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#1 |
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PR Mapper Team
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If you're familiar with mapping you will find the editor likes to frequently crash the moment you start working on undergrowth, even with a decent amount of RAM. Here are some tips that can help.
Tip 1 This is particularly relevent for anyone working on a large scale map (2km+). Its basically a way of setting up/making changes to your undergrowth outside of your main map, very useful if you want to edit one of your undergrowth types or set up some new ones. All you need to do is:
NOTE: Make sure that when you load your main map in the editor in the final step you re-save you undergrowth before you try to test your map in game otherwise it won't correctly update your undergrowth atlas. Tip 2 ALWAYS save your map before you do any work on your undergrowth, then save it regularly when your working on it and save it again before you work on anything else in the map. That way you minimise the risk of losing work. Tip 3 If you've forgotten to save your undergrowth and have made other changes to the map that need saving make sure that you deselect the undergrowth the first time you save. Once you have safely saved all of your other changes run the save again and save the undergrowth separately. I hope this helps! |
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Last edited by [R-DEV]Dr Rank; 01-07-2010 at 05:43 PM..
Reason: mini update
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#2 |
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Mapping Manager
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Great post Dr.Rank.
I have to agree that undergrowth is the worst culprit for crashes (I think the second is roads). There's one other hint I'd like to offer that seems to help when working with undergrowth. If making changes to the density or anything that would affect currently placed undergrowth, do the following:
It seems to minimize the number of crashes and memory errors. Hope others have the same experience. |
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#3 |
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PR:BF2 Developer
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Here's something interesting I found out while running the editor and watching the memory usage in Task manager - every time I did something with UG, no matter what it was, the memory usage increased.
I was tweaking UG on a 1024x2 map which initially took up 1300 Mb and as said, no matter what I did, added new type/material, changed mesh/texture, even tweaking the numbers (scale, density) increased memory usage until it got to around 1700 Mb where I got a clear memory crash error. Tweaking UG again, this time on a 256x2 map, the initial mem usage was 200Mb and again each change increased the usage, even worse it seemed to have increased exponentially - from 10Mb increases at start to over 100Mb though with initial usage I had more time to tweak UG before I hit the memory limit. I'm not sure if this is an isolated case, so anyone reading this and working with UG; monitor your memory in Task manager while working with UG and see what happens. |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "yesturday a steam server explowded and we lose alot of account infermation. to verify that you have steam i will need your username and password or your account will be deleted " |
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Last edited by [R-DEV]Outlawz7; 05-31-2010 at 10:11 AM..
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#4 |
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Cheers. This is driving me bonkers.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Second Battalion, Royal Welsh Regiment, British Army. |
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#5 | |
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Retired PR Developer
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Quote:
as I said to Andy, the editor works in mysterious ways, like an evil god. But this is a great method of working with UG, working with these kind of work arounds saves you ALOT of time making maps. | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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| Tags |
| avoid, crashes, editor, lot, map, tip, tiphow, undergrowth, working |
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