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Re: Some questions about Mapping

Posted: Fri Jul 31, 2009 8:11 am
by IronJaw
Thank you for the links. I have read through many of those tutorials and used the search engine. But I never can seem to find what I'm looking for. :)

After reading the tutorial on adding units, my .***c_con.lua looks like:
Hidden/Spoiler:
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},
AddUnitClass(REP,"rep_inf_ep2_sniper"1,4)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_sniper"1,4)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_training"1,4)
I found the units in red in the rep.req. I guess they're pre-mixed units.

*edit* Problems again. I Munged "rep" and got:
Hidden/Spoiler:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TRY\TRYg_con.lua:108: <name> expected near `"SIDE\rep.lvl"'
ERROR[scriptmunge scripts\TRY\TRYg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TRY\TRYg_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\TRYc_con.req]:Expecting bracket, but none was found.
File : munged\pc\tryc_con.script.req(1)...

ucft <--
ERROR[levelpack mission\TRYc_con.req]:Expecting bracket, but none was found.
File : munged\pc\tryc_con.script.req(1)...

ucft <--

2 Errors 0 Warnings
I suppose my perfect .lua wasn't so perfect...... I think the problem was the units I added. Here are the parts of the .lua that I think are messed up:

My TRYc_com.lua:
Hidden/Spoiler:
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("dc:SIDE\\all.lvl",
"all_fly_kwing")
~~~~~~~~(skip some lines)~~~~~~~
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},
AddUnitClass(REP,"rep_inf_ep2_sniper"1,4)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_sniper"1,4)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_training"1,4)

},
My TRYg_con.lua
Hidden/Spoiler:
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\\rep.lvl",
"rep_fly_vwing",
"rep_fly_cat_dome",
"rep_hover_barcspeeder")
*edit #2*
The level works, minus the custom skins, and the missing k-wing. I'm going to Munge side "all" and see if the k-wing works.

*edit#3* K-wing still doesn't spawn.

Re: Some questions about Mapping

Posted: Fri Jul 31, 2009 1:08 pm
by AQT
The dc: should go after the first quotation mark not before.

Re: Some questions about Mapping

Posted: Sat Aug 01, 2009 7:07 pm
by IronJaw
Ok, I also found the the K-Wing isn't part of the all.req. So it wouldn't work if you put it into the .lua under sides "all". I don't know how other programmers did it, but any advice would be nice. I would really like to fly one of them.

Also, every time I save a.tga over the one in the sides\rep\msh folder, and Munge the "rep", the skins don't show. Even though the original .tga file was replaced by the new skin, the game still read the original skin. Any thoughts?

EDIT
Along with my above post, how would you have Republic verses Imperial? I would think that it would be just a changing the .lua. Something like coping the "imp" info, and pasting it over the "cis" stuff?

Re: Some questions about Mapping

Posted: Sun Aug 02, 2009 4:09 pm
by Par3210
make a custom side.
Yeah, I know watcha thinking. "That's for units not vehicles!"
Well it's not. Copy all the k-wing odfs, mshs, effects and its animations to a new folder in data_ABC/Sides. Make one there - a three letter one (like this - KWG) and make folders - req, odf, MUNGED, effects and msh. Put all the files in the appropriate folders. Add this to your lua -
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\KWG.lvl,
"all_fly_kwing")
Oh and I suggest moving this part down:
Hidden/Spoiler:
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},
AddUnitClass(REP,"rep_inf_ep2_sniper"1,4)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_sniper"1,4)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_training"1,4)
Move this part down 1 line.
Hidden/Spoiler:
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},
AddUnitClass(REP,"rep_inf_ep2_sniper"1,4)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_sniper"1,4)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_training"1,4)
So it looks like this:
Hidden/Spoiler:
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},

AddUnitClass(REP,"rep_inf_ep2_sniper"1,4)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_sniper"1,4)
AddUnitClass(REP,"rep_inf_ep2_jettrooper_training"1,4)
Along with my above post, how would you have Republic verses Imperial? I would think that it would be just a changing the .lua. Something like coping the "imp" info, and pasting it over the "cis" stuff?
