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Help in understanding Errors in Mod Tools Building

Game Modding | Call of Duty: Black Ops 3 | Radiant


Loof:

Hello there guys, i have severly fucked up i guess, i worked on my map up to one point where it doesn't work anymore right now.
I've added Sphynx's craftables (Power,Pap,Vine shield, and Ragnarok DG-4) and installed the L3akMod for custom perks.
Aaaand i don't know where i could have f*cked up to a point where i can't unf*ck it bc on my test map all works fine.

If any of you guys could help a newbie map maker with knowledge that only consists of youtube tutorials, i would be more than happy.

D:\Steam\steamapps\common\Call of Duty Black Ops III\/gdtdb/gdtdb.exe /update



gdtDB: updating



processed (0 GDTs) (0 assets) in 10.100 sec



gdtDB: successfully updated database.



D:\Steam\steamapps\common\Call of Duty Black Ops III\bin\cod2map64.exe -platform pc -navmesh -navvolume -loadFrom D:\Steam\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_gasstation.map D:\Steam\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_gasstation.d3dbsp



main: Enter



FPU Precision set to 64 bits

CoD2Map: T7

Build Changelist: 3421987

Build Machine: CODBUILD8-764

---- cod2map ----

navmesh = true

navvolume = full generation

----- FS_Startup -----

Current search path:

D:\Steam\steamapps\common\Call of Duty Black Ops III\share\devraw

D:\Steam\steamapps\common\Call of Duty Black Ops III\bin\devdiscdata

D:\Steam\steamapps\common\Call of Duty Black Ops III\bin\devraw

D:\Steam\steamapps\common\Call of Duty Black Ops III\bin\raw

D:\Steam\steamapps\common\Call of Duty Black Ops III\share\raw

D:\Steam\steamapps\common\Call of Duty Black Ops III\bin\discdata

D:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devdiscdata

D:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\devraw

D:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\raw

D:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\discdata

D:\Steam\steamapps\common\Call of Duty Black Ops III\bin\main

D:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\main

D:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\players

D:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\zone

D:/Steam/steamapps/common/Call of Duty Black Ops III/pc/\local_storage

D:\Steam\steamapps\common\Call of Duty Black Ops III\share\raw\english

----------------------

Connected to data signature database

Loading map file D:\Steam\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_gasstation.map

Layer '000_Global/No Comp' ignored



reveal volume decal texture 32x16, 520 bytes. 2 packed 0 unpacked. 16 voldecals.





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

******* leaked *******

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





================================



WROTE BSP LEAKFILE: D:\Steam\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_gasstation.lin



================================







finding triangle windings...



assigning primary lights...



splitting windings into lightable areas...

coalescing coincident windings...



removing occluded winding fragments...



finding sun shadow casters...

splitting large windings...

merging into concave windings...



fixing t-junctions...



tethering holes to their concave windings...



finding index mapping and snapping vertices...

triangulating all windings...



0 self-tjunctions fixed

0 degenerate tris removed

smoothing normals...

emitting triangles...



1360 vertices couldn't be merged because the textures point different ways



emitting cells and portals...



building curve/terrain collision...



Adding brush neighbor bevels...



Removing redundant brush collision planes...

removed 64 brush sides

elapsed time 0 seconds

Finished processing world entity





Ignoring empty brush model entity

Map D:\Steam\steamapps\common\Call of Duty Black Ops III\map_source\zm\zm_gasstation.map entity 103



splitting up large himip volumes...



surfCount went from 85 to 338







Umbra Visibility Groups: 1 groups



<worldvisgroup> 0





Umbra Tome Triggers: 0 total







begin navmesh generation...

tome "__default__", UMBRA volume NOT set - defaulting to = -1000000.0,-1000000.0,-1000000.0 ---> 1000000.0,1000000.0,1000000.0

UMBRA smallest_occluder=72.000 small_hole=4.000



removed 50 duplicate triangles from set of 14913 - 0.0 seconds

generating Nav Mesh ...

