Custom side not appearing ingame

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RevanSithLord
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Custom side not appearing ingame

Post by RevanSithLord »

Well, erm, that was stupid.

Ok, what basically boils down is this. I am taking my shot at making my Dark Trooper side.

Phase-1 DT being my first one I am trying to get in there... but anyways.

I made my side, I followed the docs, yeah, still a little fuzzy in my head about how all the side stuff works, but eh, if I don't try, I won't learn, but anyways...

All's this did was remove the Imperial Officer...and it didn't add anything.

My side is named DTR.

This is for Imps for GCW. I reskinned a Magnaguard to look like a Phase-1 Dark Trooper. I'm wondering if I am doing something wrong.

So, yeah, I went in game... wasn't there... and apparently it removed the officer... lol. As that was what I was trying to replace with my 1337 DT P1. lol

Is there anything in particular that I am missing to get this operating? Like, eg, what is my REQ and ODF's suppose to look like, and, etc?
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Re: My Side - Erm, oops... I removed a class lol

Post by AceMastermind »

If you're having trouble understanding the docs in regards to creating a new side, then you should have a look at Schizo's post about getting the Sith trooper working, it basically takes you step by step through the process of creating a side(with pics).
Read and follow the tutorial and just replace the sith trooper references with whatever soldier or vehicle(also requires vehicle spawn setup in ZE) you are trying to make a new side with.
Hidden/Spoiler:
[quote="Schizo"]TUTORIAL ON HOW TO GET SITH TROOPER WORKING IN-GAME

This is fairly simple really. If you know how to set up sides, then you know how to get the Sith Trooper working in-game correctly.

First step, of course, is to create your mod world, if you haven't done so already. Let's use data_ABC as an example for the tutorial.

Now, second, is to set up your side. So, go into your data_ABC/sides folder, and the create a folder, and name it whatever you want (I recommend using a quick three-letter name for the side, but you can name it whatever). Let's say our new side's name is "sth".

Now go into your newly-created sth folder, and create the following folders: ODF, MSH, and REQ. Once you're done, then go to your assets. Copy the Common folder from your Assets/Sides and paste it into your data_ABC/Sides folder.

Now go to any side in the assets (such as the Rep side, or Imp side... doesn't really matter either way). And copy the REQ file you find in the folder (so for Rep, it'd be the Rep.req you find in your Assets/Sides/Rep folder).

Take that file, and paste the copy into your data_ABC/Sides/sth folder (alternatively, you could just create a new notepad document and save it as an REQ, but it's easier to use an REQ from the assets, since it's basically all set up for you).

Now open the file. If you used the Rep.req file, it should look something like this:

Image


Now, delete all the lines referencing to the units, vehicles, etc. Then, in the space where the Republic units were, type in the name of your unit (let's just call him sth_inf_sithtrooper).

Your REQ should now look something like this:

Image


Now, save the REQ, and exit out. Rename the REQ to sth, or whatever you named your side. Now go into the REQ folder you made in your side. You'll want to make an REQ for your unit. Either make one from scratch, or copy one from the assets to use as a template. Name this REQ "sth_inf_sithtrooper", the same thing you had put in your sth REQ.

Now inside this REQ, you want to call for the ODF of your unit. So type in these lines:

[code]ucft
{
REQN
{
"class"
"sth_inf_sithtrooper"
}
}[/code]


So now your REQ should look like this:

Image


Now that your REQ is calling for your ODF, you'll need to make one in the ODF folder. I recommend copying one from the assets to use as a template. I'm going to use the "rep_inf_default_rifleman" ODF. Name your new ODF "sth_inf_sithtrooper".

So now that you have your ODF in your side's ODF folder, open it up. If you're using the rep_inf_default_rifleman ODF, it should look like this:

Image


(It might also be a good idea to copy the rep_inf_default to your ODF folder as well, since your ODF is calling for it as the base class.)

Now we want to tell it to use the Sith Trooper MSH. So at the top of your ODF, under Properties, type these lines:

GeometryName = "sth_inf_sithtrooper"
GeometryLowRes = "sth_inf_sithtrooper"
FirstPerson = "REP\reptroop;rep_1st_trooper" --note: this line calls for the First Person geometry; I'm not sure whether you definitely need it or not, but it might be a good idea to copy the "rep_1st"trooper" files from the Rep side into your side's MSH folder, just to be safe.

So your ODF should now look something like this:

Image


As for the weapons, I'm not going to tell you how to go about changing them, but if you're using the rep_inf_default_rifleman ODF, search through the Assets/Sides/Rep folder for all the weapons that the ODF is calling for (don't forget to copy the MSH files as well as the ODF files for the weapons).

Now, take your sth_inf_sithtrooper MSH and TGA files, and paste them into your data_ABC/Sides/sth/MSH folder.

