,sp/30cal_bipod_prone

// grenades
weapon,sp/stielhandgranate
//weapon,sp/fraggrenade

// weapons
weapon,sp/zombie_30cal
weapon,sp/zombie_bar
weapon,sp/colt				// default weaponn
weapon,sp/zombie_colt	// last stand weapon
weapon,sp/zombie_doublebarrel
weapon,sp/zombie_doublebarrel_sawed
weapon,sp/zombie_fg42
weapon,sp/zombie_gewehr43
//weapon,sp/kar98k
//weapon,sp/kar98k_scoped_zombie
weapon,sp/zombie_m1carbine
weapon,sp/zombie_m1garand
weapon,sp/m2_flamethrower_zombie
weapon,sp/m1garand_gl_zombie
weapon,sp/m7_launcher_zombie
weapon,sp/zombie_mg42
weapon,sp/molotov
weapon,sp/zombie_mp40
weapon,sp/napalmblob				// default weapon
weapon,sp/napalmbloblight		// default weapon
weapon,sp/panzerschrek_zombie
weapon,sp/zombie_ppsh
weapon,sp/ptrs41_zombie
weapon,sp/ray_gun
weapon,sp/zombie_shotgun
//weapon,sp/springfield
weapon,sp/zombie_stg44
weapon,sp/sw_357
weapon,sp/tesla_gun
weapon,sp/zombie_thompson
weapon,sp/zombie_type99_rifle
//weapon,sp/type99_rifle_scoped_zombie
weapon,sp/zombie_type100_smg

// footstep
fx,bio/player/fx_footstep_dust
fx,bio/player/fx_footstep_water
fx,bio/player/fx_footstep_sand
fx,bio/player/fx_footstep_mud

// ambient effects	
//fx,maps/zombie/fx_meteor_ambient
//fx,maps/zombie/fx_meteor_flash
//fx,maps/zombie/fx_meteor_flash_spawn 
//fx,maps/zombie/fx_meteor_hotspot

// electric trap fx
//fx,env/electrical/fx_elec_wire_spark_burst
//fx,misc/fx_zombie_electric_trap_loc
//fx,misc/fx_zombie_electric_trap
//fx,misc/fx_zombie_zapper_light_green
//fx,misc/fx_zombie_zapper_light_red

// hanging light fx
//fx,env/light/fx_glow_hanginglamp


// dogs
//fx,maps/zombie/fx_zombie_dog_eyes
//fx,maps/zombie/fx_zombie_dog_explosion
//fx,maps/zombie/fx_zombie_dog_fire_trail
//fx,maps/zombie/fx_zombie_dog_ash_trail
//fx,maps/zombie/fx_zombie_dog_breath

//fx,maps/zombie/fx_zombie_chopper_trp
//fx,maps/zombie/fx_zombie_fire_trp

//fx,maps/zombie/fx_zombie_log_trp
//fx,maps/zombie/fx_zombie_dog_gate_start
//fx,maps/zombie/fx_zombie_dog_gate_looping
//fx,maps/zombie/fx_zombie_dog_gate_end

// magic box
//fx,maps/zombie/fx_zombie_lght_marker
//fx,maps/zombie/fx_zombie_lght_marker_flare

// Perks-a-cola effects
fx,misc/fx_zombie_perk_lottery
fx,misc/fx_zombie_cola_on
fx,misc/fx_zombie_cola_dtap_on
fx,misc/fx_zombie_cola_jugg_on
fx,misc/fx_zombie_cola_revive_on
fx,misc/fx_zombie_perk_lottery_4

// electrical trap
fx,env/electrical/fx_elec_player_md
fx,env/electrical/fx_elec_player_sm
fx,env/electrical/fx_elec_player_torso


nazi_zombie_bunker_re_load.csv
Code:

ignore,code_post_gfx
ignore,common
ui_map,maps/nazi_zombie_bunker_re.csv


nazi_zombie_bunker_re_patch.csv
Code:

