trainmaster611's Modding Questions
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- trainmaster611
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trainmaster611's Modding Questions
Hey guys, I'm new to modding and I have some major modding questions. Im working on my map: Tatooine Fort Assault. The first version is Clone Wars so we'll worry about that first. Let's see...I've inserted a couple of seawalls and two capital ships on either side of the map (which do not have hangars or otherwise interact with the rest of the map).I've inserted a couple of Spider walkers, some MTT's, and a few hailfires tanks. Let's start with the first problem. When I first edited the map, I would open it in BF2 (to test it) and it always gave me the same flat Yavin 4 flat landscape. After a while I realized I was supposed to munge it so I opened my data_TFA folder and went to _BUILD, opened Visual Munge and simply clicked the Munge Button. I let it finish loading but when I open it in BF2 and click "Launch", the map will begin to load and then the game crashes!!!
Can some one help me with this??? And after we get that finished I'll need some help in trying to edit my map. Then my map is open to the public! :eobi: 
- Gogie
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Caleb1117
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ok *This* i can help with folow these steps if the first idea i have does not work then try the other instructions I suppy
1 go back to the _build folder and run visual munge again.
2 make sure the common and localize boxes are checked.
3 munge.
4 try your map.
now if the game still crashes or you get the map back but its still the yavin one do this...
1 delete the map from your addon and delete the data_*** file.
2 run the visual munge from data/_build.
3 recreate your map .
4 munge.
5 go to the new map directory and run the visual munge in there and make SURE the common and localize boxes are checked.
6 munge.
do whatever in zero edit then play in BF2
I suggest only putting one item in first just to see if it shows up.
if it dosent make sure that when you run ZE that you load all the layers.
1 go back to the _build folder and run visual munge again.
2 make sure the common and localize boxes are checked.
3 munge.
4 try your map.
now if the game still crashes or you get the map back but its still the yavin one do this...
1 delete the map from your addon and delete the data_*** file.
2 run the visual munge from data/_build.
3 recreate your map .
4 munge.
5 go to the new map directory and run the visual munge in there and make SURE the common and localize boxes are checked.
6 munge.
do whatever in zero edit then play in BF2
I suggest only putting one item in first just to see if it shows up.
if it dosent make sure that when you run ZE that you load all the layers.
- Gogie
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Caleb, you should never have to delete your map...
I have messed up way worst than this.
In situations like this the phrase "Take one step backwards to proceed 2 steps forward" comes into action.
Go back into ZE and make sure you havent done anythings wrong like placing too many objects in one area.
I have messed up way worst than this.
In situations like this the phrase "Take one step backwards to proceed 2 steps forward" comes into action.
Go back into ZE and make sure you havent done anythings wrong like placing too many objects in one area.
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Caleb1117
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- trainmaster611
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1 go back to the _build folder and run visual munge again.
2 make sure the common and localize boxes are checked.
3 munge.
4 try your map.
ok cool, I'll try that, I didn't do that the first time I munged
EDIT
GRRR! Still doesn't work!!! :evil: Let's try moving some objects (they R awfully close) :vader: and then I'll try munging again :yod:
EDIT2
BTW, when I munged it said it could not find the paths or something like that :bobba: and another thing...I only have CW era objects in the map (for now) :bdroid: so I have only CW era sides in the data_TFA/Sides Folder. They R: cis, rep, Common, and tur. The tur was in there by default but I put the others in there from the Assets/Sides folder. Could either of these things be interfering with the map??? :yodaful:
2 make sure the common and localize boxes are checked.
3 munge.
4 try your map.
ok cool, I'll try that, I didn't do that the first time I munged
EDIT
GRRR! Still doesn't work!!! :evil: Let's try moving some objects (they R awfully close) :vader: and then I'll try munging again :yod:
EDIT2
BTW, when I munged it said it could not find the paths or something like that :bobba: and another thing...I only have CW era objects in the map (for now) :bdroid: so I have only CW era sides in the data_TFA/Sides Folder. They R: cis, rep, Common, and tur. The tur was in there by default but I put the others in there from the Assets/Sides folder. Could either of these things be interfering with the map??? :yodaful:
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Xavious
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Moving_Target
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1. What darth maul said
2. Make sure you have the modtools in your Battlefront 2/Gamedata folder. When i mean modtools i mean the BF2_modtools that have the Clonehelemet. They you launch the game. Load your level nad let it crash.
Then stay in the Gamedata folder. Scroll down and find a file named Bfront2. Open it and then look 4 level 3 severity. Level 3 causes crashes. ignore 2's. If you are completely stumped just post the Bfront2.
Target
2. Make sure you have the modtools in your Battlefront 2/Gamedata folder. When i mean modtools i mean the BF2_modtools that have the Clonehelemet. They you launch the game. Load your level nad let it crash.
