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trainmaster611's Modding Questions

Posted: Fri Aug 25, 2006 9:23 pm
by trainmaster611
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!!! :cry: 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: :mrgreen:

Posted: Fri Aug 25, 2006 9:38 pm
by Gogie
Make sure your mod tools is installed properly so you can see what is causing it to crash.

If you have the dvd version then double check all your work. Look into other assets maps for examples and most importantly read the documentation section.

Good Luck on your map.

Posted: Fri Aug 25, 2006 9:48 pm
by Caleb1117
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.

Posted: Fri Aug 25, 2006 9:51 pm
by Gogie
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.

Posted: Sat Aug 26, 2006 8:39 am
by Caleb1117
You dont have to delete your map I had this problem(well similar) and I had to delete it? Maybe its just me... probly is.

Posted: Sat Aug 26, 2006 12:47 pm
by trainmaster611
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 :oops:


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:

Posted: Sat Aug 26, 2006 1:07 pm
by Xavious
OFFTOPIC: Trainmaster611, resize your avatar before you get a warning.

Posted: Sat Aug 26, 2006 2:35 pm
by Moving_Target
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

Posted: Sat Aug 26, 2006 3:50 pm
by trainmaster611
Darth_Maul wrote:OFFTOPIC: Trainmaster611, resize your avatar before you get a warning.
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 said :? keep in mind that I'm new to this :|

Posted: Sat Aug 26, 2006 4:19 pm
by Moving_Target
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. :wink:

Posted: Sat Aug 26, 2006 4:28 pm
by Guest
Lol, I dont get why everyone has problems with this. After you munge with the common check box checked, uncheck it!

*Edit after you uncheck it, munge again.

Posted: Sat Aug 26, 2006 5:15 pm
by trainmaster611
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. :!:

Posted: Sat Aug 26, 2006 5:44 pm
by Moving_Target
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)
Post your Lua. I think.
Message Severity: 2
.\Source\Team.cpp(658)
Team missing hero class "0x5c130786" (check the side's .req file)
I have no clue. Sort of. But need more info
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
Same message i have. Ignore it.
Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_beam_ord" not found
Something is missing that file. Where is it missing and why i have no clue.

Posted: Sat Aug 26, 2006 6:48 pm
by t551
You need to munge with the little box on the side set to "EVERYTHING" at least once, and then any time you clean your map. Basically, your odf is referencing a common odf, but you need to munge common in order for the game to know that those assets exist. That should fix your problem.

Posted: Sat Aug 26, 2006 10:17 pm
by trainmaster611
There were a lot more of those Message Severity 2 messages but they would have completely flooded the server if I posted them all :roll: . 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:

Posted: Sat Aug 26, 2006 10:24 pm
by yodasoda
off topic: well we all know one thing, trainmaster611 is very creative with smiles :D

Posted: Sat Aug 26, 2006 11:26 pm
by fat_walrus
Copy the Common sides foler in your data_***\Sides\ folder.

if the game is in conquest mode, paste the ***c_con.lua file ((if you are in clone wars mode) not ***c_conlua.bak). If you arent in conquest please post what mode and if it is either GCW or CW

Paste your .LUA file not the .BAK file

Posted: Sun Aug 27, 2006 12:17 am
by crazytieguy
Add com_weap_veh_beam_ord from the C/BF2_Modtools/assets/sides/common/odf folder to your C/BF2_Modtools/Data_***/Sides/common/odf folder.

Posted: Sun Aug 27, 2006 3:41 pm
by trainmaster611
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!) 8)


EDIT
All right...it's pretty long but here its is :mrgreen: :
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


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()

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(30)
SetMaxPlayerFlyHeight (30)

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\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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:TFA\\TFA.lvl", "TFA_conquest")
ReadDataFile("dc:TFA\\TFA.lvl", "TFA_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
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. :?

Posted: Sun Aug 27, 2006 6:00 pm
by Hebes24
The conquest layer in ZE is for all conquest modes, CW or GCW. it doesn't matter.