// material,
material,zombie_electric_shock_overlay

// SCRIPT,
rawfile,animscripts/death.gsc
rawfile,animscripts/melee.gsc
rawfile,animscripts/scripted.gsc
rawfile,animscripts/utility.gsc
rawfile,animscripts/shared.gsc
rawfile,animscripts/combat.gsc
rawfile,animscripts/traverse/jump_over_high_wall.gsc
rawfile,animscripts/traverse/jump_up_80.gsc
rawfile,animscripts/traverse/jump_up_96.gsc
rawfile,animscripts/traverse/wall_hop.gsc
rawfile,animscripts/traverse/shared.gsc
rawfile,animscripts/traverse/stepup_56.gsc
rawfile,maps/_arcademode.gsc
rawfile,maps/_audio.gsc
rawfile,maps/_callbackglobal.gsc
rawfile,maps/_challenges_coop.gsc
rawfile,maps/_collectibles_game.gsc
//rawfile,maps/_friendlyfire.gsc
rawfile,maps/_gameskill.gsc
rawfile,maps/_laststand.gsc
rawfile,maps/_load.gsc
rawfile,maps/_loadout.gsc
rawfile,maps/_mgturret.gsc
rawfile,maps/_zombiemode.gsc
rawfile,maps/_zombiemode_spawner.gsc
rawfile,maps/_zombiemode_tesla.gsc
rawfile,maps/_zombiemode_weapons.gsc
rawfile,maps/_zombiemode_dogs.gsc

// dog sounds clientsided,
rawfile,clientscripts/_callbacks.csc
rawfile,clientscripts/_footsteps.csc

// dog script,
rawfile,animscripts/dog_combat.gsc
rawfile,animscripts/dog_death.gsc
rawfile,animscripts/dog_init.gsc
rawfile,animscripts/dog_pain.gsc
rawfile,animscripts/dog_move.gsc
rawfile,animscripts/dog_scripted.gsc
rawfile,animscripts/dog_stop.gsc
rawfile,animscripts/dog_flashed.gsc

// character model,
rawfile,mptype/nazi_zombie_heroes.gsc
rawfile,character/char_zomb_player_0.gsc
rawfile,character/char_zomb_player_1.gsc
rawfile,character/char_zomb_player_2.gsc
rawfile,character/char_zomb_player_3.gsc

// shellshock,
rawfile,shock/dog_bite.shock

// animtrees,
rawfile,animtrees/dog.atr
rawfile,animtrees/generic_human.atr

// string table,
stringtable,mp/zombiemode.csv

// menu,
menufile,ui/hud.txt


Any ideas???
(you see i have a lot og the fx cut with // but no result -.- )
Share |
techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 28, 2009 01:34 pm
Odd, I commented out quite a few fx as well as the new zombiemode seems to use a lot.

Mine works though, normally I would suggest to comment out or remove the impactfx line and then start removing one by one every other effect, but it looks like you have already done this.

I had to remove way too many fx to get mine working, I barely have any left, I have a feeling there's something going on here as there's no way Treyarch used 400fx for the zombie mode alone.
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TheDelta
General Member
Since: Nov 27, 2008
Posts: 11
Last: Jul 28, 2009
[view latest posts]
Level 1
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 28, 2009 05:39 pm
-.- Treyarch ... -.-

Can't fix it.

cut all fx with // but still this F*** error.

i want to see my map In-Game, damn

How are you able to play it? Whre is my mistake, lol?
Share |
DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 28, 2009 06:44 pm
TheDelta writes...
Quote:
-.- Treyarch ... -.-

Can't fix it.

cut all fx with // but still this F*** error.

i want to see my map In-Game, damn

How are you able to play it? Whre is my mistake, lol?


I tried to advise you over at CustomCod, but you dont seem to listen. There is a way to get rid of unwanted FX which doesnt require Remming them out (commenting out //) by first checking your ASSETLIST csv (not your zone csv), and then making your own ignore file - much like how Treyarch advised modders to do the same with their unwanted assets.
Share |
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 28, 2009 10:04 pm
My CSV files have TONS of fx loaded and my map runs fine. I just left them in there because I'm too lazy to go through and remove the ones I'm not using lol.

Share |
DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 28, 2009 10:26 pm
Sgt.Rampage writes...
Quote:
My CSV files have TONS of fx loaded and my map runs fine. I just left them in there because I'm too lazy to go through and remove the ones I'm not using lol.



That must mean everyone is imagining the problems you say you have "magically" overcome.

You must be blessed beyond all earth creatures!
Share |
SniperUK
General Member
Since: Apr 5, 2007
Posts: 13
Last: Jul 21, 2011
[view latest posts]
Level 1
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Tuesday, Jul. 28, 2009 11:21 pm
This is probably totaly wrong, but try the following. You never know.

Exceeded_400Fxs_assets

SniperUK
Share |
Sgt.Rampage
General Member
Since: Dec 18, 2005
Posts: 297
Last: Aug 21, 2009
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW Zombie/Co-Op Mapping
Posted: Wednesday, Jul. 29, 2009 12:58 am
All I did was read this tutorial:

http://wiki.treyarch.com/wiki/Custom_Nazi_Zombie_Maps_(Shi_No_Numa)

And it worked.
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