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Crashing!

Posted: Mon Jul 09, 2007 2:47 pm
by Commander_Cody771
Right after I made a new skin, the game started to crash. Heres the log:

Code: Select all

Opened logfile BFront2.log  2007-07-09 1436
ingame stream    movies\crawl.mvs
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadProfile
ifs_saveop_DoOps     LoadProfile
num, Selection =    1    table: 03CA494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    1
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
play movie    cor1         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
num, Selection =    1    table: 03CA494C
play movie    cor1         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton =    nil
cur_button =    nil
this.CurButton =    check_era2
cur_button =    nil
this.CurButton =    check_mode2
cur_button =    nil
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
num, Selection =    1    table: 03CA494C
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
this.CurButton =    nil
cur_button =    nil
+++ DoubleClicked 
bEra_CloneWar =     1     bEra_Galactic =     nil
clonewar_visable =     true     galactic_visable =     true
Adding map:     cor1c_con     idx:     1
play movie    cor1         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton =    Launch
cur_button =    nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 3
.\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found
Can you make anything of it?

Posted: Mon Jul 09, 2007 2:53 pm
by Clonedude55
did you put Common in you Data_ModID\ side folder because it looks like you didn't with that error

Posted: Mon Jul 09, 2007 3:16 pm
by Commander_Cody771
Where do you get the common?

Posted: Mon Jul 09, 2007 3:28 pm
by trainmaster611
Assets/Sides/Common. Copy the Common folder to data_ABC/sides

Posted: Mon Jul 09, 2007 3:43 pm
by -_-
Read the Jedi Creation doc. Making new sides in SWBF2 is different from SWBF1.

Posted: Tue Jul 10, 2007 12:02 pm
by Commander_Cody771
Two things,
  • 1. do you have to have a new side to make a new skin?
    2. After I put the common in the SIDE folder it still crashed.
:x :x :x

Posted: Tue Jul 10, 2007 1:24 pm
by Teancum
1. Yes, you need a new side for a new skin
2. Look in Bfront2.log, post any Message Severity: 3 errors here.

Posted: Tue Jul 10, 2007 1:31 pm
by squid11
Did you munge common, in the drop down menu, after you put in the Side folder.

Posted: Tue Jul 10, 2007 1:42 pm
by FOOLIS
TRY THAT :


Create a new map, copy the race you want to edit (example: republic)
into the sides folder of the new map. Now go to assets/shell and copy
all of the folders in it, but not the .req, then paste it in the
_Build/shell folder in the newmap you created. Now Copy the “Common”
folder from within the mod-tool “assets/sides” directory and place it
in the sides folder of your new map, edit the texture, now, go into
common > script > newmapname and open the LUA file named
newmapnamec_con.lua (for me that was BS1c_con.lua ). Now if you look
down the LUA file you will see ReadDataFile("SIDE\\rep.lvl", change
this to ReadDataFile("dc:SIDE\\rep.lvl , then copy 2 .bat files in
the side you got, these are: clean.bat and munge.bat , these can be
aquired from the _BUILD >
Sides > ALL in the newmap you created, paste these into the side
folder you are modifing. Finally we munge the your new map (see Jedi
Creation doc for more info) we select the new race in the drop down
menu on the left, and select the race you edited (mine was rep) you
alos have to tick the "common" check box, then munge!

P.S: You can get the race from the assets > sides folder !
P. P.S: The textures are in the msh of your copied side folder.

Posted: Tue Jul 10, 2007 5:01 pm
by Commander_Cody771
It Sounds Complicated. I may need some slack. Thanks for the advice! :D
Is there an easier way to do this. :?

Posted: Sat Jul 14, 2007 5:50 am
by computergeek
Try by munging the side you created in the sides drop down menu and select the sides
box.
:bobba:

Posted: Sat Jul 14, 2007 11:38 am
by RepSharpshooter
It shouldn't be that hard. What skin are you doing? If it's just for an existing class, all you have to do is:
-copy rep from assets to bf2_modtools/data_modid/sides/
-replace the tga in the bf2_modtools/data_modid/sides/rep/msh/.
-Make sure you copy the bf2_modtools/assets/sides/common into the data_modid/sides/ also.
-Go to bf2_modtools/data_modid/_build/ and run visual munge, select "rep" from the sides drop down, make sure common box is checked.
-Munge it, go to the BFII game directory and go to addons/modid/sides/ and copy rep and rep shell to gamedata/sides/.

If you're making a new class that's a whole other story.

Posted: Sun Jul 15, 2007 8:22 pm
by Commander_Cody771
Thank you for your help.