.kju 3245 Posted December 18, 2009 p:\bin\* p:\ca\* (unpacked addons) p:\core\* p:\dta\product.bin Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found Cannot open object core\default\default.p3d Cannot open object core\skyobject\skyobject.p3d Cannot load font core\data\fonts\tahomab16 Fonts file \core\data\fonts\tahomab16 not found Your (new) setup seems alright, if it is indeed like that. You probably got these here, due to your path to project folder setting. Just try it again with the new setup. Share this post Link to post Share on other sites
rip31st 98 Posted December 18, 2009 p:\bin\*p:\ca\* (unpacked addons) p:\core\* p:\dta\product.bin Cannot load font core\data\fonts\lucidaconsoleb8 Fonts file \core\data\fonts\lucidaConsoleB8 not found Cannot load font core\data\fonts\lucidaconsoleb11 Fonts file \core\data\fonts\lucidaConsoleB11 not found Cannot open object core\default\default.p3d Cannot open object core\skyobject\skyobject.p3d Cannot load font core\data\fonts\tahomab16 Fonts file \core\data\fonts\tahomab16 not found Your (new) setup seems alright, if it is indeed like that. You probably got these here, due to your path to project folder setting. Just try it again with the new setup. Alright I set the path to source to p:\rip31st\ <crosses fingers> lets see what happens... Share this post Link to post Share on other sites
SRS 0 Posted December 19, 2009 source is path to island folder = "rip31st\rip31st_normandy2\" "p:\rip31st\" = is your project folder unless you rearranged something since. Share this post Link to post Share on other sites
.kju 3245 Posted December 19, 2009 yup. SRS is correct Share this post Link to post Share on other sites
rip31st 98 Posted December 19, 2009 Went into terrain.pbl Changed squareSize=20.000000; to squareSize=75.000000; to match terrain cell size of 75m. Map works great binarized now. Thanks all for your help BTW it binarized in about 2 minutes without any objects on it. Share this post Link to post Share on other sites
SRS 0 Posted December 19, 2009 Good deal and congrats I did that with my sandbox island. Then I upped the heightmap to 4096 and dropped it to square size 38. textures looked better but sat and mask took awhile and I have a feeling it would start bogging down in game with objects etc... your posted params stand a better chance. If you bump the contrast on the mco files you can yank something that resembles a bit more detail over distance. Cut down on detail in sat_lco. making a larger sat more managable. The detail textures get stretched a good bit even with large ones. But as long as the missions on the map are fun thats what really counts. If I ever have time in a mission, to count the daisies and worry about how real the rock I use for cover looks? Or how many grains of sand are on the beach? SHOOT ME!!!! Share this post Link to post Share on other sites
geloxo 2 Posted October 22, 2010 (edited) My two cents for this thread (as I suffered a lot waiting for the islands to binarize), specially during the first stages were you are only working with terrain and layers and no objets are placed yet: Just add *.p3d to the list of files to copy directly on binpbo and it will skip the binarization of all 3D objets included in your P: drive. Only the relevant files for your map will be processed and lot of time will be saved specially during your map debugging process (you don´t need to binarize p3d from addons already unpacked on your p: drive). Also keeping the files created in the temp folder will speed up the binarization process if only changes in the config are made. Remeber to remove *.p3d afterwards if you plan to binarize your own 3D models... Cheers Edited October 22, 2010 by geloxo Share this post Link to post Share on other sites