Sooo I came across a new minor problem... this time with textures.. I copied some assets from vanilla West Coast USA to the map. I think that I have done that correctly since all textures show up ingame. However... When I look at one of the houses, the windows and doors are see through.. The material responsible for it was quickly found... it is called "windows_doors_reflective" In an attempt to address the issue, I started pressing all random buttons within the material editor until I unchecked "Alpha Clip". No idea what it is for but it fixed the issue. Then I save the material and for the game session the texture is now fine. The problem is that this setting won´t save. When I restart the game, the "Alpha Clip" box is checked again and the windows are see through. What can I do to save this setting and not have to redo this every time I restart the game?
As always, I recommend this tool. Makes a huge difference, and reduces the types of issue you've encountered without getting caught up in the JSONs.
It appears to be an issue where the game uses IDs to recognize textures. There's a likelihood that you've duplicated shapes and materials along with their persistent IDs. This can lead to having two maps with seemingly "different" but essentially "same" materials, causing confusion for the engine when deciding which one to prioritize. If this is the case, the problem can be easily resolved using WorldEditor. Navigate to Window -> Resource Checker -> Fix persistent ID. Here, you can also identify missing or incorrectly cooked materials, which can significantly impact the engine's performance during loading. Moreover, you may find duplicates and efficiently organize them. Remember to always create a backup of your saved world beforehand to avoid any unintended changes.
It did find 133 materials but it didn´t fix the see through windows Still useful thank you yea I should finally try it... seems like I enjoy reading through endless entries in all the materials.json files lol
Hey, I run your tool on my map to shrink its size, which it did.. but.. unfortunately it removed some things that it wasn´t supposed to remove, both textures and meshes... any idea how to prevent it from doing that?
It's hard to answer this question from the images. My tool isn't perfect. I checked my tool against all vanilla maps and some of the common mods. There might be cases which I didn't get right. To solve it I would need to debug it with your map. Perhaps you could send the logfiles I write in the levels folder via pm. If you want to use the tool right now you could untick the files which shouldn't be deleted in the delete suggestion list. One situation where my tool fails is when you only have the *.cdae file without the corresponding *.dae file in a folder. I can't read the used material names out of them.
Yes if I can manually untick files it might work. I checked the whole map and it was only these 5 instances on the screenshots, so no problem finding these manually. Which logfiles in the levels folder do you refer to? in the 0.31>levels folder? I didn´t find anything but I might deleted smth in the meantime, will do the map shrinking again.. thanks for your help!
Ah I see what you mean. I put them in the appendix. For some reason I can´t upload them to a PM thats why I have to send them here..
Sorry, but I couldn't find the reason in the logfiles. For debugging I normally search the falsely deleted files in the json files and try to figure out why this happened. This is too much to ask to you. When your map is beta sometime I would be happy to fix my tool against your project. Best! Alex
Thank you for your help! I tried your tool again and this time I manually deselected the files related to the issues on the screenshots above. Apparently that worked so the file is now 2gb smaller and is still working on first sight. If you want I can send you the original file that created these errors if want it for testing your tool?
If you have the dae which caused the problem together with the materials json and the textures in one folder you could send it zipped to me. I dm you my email-address.
Hey, does anyone know the correct file/folder setup for creating missions on a custom map? When creating the new map on the base of Johnson Valley I deleted all the original missions. Apparently I also deleted the folders/filepaths, so when I create a new mission now, it won´t show up in the level. I tried recreating the correct filepaths by looking at the original map but it still won´t show up
Hello again! To create a mission, use the Mission Editor world editor tool. In Mission Editor, do File > New Mission... , and first set the Missiontype. I don't like to use auto-id, and instead name my missions with a unique prefix, like "foo". Missions have a "missionId", which has to be <level>/<missionType>/<missionName>. For example: driver_training/timeTrial/foo-Name The missionId is used in the mission's folder structure. Missions live at /gameplay/missions/. So the example mission's entire path would be: /gameplay/missions/driver_training/timeTrial/foo-Name Each mission has at least one file called info.json, which describes the mission. When you change things in the Mission Editor, in general this is the file that gets changed. It lives at: /gameplay/missions/driver_training/timeTrial/foo-Name/info.json. Each missionType has other different files. For a missionType of "timeTrial", you also need a race.race.json file, for example. When you have a mission selected in Mission Editor, there is a field near the top called StartTrigger. This has to be set to the map on which you want the mission to appear. What kind of mission are you making?
Just a small thing but I can´t figure it out..... How to set up the thumbnail and description that is visible inside the mod menu? You see, some maps have a thumbnail and description and some don´t. This is also the thumbnail that shows up in the repository I think. It is not related to the thumbnail in the level selector, but I cannot find any entry for this... I´ve been through all the json files that were in question but every entry for "preview" and "description" does only affect the level selector... Thanks for the reply! For the beginning I just want some time trials and such, nothing too complicated..
I mean the thumbnail in this section: the thumbnail here is determined by some filepath I can´t figure out. The one in the video is different to my game, maybe it is outdated or something. But I want to add a thumbnail for the whole map in the mod section, like the screenshot below, not only for a mission.
Sorry, that was in relation to you wanting to do a timetrial, not the thumbnail. Pretty sure the thumbnail for the mod is set when you upload the mod to the repository. The other thumbnails for the map (level select screen, spawn points, etc.) are all set in the info.json.