And now, your side should be all set up. Now we need to go call for it in the LUA. I'm not going to go into too much depth here, but your LUA should look something like this:

Image


Now munge your map (remember to munge your new side as well), and test. Hope this helps.[/quote]
RevanSithLord
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Re: My Side - Erm, oops... I removed a class lol

Post by RevanSithLord »

Thanks, Ace. I will report back when I get it under control. :D

Edit- Testing out. I think I now have a 'fond' idea of how to apply new sides to things. I'll post a screen of it after I get done.... if it works that is. :funny2:

Edit-

Code: Select all

Message Severity: 3
.\Source\Entity.cpp(218)
Entity base class "cis_inf_default_officer" not found
I think I have a pretty good idea of what I did wrong.... XD

Edit- K, fixed it, but my latest error now is

Code: Select all

Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "dtr_inf_phase1" missing geometry "dtr_inf_phase1"
I mean, I got it referenced in my .lua. I got the 'dc' in, and I also got everything in the right place. Hmm, I'm going to rename all the stuff "dtr_inf_magnaguard" and see if that works, considering that is the model I'm using for my Dark Trooper. I just now renamed it all to that in all files and I renamed all the files to that too. Or does it not matter what you call it? Anyway, I am apparently doing something wrong?
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Re: My Side - Erm, oops... I removed a class lol

Post by MercuryNoodles »

Is the msh the exact same name as what you're calling for in the odf? From the error, it seems to me you're telling it (via the odf) to look for a certain geometry, and the game can't find that in the msh folder. If it's not that, a clean may be in order.
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Re: My Side - Erm, oops... I removed a class lol

Post by RevanSithLord »

Yeah, weird. It wasn't that. So, I guess I'm gonna commence this clean, then I'm gonna see if it works. If it doesn't, then I dunno.

Hmm. No more Sev 3 errors... but... it removed the damned officer again. :lol:

I could post my Req's and stuff to show you guys what I am doing. I'll just go ahead and do that right now-

The Side's REQ:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"lvl"
"dtr_inf_magnaguard"

}
}
[/code]
The DT Phase-1's Individual REQ:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"class"
"dtr_inf_magnaguard"
}

}
[/code]
The ODF of it-
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "imp_inf_default_officer"
ClassLable = "soldier"


[Properties]

GeometryName = "dtr_inf_magnaguard"
GeometryLowRes = "dtr_inf_magnaguard"

SkeletonName = "magnaguard"
SkeletonLowRes = "magnaguardlz"
SkeletonRootScale = "1.24"

// no head offset for this guy, unlike all other droids
CollisionHeadOffset = "0.0 0.0 0.0"

FirstPerson = "CIS\cisoff;cis_1st_magnaguard"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
TiltValue = "10.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"
[/code]
And also the .tga for it in the MSH is also:
Hidden/Spoiler:
[code]dtr_inf_magnaguard[/code]
My g_con.lua -
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

SetUberMode(1);
EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

ReadDataFile("dc:SIDE\\dtr.lvl",
"dtr_inf_magnaguard")


SetupTeams{
all = {
team = ALL,
units = 200,
reinforcements = 1000,
soldier = { "all_inf_rifleman",9,100},
assault = { "all_inf_rocketeer",1,10},
engineer = { "all_inf_engineer",1,10},
sniper = { "all_inf_sniper",1,10},
officer = { "all_inf_officer",1,10},
special = { "all_inf_wookiee",1,10},

},
imp = {
team = IMP,
units = 200,
reinforcements = 1000,
soldier = { "imp_inf_rifleman",9,100},
assault = { "imp_inf_rocketeer",1,10},
engineer = { "imp_inf_engineer",1,10},
sniper = { "imp_inf_sniper",1,10},
officer = { "dtr_inf_magnaguard",1,10},
special = { "imp_inf_dark_trooper",1,10},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:TTB\\TTB.lvl", "TTB_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
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Re: My Side - Erm, oops... I removed a class lol

Post by authraw »

RevanSithLord wrote:D'oh! Upon making my side, I forgot to make the actual 'MSH' of my dude. :lol:

Or do I even need it?
Yep. You need a .msh for everything that you want to appear at all. ;)

It looks like your odf is calling for a msh called "dtr_inf_magnaguard.msh". Unless the game is able to find a msh by that name in the msh folder, it's not going to display the unit at all.
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Re: My Side - Erm, oops... I removed a class lol

Post by RevanSithLord »

Oh well. Hmm. So, well, considering it's just a reskinned magnaguard, and I renamed the 'magnaguard's msh that and put it in my sides MSH folder, does that even work? Tell me if what I am doing is stupid. LOL.

Cause I have yet to see my dude in game.

Also, for my unit, I also 'have' to apply some animations to him right?

Double Posts merged by Staff


Sorry for a double post, but, I ask, is there anything I could be doing wrong? Other than what was said earlier?
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Re: My Side - Erm, oops... I removed a class lol

Post by authraw »

Dunno... I tend to forget to make a folder for my side in Bf2_Modtools/Data_ABC/_BUILD/Sides. You have one there, right?

The only other thing that I can suggest is that you try following through the Jedi Creation Doc again and make sure you've done every step along the way. It's probably just some little thing somewhere that's making the whole thing not work.
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Re: My Side - Erm, oops... I removed a class lol

Post by RevanSithLord »

Yeah. Hmm.... on the bright side, my map 'layout-wise' and 'object' wise is coming along quite well.