Just add it into the lua. No copying. Only if you edit stuff from the imp folder.
Next make the same folder in data_ABC/_BUILD/Sides, so make your folder (KWG) and go to another folder there, for instance go to data_ABC/_BUILD/Sides/ALL and copy and paste the munge.bat and clean.bat files to your new KWG folder in data_ABC/_BUILD/Sides.
Then munge with just your side and the Common box ticked.
:thumbs:

Re: Some questions about Mapping

Posted: Mon Aug 03, 2009 9:47 am
by IronJaw
Thanks! I've been running around in circles to get that K-Wing working.
__________________________________ :runaway: __________________________

Re: Some questions about Mapping

Posted: Mon Aug 03, 2009 9:50 am
by Par3210
lol did it work then?
Give us a pic of what it looks like!! :D

Re: Some questions about Mapping

Posted: Mon Aug 03, 2009 5:52 pm
by IronJaw
Haven't had time to try. :roll: Will do immediately, don't' you worry.

Re: Some questions about Mapping

Posted: Mon Aug 03, 2009 9:28 pm
by IronJaw
Par3210 wrote:make a custom side.
Yeah, I know watcha thinking. "That's for units not vehicles!"
Well it's not. Copy all the k-wing odfs, mshs, effects and its animations to a new folder in data_ABC/Sides. Make one there - a three letter one (like this - KWG) and make folders - req, odf, MUNGED, effects and msh. Put all the files in the appropriate folders.
Ok, folders made, and copied, but In the sides folder "All" there isn't a folder named "effects." Also there isn't a "kwing.req" file in the "Req" folder. I assume that I need a kwg.req, so I made one:
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"all_fly_kwing"
}
}
But what a bout the "kwgshell.req"?

That's all the questions for now. :wink:

Re: Some questions about Mapping

Posted: Mon Aug 03, 2009 9:40 pm
by Frisbeetarian
IronJaw wrote:But what a bout the "kwgshell.req"?
You shouldn't worry about that. the ***shell.req files are probably used to show the units in GC, which you don't need.

Re: Some questions about Mapping

Posted: Mon Aug 03, 2009 10:42 pm
by IronJaw
New problems:

I get This while Munging:
Hidden/Spoiler:
ERROR[levelpack mission\TY2c_con.req]:Expecting bracket, but none was found.
File : munged\pc\ty2c_con.script.req(1)...

ucft <--
ERROR[levelpack mission\TY2c_con.req]:Expecting bracket, but none was found.
File : munged\pc\ty2c_con.script.req(1)...

ucft <--

2 Errors 0 Warnings
On the previous "ERROR" note, it said something about missing something by a ",". not very helpful, it didn't even mention the line... Well, any way, here's mu ***c_con.lua:
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(200)
SetMaxPlayerFlyHeight (200)

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("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",
"rep_fly_arc170fighter_sc",
"rep_fly_vwing",
"rep_inf_ep2_sniper",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_jettrooper_training"),



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("dc:SIDE\\KWG.lvl,
"all_fly_kwing"),


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},

AddUnitClass(REP,"rep_inf_ep2_sniper"1,4),
AddUnitClass(REP,"rep_inf_ep2_jettrooper_sniper"1,4),
AddUnitClass(REP,"rep_inf_ep2_jettrooper_training"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:TY2\\TY2.lvl", "TY2_conquest")
ReadDataFile("dc:TY2\\TY2.lvl", "TY2_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
Still trying to get that K-Wing to work. :runaway:

I'm going ahead an Mungeing the "kwg" side, and see if it works.

Re: Some questions about Mapping

Posted: Tue Aug 04, 2009 5:14 am
by Par3210
lol I can fix this
Get rid of the extra ","
Hidden/Spoiler:
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("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",
"rep_fly_arc170fighter_sc",
"rep_fly_vwing",
"rep_inf_ep2_sniper",
"rep_inf_ep2_jettrooper_sniper",
"rep_inf_ep2_jettrooper_training"), <-----
I put it in red.
:thumbs:

Re: Some questions about Mapping

Posted: Tue Aug 04, 2009 8:44 am
by IronJaw
And just think, I put that there thinking that with out it, it would get an error....

Re: Some questions about Mapping

Posted: Tue Aug 04, 2009 9:14 am
by Par3210
yeah thats cause you got it on the other ones too! All you need is a bracket not a comma too!
Hidden/Spoiler:
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"), <-----
And here;
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\KWG.lvl,
