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Game Help / Re: Exported map, objects won't show up in-game
« on: August 11, 2016, 01:57:31 am »
Alright guys, I appreciate you trying to help me, but the problem is solved now!!
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You might want to make a backup before trying this, but...
The best way to avoid any problems of this sort is to actually go to Object Maker, load up the objects you are using one by one, and save them to their own object group. I usually just save them under a group with the same name as the map, and then the "-Objects" suffix. Ex: if the map was Temple -> TempleObjects
It's easier if you leave all the actual Object Names the same.
Now, you can go through media>terrains>Temple (or whatever your map is actually named) and open TempleObjects.cfg (or again, whatever your map is actually named, "-Objects.cfg").
Inside is a list of all placed objects and their location, and each section is headed with the syntax of
[ObjectGroup/ObjectName]
Use Ctrl + H (or go to Edit... -> Replace)
Replace the old Object Group name(s) with your new one.
Save that, relaunch the game, load up the map, and export it then.
With everything in it's own group, you might have more luck.
One BIG reason why I think objects are not showing for you when you enter your map after exporting is because you might have saved some custom objects/installed objects into the default FeralHeart object groups.
If this is the case, you must always save your custom objects into it's own object group in order for them to show for you.
This may not matter too much but I am just gonna add that if you have large objects, with collisions or none, it's best to check that "Is Large" box on the last tab in Map Maker. It'll help with preventing the object from suddenly disappearing on you if you're a certain distance away and then reappearing randomly, and might help lag in the case of the game registering that object as large. As usual it also sometimes helps to turn water reflection off and view distance down to 0 via settings to help reduce lag for yourself.
You could also take a peek into the meshes that you're placing into the map. Some objects are considered "high poly" (meaning they have a large amount of polygons) and the higher the poly count is, often times these are the most laggiest meshes for people. Depending on their computer, some people are easily able to handle high poly objects, but if you want to minimize lag, it can definitely help to use meshes with a lower poly count/not with a high poly count. If you have a large map, you could try leaving the spawn point a tad bit less detailed from the rest of the map, so that the users downloading your map won't be suddenly hit with a lag spike. Perhaps leaving a few less object-heavy areas around the map wouldn't hurt, as well. In addition to what was said about collisions above, check through the map to make sure that you haven't accidentally left any random collisions lying around. If you're really worried about lag, sometimes keeping collisions to a minimum can help.
Good luck with your map!
Hey guys! Another problem yet again.
So I recently linked my maps together. After that, I saved a terrain mask for a new map. Then when I tried the new terrain mask with the map it was supposed to go with, the terrain mask did not align with the map it should have went with. Not sure if the map linking thing had anything to do with it, but that was the last thing I did, just in case that does have anything to do with it.
Thanks