But anyways. XD Yeah, I'll see.


Double Posts merged by Staff.


I think it's cause my msh. I need to desperately make him a msh. That easy?
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Re: My Side - Erm, oops... I removed a class lol

Post by Penguin »

Use the Edit button.
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Re: My Side - Erm, oops... I removed a class lol

Post by RevanSithLord »

Sorry. I was gonna use it. I forgot it for some reason. XD

I usually use it. Guess it slipped a couple times. :|
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Re: My Side - Erm, oops... I removed a class lol

Post by authraw »

RevanSithLord wrote:Yeah. Hmm.... on the bright side, my map 'layout-wise' and 'object' wise is coming along quite well.

But anyways. XD Yeah, I'll see.


Double Posts merged by Staff.


I think it's cause my msh. I need to desperately make him a msh. That easy?
Making a .msh from scratch? No--it's not easy. Just copy and paste the magnaguard's .msh into the folder and rename it dtr_inf_magnaguard.msh

Also, make sure that you have imp_inf_default_officer.odf and imp_inf_default.odf in your odf folder. (Copy them from the imp assets.) You need those because your odf lists imp_inf_default_officer as the ClassParent.
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Re: My Side - Erm, oops... I removed a class lol

Post by RevanSithLord »

Ok. Thank you, Authraw!

You guys are so awesome. I love the kind and nice advice given here. :D

Munging.... now. Will report when it's done. ^_^


Well. It didn't work. Meh. I cleaned, munged, and... the officer is gone again. Anything at all I am still missing?

EDIT
K. Thought I'd give an update to my problem:

It's not going so well. In fact, it hasn't really even lifted. I cleaned, munged, made sure everything was suppose to be the way it was... nothing. Maybe perhaps I am missing weapons and animations for him? I don't know. But it's driving me nuts. :oops: :|
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Re: My Side - Erm, oops... I removed a class lol

Post by MercuryNoodles »

Do you still get the same error about missing geometry? If so, check the name again, and be sure it matches exactly what's in the odf. If there is no problem there, then I'd suggest doing a manual clean, since you've tried a normal clean.

After all, if the log says it's not finding the geometry, that means it's reading the odf, looking for the msh, and not finding it. Given this problem has been corrected, then it's possible some old munge data is being copied over to your map directory instead of what you've set up. Cleaning through VisualMunge can be a little buggy at times, so occasionally a manual clean is necessary to clear everything.


....idea: You have both side REQs set up, correct? You should have a dtr.req, and a dtrshell.req. I just realized you only posted the former.
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Re: My Side - Erm, oops... I removed a class lol

Post by RevanSithLord »

dtrshell?!?!

Oh. rofl. Ummm. O_O

*slaps forehead*

Hmm. lol No wonder.

O_O

I'll check into that. lol


EDIT
Update (well rather more of a question): You set up the side's shell like the rest of the stuff right? If I am wrong please correct me. I am quite confused at this.

So, what should my shell look like exactly?
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Re: My Side - Erm, oops... I removed a class lol

Post by MercuryNoodles »

It's not a shell. It's a REQ file. Under the folder DTR you should have your MSH, ODF, etc folders, and two req files. One is dtr.req, and the other is dtrshell.req.

This is my cmbshell.req, for reference:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"model"

"imp_inf_stormtrooper"
"imp_weap_inf_rifle"

"imp_inf_pilot"
"imp_weap_inf_commando_pistol"

"imp_inf_shocktrooper"
"imp_weap_inf_launcher"

"imp_inf_scout"
"imp_weap_inf_sniperrifle"

"imp_inf_gunner"

"imp_inf_officer"
"imps_inf_officer"
"rep_weap_inf_pistol"

"imp_inf_atatcommander"

"imp_inf_darktrooper"

"all_inf_soldier"
"all_weap_inf_rifle"

"all_inf_pilot"
"all_weap_inf_commando_pistol"

"all_inf_vanguard"
"all_weap_inf_launcher"

"all_inf_marksperson"
"all_weap_inf_sniperrifle"

"all_inf_tantive4trooper"

"all_inf_engineer"

"all_inf_bothanspy"
"all_weap_inf_seeker"

"all_inf_wookie"
"all_weap_inf_bowcaster"
}

REQN
{
"animbank"
"wookie"
"marksperson"
}
}[/code]
If I remember correctly, under "model", you list texture names.
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Maveritchell
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Re: My Side - Erm, oops... I removed a class lol

Post by Maveritchell »

I'm not sure exactly what's wrong, but you don't need a sidenameshell.req for every side. I've never made a custom side with one, and it's definitely not an issue.
RevanSithLord
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Re: My Side - Erm, oops... I removed a class lol

Post by RevanSithLord »

Oh ok. Phew. :lol:


EDIT
Ok, FOOLIS is helping me out with this. If I manage to finally get my little guy in there, then I will be friggin happy man... friggin happy. If I don't... eh.. but if I do, yay! And I will update my thread with pictures. lol


I just wanted to say thank you all for helping. :D

But if I don't, well, I'll post back here. :roll:
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