"all_fly_kwing"), <-----
That will fix it.

Re: Some questions about Mapping

Posted: Tue Aug 04, 2009 9:18 am
by IronJaw
I guess my second guessing the error window, needs to be second guessed....

Re: Some questions about Mapping

Posted: Tue Aug 04, 2009 9:22 am
by Par3210
?
Just fix what I put in and you shouldn't get that error any more. :wink:

Re: Some questions about Mapping

Posted: Tue Aug 04, 2009 9:26 am
by IronJaw
Doing it A.S.A.P!

Re: Some questions about Mapping

Posted: Tue Aug 04, 2009 9:26 am
by Par3210
okay. :)

Re: Some questions about Mapping

Posted: Tue Aug 04, 2009 9:43 am
by IronJaw
Got his error box, and some of it's the usual "may run slow stuff, but some of it's new and, from my experience, can't be good:
Hidden/Spoiler:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TY2\TY2c_con.lua:102: unfinished string near `"dc:SIDE\KWG.lvl,'
ERROR[scriptmunge scripts\TY2\TY2c_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TY2\TY2c_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

WARNING[PC_modelmunge msh\rep_inf_jettrooper.msh]:rep_inf_jettrooper has 2379 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_inf_luke.msh]:all_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:Mesh rep_inf_aaylasecura segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169.
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:rep_inf_aaylasecura has 1597 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:Mesh rep_inf_aaylasecura segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169.
WARNING[PC_modelmunge msh\rep_inf_arctrooper.msh]:rep_inf_arctrooper has 2031 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_clonecommander.msh]:rep_inf_clonecommander has 1560 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3anakin.msh]:rep_inf_ep3anakin has 2900 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3armoredpilot.msh]:rep_inf_ep3armoredpilot has 2193 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3cloakedanakin.msh]:rep_inf_ep3cloakedanakin has 3896 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3heavytrooper.msh]:rep_inf_ep3heavytrooper has 2280 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3jettrooper.msh]:rep_inf_ep3jettrooper has 2368 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3obiwan.msh]:rep_inf_ep3obiwan has 2936 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3sniper.msh]:rep_inf_ep3sniper has 4737 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3spacepilot.msh]:rep_inf_ep3spacepilot has 1797 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3trooper.msh]:rep_inf_ep3trooper has 1963 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_feluciatrooper.msh]:rep_inf_feluciatrooper has 1364 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_kiadimundi.msh]:rep_inf_kiadimundi has 1713 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_luke.msh]:rep_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_macewindu.msh]:rep_inf_macewindu has 2866 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_pilot.msh]:rep_inf_pilot has 2418 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_pilot_low1.msh]:rep_inf_pilot_low1 has 1060 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_trooper.msh]:rep_inf_trooper has 1807 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_yoda.msh]:rep_inf_yoda has 2283 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_weap_inf_chaingun.msh]:rep_weap_inf_chaingun has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 35 Warnings
(Looking at the .lua now)

Re: Some questions about Mapping

Posted: Tue Aug 04, 2009 9:44 am
by Xavious

Code: Select all

ReadDataFile("dc:SIDE\\KWG.lvl,
should be

Code: Select all

ReadDataFile("dc:SIDE\\KWG.lvl",

Re: Some questions about Mapping

Posted: Tue Aug 04, 2009 9:45 am
by Par3210
If at the bottom it mentions Warnings, ignore it. Warnings are nothing - don't affect your game in any way. None of those errors from here downwards:
WARNING[PC_modelmunge msh\rep_inf_jettrooper.msh]:rep_inf_jettrooper has 2379 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
Affect anything.
This part:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TY2\TY2c_con.lua:102: unfinished string near `"dc:SIDE\KWG.lvl,'
ERROR[scriptmunge scripts\TY2\TY2c_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TY2\TY2c_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
Me needs your lua again to fix it. :thumbs: Just the clone wars one.
DANGIT! Xav beat me to the punch! :lol: