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Topic: update zone files?????? |
| {UST}Hogan |
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General Member Since: Aug 21, 2005 Posts: 238 Last: May 7, 2010 [view latest posts] |
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| Nemo06c |
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General Member Since: Jul 23, 2006 Posts: 303 Last: Feb 9, 2010 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Friday, Nov. 21, 2008 10:29 am |
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Treyarch had the brillant idea to make a wiki. In this wiki you'll find this:
Quote: Update Zone File
Note: If you have not made a zone source file you will need to make one in [root]\zone_source\[levelname].csv.
Okay so I just talked about what fast files are and how to make them. I mentioned they contain all of the assets used or reference in a level. Suppose you add a new static model to your level, or you give the player a gun through script. These new assets wont be in the fast file, so they won’t actually show up, and may even give errors in the game. Updating the zone file ( the [levelname].csv file ) is necessary to make sure all of these new assets are put into the fast file.
Each time the level is ran and tries to load an asset that wasn’t found in the fast file an output file called missingassets.csv is created at [root]\main\missingassets.csv. This file contains a list of assets that the game tried to load but couldn’t (due to them not being stored in the fast file that was used). If missingassets.csv is not being generated then your level fast file and zone source are either up to date with all assets, or you may need to try running the level using the “developer” and “developer_script” option turned on ( enter it via console or set it under the Run Game tab ).
These missing assets need to be added to the [levelname].csv zone file so that they get included next time you build the fast file. This is as simple as copying the asset list from missingassets.csv and pasting them at the bottom of the [levelname].csv zone source file.
The text inside missingassets.csv is all of the assets that were not loaded correctly. Open up your levelname.csv zone source file. Add the missing assets to the zone source by copying and pasting to your zone source file.
Note: Be sure to not have two assets on the same line. One asset per line is required.
If you update your zone source file, rebuild the fast file, reload the level, and missingassets.csv is telling you more assets are missing, it’s perfectly normal. Often times this process has to be repeated a few times before all missing assets are caught. This is mainly because some assets are referenced by other assets. For instance you may get a weapon as the only missing asset in your level. Missingassets.csv will complain that the weapon isn’t in the fast file; therefore you add it to the zone source and rebuild the fast file. Next time you run the level it may complain about another weapon missing. Well why didn’t it tell me there was 2 missing weapons the first time? The reason is because the second weapon it complained about may be referenced by the first weapon in asset manager, such as an alternate fire mode. The game didn’t know that the second weapon was missing until it had the first weapon loaded correctly and tried to load its second fire mode.
When you’re updating your zone source make sure you run the level a second time or more until missingassets.csv hasn’t changed, or is empty. This will ensure that you’re added all assets that are required.
edited on Nov. 21, 2008 05:32 am by Nemo06c |
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| {UST}Hogan |
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General Member Since: Aug 21, 2005 Posts: 238 Last: May 7, 2010 [view latest posts] |
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| fredisdead |
General Member Since: Jun 4, 2007 Posts: 7 Last: Jul 4, 2009 [view latest posts] |
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| {UST}Hogan |
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General Member Since: Aug 21, 2005 Posts: 238 Last: May 7, 2010 [view latest posts] |
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| SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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| {UST}Hogan |
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General Member Since: Aug 21, 2005 Posts: 238 Last: May 7, 2010 [view latest posts] |
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| SparkyMcSparks |
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General Member Since: Feb 28, 2004 Posts: 1713 Last: Dec 29, 2016 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Friday, Nov. 21, 2008 01:25 pm |
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Hm, it's there for me:
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Game: G_SetupWeaponDef
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animscripts/traverse/wall_hopanimscripts/traverse/jumpdown_40Error: Waited 2418 msec for missing asset "ai_zombie_death_v2".
Error: Could not load xanim "ai_zombie_death_v2".
Error: Could not load xanim "ai_zombie_death_v1".
You could also check stock zone sources as a reference to see what view model and weapons you need to add, that's why they're there, then from that point know what you're using in your map since you're the one making it.
CoD4 compile tool list was nice but it not being there in WaW I don't see as a step back so much as it is just more work unfortunately if someone is handicap. ![[pimp]](images/BBCode/smilies/pimp.gif)
Probably something they'll patch in later with missing MP prefabs.
edited on Nov. 21, 2008 08:27 am by Sparks. |
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| {UST}Hogan |
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General Member Since: Aug 21, 2005 Posts: 238 Last: May 7, 2010 [view latest posts] |
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| [DVDF]BlackJack |
General Member Since: Oct 16, 2005 Posts: 23 Last: Nov 21, 2008 [view latest posts] |
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Category: CoDWW MP Mapping Posted: Friday, Nov. 21, 2008 02:45 pm |
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im having the same problem with not being able to generate a missingasset.csv
tried everything still no joy but if you copy and paste this into your levelname.csv in the /zone_english file it should atleast remove the gun from your face
Quote:
character,char_usa_raider_player_rifle
character,char_usa_raider_player_cqb
character,char_usa_raider_player_assault
character,char_usa_raider_player_lmg
character,char_usa_raider_player_smg
character,char_jap_impinf_player_smg
character,char_jap_impinf_player_rifle
character,char_jap_impinf_player_lmg
character,char_jap_impinf_player_cqb
character,char_jap_impinf_player_assault
atleast it did for me ![[ohwell]](images/BBCode/smilies/ohwell.gif) |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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