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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Exceeded limit of 400 'fx' assets
Vernichter
General Member
Since: Apr 26, 2006
Posts: 10
Last: Jan 20, 2009
[view latest posts]
Level 0
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Jan. 19, 2009 07:07 am

Hello,

when I run my map I get the following error message:

Exceeded limit of 400 'fx' assets

But I have never consumed so much.

Here are my raw / maps / mp/...mp_mymap.gsc

Quote:
main()
{
maps\mp\_load::main();
maps\mp\mp_mymap_fx::main();
maps\mp\_compass::setupMiniMap("compass_map_mp_mymap");

setExpFog(1000, 1000, 0.4, 0.425, 0.44, 0.0);
// If the team nationalites change in this file,
// you must update the team nationality in the level's csc file as well!
game["allies"] = "russian";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["allies_soldiertype"] = "german";
game["axis_soldiertype"] = "german";


setdvar( "r_specularcolorscale", "1" );

setdvar("compassmaxrange","2000");

// enable new spawning system
maps\mp\gametypes\_spawning::level_use_unified_spawning(true);
}


and here my zone_source / ..mp_mymap.csv

Quote:
// NOTE: If you add a comment, put a space after the double forward slash or you will get issues
col_map_mp,maps/mp/mp_mymap.d3dbsp
rawfile,maps/mp/mp_mymap.gsc
rawfile,maps/mp/mp_mymap_fx.gsc
rawfile,vision/mp_mymap.vision
rawfile,sun/mp_mymap.sun
impactfx,mp_mymap

sound,common,mp_mymap,!all_mp
sound,generic,mp_mymap,!all_mp
sound,voiceovers,mp_mymap,!all_mp
sound,multiplayer,mp_mymap,!all_mp
sound,vehicles,veh_mp,all_mp

material,compass_map_mp_mymap

fx,env/water/fx_mp_water_fall_sm
fx,env/water/fx_mp_water_fall_puddle_splash
fx,env/fire/fx_fire_barrel_small
fx,env/fire/fx_fire_barrel_pm
fx,env/smoke/fx_smk_column_lg_blk


xmodel,skybox_oki2
include,mptypes_german
include,destructible_barrels_mp
include,zeroy_tanks


and here my raw / maps / mp/...mp_mymap_fx.gsc

Quote:
#include maps\mp\_utility;

main()
{
precacheFX();
spawnFX();
}

precacheFX()
{
level._effect["waterfall"] = loadfx("env/water/fx_mp_water_fall_sm");
level._effect["waterfall_splash"] = loadfx("env/water/fx_mp_water_fall_puddle_splash");
level._effect["big_fog"] = loadfx("env/smoke/fx_smk_column_lg_blk");
}

spawnFX()
{
playLoopedFx(level._effect["waterfall"], 4, (-5046, -2164.5, 194.5), 0, anglestoforward ((0,90,0)), anglestoup((0,0,0)));
playLoopedFx(level._effect["waterfall_splash"], 4, (-5046, -2164.5, -147.5), 0, anglestoforward ((0,90,0)), anglestoup((0,0,0)));
playLoopedFx(level._effect["big_fog"], 4, (1424, -2576, 722), 0, anglestoforward ((-90, 0, 0)), anglestoup((0,0,0)));
}



I spoke only of the tanks Zeroy comes already installed and the error.

Can someone please help me?

Regards
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one_richard
General Member
Since: Aug 24, 2007
Posts: 279
Last: May 11, 2009
[view latest posts]
Level 5
Category: CoDWW MP Mapping
Posted: Monday, Jan. 19, 2009 07:38 am
Have you tested the latest version on the tanks prefabs updated here:

RGN Zeroy´s Tanks Updated (1.1)

I already checked and the panzer, T34 and Sherman works without any issue.

[casanova]
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foyleman
Preferred PLUS Member
Since: Nov 6, 2001
Posts: 95759
Last: Oct 31, 2018
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Jan. 19, 2009 08:06 am
one_richard writes...
Quote:
Have you tested the latest version on the tanks prefabs updated here:

RGN Zeroy´s Tanks Updated (1.1)

I already checked and the panzer, T34 and Sherman works without any issue.

[casanova]
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Vernichter
General Member
Since: Apr 26, 2006
Posts: 10
Last: Jan 20, 2009
[view latest posts]
Level 0
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Jan. 19, 2009 08:07 am

The update 1.1 of the tank, I have used. But it is generally so when I remove the tanks and to install a new FX is also an error. On my Testmap work wonderfully well the tanks only I have no further FX built. I think it is up to the Modtools. I have all the versions of the FX method is tested with all these errors, even without armor.

Regards
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one_richard
General Member
Since: Aug 24, 2007
Posts: 279
Last: May 11, 2009
[view latest posts]
Level 5
Category: CoDWW MP Mapping
Posted: Monday, Jan. 19, 2009 08:22 am
Link with no registration requiremment:
RGN Wiki

Oh.. well, Is not the only issue of the tools then (Or we are all simply too stupid)

[rolleyes]
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Sven71
General Member
Since: Oct 20, 2005
Posts: 41
Last: Feb 16, 2009
[view latest posts]
Level 2
Category: CoDWW MP Mapping
Posted: Tuesday, Jan. 20, 2009 08:22 am
On Zeroy's latest version of the tank map I encountered the "400 fx assets exceeded" error once again. I didn't have it on his first release nor did I see it on my own mp vehicles test maps while I joined forces with Zeroy to get the vehicles to work.

Step by step t&a testing approach had the following result: The zone file included one line that says

Code:
impactfx,mp_vehicles


I can see in the first post of this thread that it is included in your zone file, too.
Deletion of that line and re-compilation of the map made the error vanish. Mappers are adviced to take this observation into account.

If you make further observations or if your observations differ from mine, please notify me. We ARE working hard to make multiplayer mapping available to the highest degree possible in the present mod tools' condition and "documentation".
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Vernichter
General Member
Since: Apr 26, 2006
Posts: 10
Last: Jan 20, 2009
[view latest posts]
Level 0
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Tuesday, Jan. 20, 2009 09:31 am

Very Nice!

Works. Thank you

Vernichter greetings by OL Board ^ ^
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