Removing tiny boundary edges...





done - 0.7 seconds

WARNING: NavVolume generation is skipped. Flying units might not behave correctly. This might be due to there is no nav_volume brush in the level, or the generation is skipped purposely by skipping -navvolume option.



Writing D:\Steam\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_gasstation_navmesh.hkt

Writing D:\Steam\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_gasstation_navvolume.hkt

Writing D:\Steam\steamapps\common\Call of Duty Black Ops III\share\raw\maps\zm\zm_gasstation.d3dbsp

12 seconds elapsed

main: 12.4088 secs



D:\Steam\steamapps\common\Call of Duty Black Ops III\/bin/radiant_modtools.exe -ledSilent +low +localprobes +forceclean +recompute D:\Steam\steamapps\common\Call of Duty Black Ops III\/map_source/zm/zm_gasstation.map



LED Exported for D:\Steam\steamapps\common\Call of Duty Black Ops III\/map_source/zm/zm_gasstation.map



D:\Steam\steamapps\common\Call of Duty Black Ops III\/bin/linker_modtools.exe -language english -language french -language italian -language spanish -language german -language portuguese -language russian -language polish -language japanese -language traditionalchinese -language simplifiedchinese -language englisharabic -modsource zm_gasstation







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...



^1ERROR: 'p7_eth_decor_01_rock_01' is not a valid physpreset asset



physpreset:p7_eth_decor_01_rock_01

xmodel:p7_toilet_bathroom

col_map:maps/zm/zm_gasstation.d3dbsp



^1ERROR: 'toolbox' is not a valid physpreset asset



physpreset:toolbox

xmodel:p7_toolbox_handheld_small_red

col_map:maps/zm/zm_gasstation.d3dbsp



^3Found 2 bad nodes, 0 useless nodes, dumped to D:\Steam\steamapps\common\Call of Duty Black Ops III\/usermaps\zm_gasstation/zone_source/all/assetinfo/zm_gasstation.badnodes file.



game_map:maps/zm/zm_gasstation.d3dbsp







"D:\Steam\steamapps\common\Call of Duty Black Ops III\sound\snd_convert.exe" pc usermaps\zm_gasstation usermaps\zm_gasstation zone_source usermaps\zm_gasstation all zm_gasstation

ERROR: D:\Steam\steamapps\common\Call of Duty Black Ops III\sound_assets\zombie\perks\machine\power_on.wav

ERROR: Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.



done: 2m2.64s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "en_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...

done: 0m3.96s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "fr_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...

done: 0m3.73s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "it_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...

done: 0m3.74s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "es_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...

done: 0m3.72s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "ge_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...

done: 0m3.76s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "bp_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...

done: 0m3.72s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "ru_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...

done: 0m3.77s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "po_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...

done: 0m3.70s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "ja_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...



^1ERROR: xmodel 'p7_gib_chunk_meat_02' is missing



xmodel:p7_gib_chunk_meat_02

csv:zone_source/loc/zm_gasstation.zone

^1ERROR: xmodel 'p7_gib_chunk_meat_03' is missing

xmodel:p7_gib_chunk_meat_03

csv:zone_source/loc/zm_gasstation.zone

^1ERROR: xmodel 'p7_gib_chunk_flesh_01' is missing

xmodel:p7_gib_chunk_flesh_01

csv:zone_source/loc/zm_gasstation.zone

^1ERROR: xmodel 'p7_gib_chunk_flesh_03' is missing

xmodel:p7_gib_chunk_flesh_03

csv:zone_source/loc/zm_gasstation.zone

^1ERROR: xmodel 'p7_gib_chunk_bone_03' is missing

xmodel:p7_gib_chunk_bone_03

csv:zone_source/loc/zm_gasstation.zone



done: 0m3.73s



["D:\Steam\steamapps\common\Call of Duty Black Ops III\bin\linker_modtools.exe" -language japanese -modsource -spawnedchild -localized zm_gasstation]







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "tc_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...

done: 0m3.65s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "sc_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...

done: 0m3.74s







[L3akMod (D3V)] (v1.0.4) Initializing modifications...

