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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Scripting
Scripting and coding with Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: 400 fx Asset limit
xholyx
General Member
Since: Oct 17, 2007
Posts: 116
Last: Sep 7, 2010
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Sunday, Jul. 19, 2009 05:59 pm
In my mod i use some custom fx's , but because of this i reach a lot the error written in the title:

400 FX asset limit reached.

I know this is something the mapper can fix , but hasn't there be a way so i can fix it myself without let the mapper recompile its map?

the list below shows what fx's i have:
Code:

fx,env/electrical/fx_elec_sparks_group
fx,env/electrical/fx_elec_sparking_oneshot
fx,env/electrical/fx_elec_player_sm
fx,misc/fx_zombie_cola_on
fx,misc/fx_zombie_cola_dtap_on
fx,misc/fx_zombie_couch_effect
fx,weapon/bullet/fx_flesh_gib_fatal_01
fx,trail/fx_trail_blood_streak
fx,impacts/flesh_hit_neck_fatal
fx,impacts/flesh_hit_head_fatal_lg_exit
fx,misc/fx_zombie_bloodsplat
fx,misc/fx_zombie_bloodspurt
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW Scripting
Posted: Sunday, Jul. 19, 2009 06:22 pm
Are these mod fx? Are they replacing an fx that the mapper may have used or are they adding to the fx?

I would only use fx that the mappers have already used (or use the same name in order to 'mod' it)

I limit the FX in my levels and the materials in general. Mapper need to be more aware of the limitations with this and it's something that we as a community should be writing into our tutorials.
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xholyx
General Member
Since: Oct 17, 2007
Posts: 116
Last: Sep 7, 2010
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Monday, Jul. 20, 2009 12:22 pm
Yes the Fx's are from the mod , and yeah the mappers aren't aware most of the time of the limitations .

I got only a few custom maps from the public to work with my mod during

- Dogs losing pathnodes
- Limit's
- Material assets
- 400 FX

its very frustrating to PM like 20 people to recompile it :D.

So im trying to setup a own mapping team that will make special maps for the mod ( as Stock maps also epically fail during the dog path nodes :) )
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