Then stay in the Gamedata folder. Scroll down and find a file named Bfront2. Open it and then look 4 level 3 severity. Level 3 causes crashes. ignore 2's. If you are completely stumped just post the Bfront2.
Target
- trainmaster611
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Yeah, sorry about that, it was the smallest train pic I had, lol :eobi: . I'll change it when I get the chance, and Moving_Target, I'm really sorry but I don't completely understand what u saidDarth_Maul wrote:OFFTOPIC: Trainmaster611, resize your avatar before you get a warning.
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Moving_Target
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No problem. Did taht go right over your head? Let me rephrase that then
1. Go to the BF2_modtools.
2. Look 4 the clone helemet.
3. Copy it and place it in your LucasArts/Star wars battlefront 2/gamedata
4. Double click on the BF2_modtools. It should run BF2 with half the screen in green.
5. Load your map. If it crashes that's ok
6. Go back into you Gamedata folder where you place the BF2_modtools.
7. Find a file called Bfront2
8. Open it.
9. Look through it and look 4 Level 3 servrity. EX.
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "cis_inf_droid_exp" missing effect "cis_sfx_droid_explosion"
Majority of 3's cause crashes. 2's don't.
If stumped copy and paste your Bfront2 here 4 others to help.
Hope this is more comprehesiable.
1. Go to the BF2_modtools.
2. Look 4 the clone helemet.
3. Copy it and place it in your LucasArts/Star wars battlefront 2/gamedata
4. Double click on the BF2_modtools. It should run BF2 with half the screen in green.
5. Load your map. If it crashes that's ok
6. Go back into you Gamedata folder where you place the BF2_modtools.
7. Find a file called Bfront2
8. Open it.
9. Look through it and look 4 Level 3 servrity. EX.
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "cis_inf_droid_exp" missing effect "cis_sfx_droid_explosion"
Majority of 3's cause crashes. 2's don't.
If stumped copy and paste your Bfront2 here 4 others to help.
Hope this is more comprehesiable.
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- trainmaster611
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Ok, that looks like we may be on to something (hooray! :amidala: ). When I opened the Notepad thing that said BFront2, everything said Message Severity: 2 except the last one which said Message Severity: 3. I'll put a couple of lines with the 2 AND the 3 Message Severities...
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "rep_hero_anakin" not found for team 1 (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x5c130786" (check the side's .req file)
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_beam_ord" not found
These are just a couple but the #3 is the only one of its kind. Bless my circuits! What could these possibly mean??? :3po:
It goes on talking about stuff being unknown or missing. :!:
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "rep_hero_anakin" not found for team 1 (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x5c130786" (check the side's .req file)
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_beam_ord" not found
These are just a couple but the #3 is the only one of its kind. Bless my circuits! What could these possibly mean??? :3po:
It goes on talking about stuff being unknown or missing. :!:
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Moving_Target
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Post your Lua. I think.trainmaster611 wrote: Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "rep_hero_anakin" not found for team 1 (check the side's .req file)
I have no clue. Sort of. But need more infoMessage Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x5c130786" (check the side's .req file)
Same message i have. Ignore it.Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
Something is missing that file. Where is it missing and why i have no clue.Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_beam_ord" not found
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t551
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- trainmaster611
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There were a lot more of those Message Severity 2 messages but they would have completely flooded the server if I posted them all
. Now u said I should post my LUA, exactly which LUA ru talking about and do u just want one section? If so, which section do U want? :chew:
EDIT
Several things t551:
1 U think I should change the sides on the Visual Munge to EVERYTHING?
2 How did an odf suddenly become involved in this? And I don't know what u mean by that odf stuff
3 And what ru talking about the common and the game knowing that the assets exist? :yodaful:
EDIT
Several things t551:
1 U think I should change the sides on the Visual Munge to EVERYTHING?
2 How did an odf suddenly become involved in this? And I don't know what u mean by that odf stuff
3 And what ru talking about the common and the game knowing that the assets exist? :yodaful:
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fat_walrus
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crazytieguy
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- trainmaster611
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Two things:
1 I tried to put in the com_weap_veh_ord file inot my Data_TFA...yadayada...odf folder and it said it was already there. Strange. :calmon: I replaced it anyway
2 I'll post my LUA 2morrow, but yes it is conquest (I have 2 go now so I don't have time...yawn!)
EDIT
All right...it's pretty long but here its is
:
And btw, this is the cw era conquest LUA :bdroid2: . There is a GCW conquest :troop: but I don't know how to differntiate the two on ZE so I've only made an CW era...on the Conquest layer I think it is. 
1 I tried to put in the com_weap_veh_ord file inot my Data_TFA...yadayada...odf folder and it said it was already there. Strange. :calmon: I replaced it anyway
2 I'll post my LUA 2morrow, but yes it is conquest (I have 2 go now so I don't have time...yawn!)
EDIT
All right...it's pretty long but here its is
Hidden/Spoiler:
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Hebes24
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