[L3akMod (D3V)] Modifications have loaded successfully!



Linking "ea_zm_gasstation" (usermaps\zm_gasstation stable 3421953 v593):

processing...

done: 0m3.93s


Also if any of you guys got material i could watch/read regarding bo3 map making, or got some tips and tricks up your sleeves that you want to share, i would happily take a look at it.


Kenny:

Ok also vorerst seh ich hier im log keine schwerwiegenden fehler.
Der einzige Fehler den du dir ansehen solltest ist: "Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt."
Versuch die Alias aus deiner csv file auszukommentieren. Wenn dieser Fehler kommt dann hört er nämlich auf alle weiteren sounds nach diesem alias weiter zu kompilieren.
Jedoch ist dieser Fehler nicht so schlimm das die Map nicht mehr startbar wäre.

Du hast 2 optionen:
- Teil deine gsc , csc und zone files hier und vielleicht findet man ja ein problem
oder
-Fange mit einer komplett neuen gsc csc und zone file an. Füge ein Skript/eine Funktion nach dem anderen hinzu. Kompilier die map immer wieder um zu sehen ab welchem punkt du probleme hast.

Ein weiterer Tipp: du musst nicht immer alle Sprachen linken. Es reicht die Sprache zu linken auf die dein Spiel eingestellt ist. Das spart dir einiges an Zeit. Wenn du die map dann releasen willst dann erst solltest du alle sprachen linken. Diese Einstellung findest du unter Mod Tools Laucher > Edit... > Options > Build Language.


Loof:

Ah okay, vielen dank, vorher hat die map halt funktioniert, jetzt nachdem ich die 4 Sachen hinzugefügt hab (siehe ersten Post) funktioniert sie nicht und schreit auf einmal was mit leaked etc. und ich komm halt nicht mehr in die Map rein wenn ich auf "Run Map" drücke.
#using scripts\codescripts\struct;
#using scripts\shared\audio_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\exploder_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;

#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;

#using scripts\zm\_load;
#using scripts\zm\_zm_weapons;

//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;
#using scripts\zm\_zm_perk_widows_wine;

//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;

//Traps
#using scripts\zm\_zm_trap_electric;

#using scripts\zm\zm_usermap;

// Sphynx's Craftables
#using scripts\Sphynx\craftables\_zm_craft_pap;
#using scripts\Sphynx\craftables\_zm_craft_power;
#using scripts\Sphynx\craftables\_zm_craft_pap;
#using scripts\Sphynx\craftables\_zm_craft_gravityspikes;

function main()
{
zm_usermap::main();

include_weapons();

util::waitforclient( 0 );
}

function include_weapons()
{
zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
}


#using scripts\codescripts\struct;

#using scripts\shared\array_shared;
#using scripts\shared\callbacks_shared;
#using scripts\shared\clientfield_shared;
#using scripts\shared\compass;
#using scripts\shared\exploder_shared;
#using scripts\shared\flag_shared;
#using scripts\shared\laststand_shared;
#using scripts\shared\math_shared;
#using scripts\shared\scene_shared;
#using scripts\shared\util_shared;

#insert scripts\shared\shared.gsh;
#insert scripts\shared\version.gsh;

#insert scripts\zm\_zm_utility.gsh;

#using scripts\zm\_load;
#using scripts\zm\_zm;
#using scripts\zm\_zm_audio;
#using scripts\zm\_zm_powerups;
#using scripts\zm\_zm_utility;
#using scripts\zm\_zm_weapons;
#using scripts\zm\_zm_zonemgr;

#using scripts\shared\ai\zombie_utility;
//Music EasterEgg
#using scripts\zm\_zm_easteregg_song;

//Perks
#using scripts\zm\_zm_pack_a_punch;
#using scripts\zm\_zm_pack_a_punch_util;
#using scripts\zm\_zm_perk_additionalprimaryweapon;
#using scripts\zm\_zm_perk_doubletap2;
#using scripts\zm\_zm_perk_deadshot;
#using scripts\zm\_zm_perk_juggernaut;
#using scripts\zm\_zm_perk_quick_revive;
#using scripts\zm\_zm_perk_sleight_of_hand;
#using scripts\zm\_zm_perk_staminup;
#using scripts\zm\_zm_perk_widows_wine;

//Powerups
#using scripts\zm\_zm_powerup_double_points;
#using scripts\zm\_zm_powerup_carpenter;
#using scripts\zm\_zm_powerup_fire_sale;
#using scripts\zm\_zm_powerup_free_perk;
#using scripts\zm\_zm_powerup_full_ammo;
#using scripts\zm\_zm_powerup_insta_kill;
#using scripts\zm\_zm_powerup_nuke;
//#using scripts\zm\_zm_powerup_weapon_minigun;

//Traps
#using scripts\zm\_zm_trap_electric;

#using scripts\zm\zm_usermap;

// Sphynx's Craftables
#using scripts\Sphynx\craftables\_zm_craft_power;
#using scripts\Sphynx\craftables\_zm_craft_gravityspikes;
#using scripts\Sphynx\craftables\_zm_craft_vineshield;
#using scripts\Sphynx\craftables\_zm_craft_pap;

//*****************************************************************************
// MAIN
//*****************************************************************************

function main()
{
zm_usermap::main();

//music easteregg
thread zm_easteregg_song::init();
//Disable Zombie Collision
level thread zombs_no_collide();

// Change Starting Weapon
startingWeapon = "bo3_m1911";
weapon = getWeapon(startingWeapon);
level.start_weapon = (weapon);

level.perk_purchase_limit = 20;
level.player_starting_points = 50000;
level._zombie_custom_add_weapons =&custom_add_weapons;

//Setup the levels Zombie Zone Volumes
level.zones = [];
level.zone_manager_init_func =&usermap_test_zone_init;
init_zones[0] = "start_zone";
level thread zm_zonemgr::manage_zones( init_zones );

level.pathdist_type = PATHDIST_ORIGINAL;
}

function usermap_test_zone_init()
{
zm_zonemgr::add_adjacent_zone("start_zone", "gasstation_zone", "start_zone_gasstation_zone");
zm_zonemgr::add_adjacent_zone("start_zone", "washstation_zone", "start_zone_gasstation_zone");
level flag::init( "always_on" );
level flag::set( "always_on" );
}

function custom_add_weapons()
{
zm_weapons::load_weapon_spec_from_table("gamedata/weapons/zm/zm_levelcommon_weapons.csv", 1);
}

//*****************************************************************************
// DISABLE ZOMBIE COLLISON
//*****************************************************************************
function zombs_no_collide()
{
level flag::wait_till( "initial_blackscreen_passed" );
while(1)
{
zombies = GetAiSpeciesArray("axis");
for(k=0;k<zombies.size;k++)
{
zombies[k] PushActors( false );
}
wait(0.25);
}
}

>class,zm_mod_level
>group,modtools

localize,zm
localize,craftables
include,spx_craftable_powerswitch
include,spx_craftable_gravityspikes
include,spx_craftable_pap
include,spx_craftable_vine_shield

xmodel,skybox_default_day
material,luts_t7_default

// BSP
col_map,maps/zm/zm_gasstation.d3dbsp
gfx_map,maps/zm/zm_gasstation.d3dbsp

// Audio
sound,zm_gasstation

scriptparsetree,scripts/zm/zm_gasstation.gsc
scriptparsetree,scripts/zm/zm_gasstation.csc

//Box Stuff
stringtable,gamedata/weapons/zm/zm_levelcommon_weapons.csv

// SpSSdys Guns
weaponfull,bo3_m1911

//music ee
scriptparsetree,scripts/zm/_zm_easteregg_song.gsc

Wenn du/ihr noch mehr Infos braucht bitte sagen ^^


Dundy:

Always nice to read how a problem gets solved 😕 😞


Loof:

So i fixed it myself, after reading everything carefully, i forgot to place the #using for the vineshield in the csc and put the #using for the pap double in there, that was all.