Page 1 of 1

HUD change..

Posted: Sun Jul 10, 2011 11:17 pm
by Cerfon Rournes
I edited some lines In the HUD, munged a new Ingame, put that .lvl In Gamedata/addon/***/data/Lvlpc, and I got this.
Hidden/Spoiler:
Image
Looks like the weapon area was duplicated and flipped... Strange, no? All I did was edit a few color lines.
Lua excerpt:
Hidden/Spoiler:
ReadDataFile("dc:ingame.lvl") ReadDataFile("ingame.lvl")

ReadDataFile("sound\\mus.lvl;mus1gcw")
ReadDataFile("dc:sound\\tfu.lvl;tfugcw")

--SetMaxFlyHeight(43)
--SetMaxPlayerFlyHeight (43)
Ingame.req:
Hidden/Spoiler:
ucft
{

REQN
{
"texture"
"cer_prop_sholocron"
"cer_prop_jholocron"
"com_multi-pack"
"red_button"
"black_black"
"imp_inf_trooper_pack"
}

REQN
{
"model"
"cer_prop_sholocron"
"cer_prop_sholocron_carried"
"cer_prop_jholocron"
"cer_prop_jholocron_carried"
"com_inf_healthdrop"
"com_inf_multipack"
"imp_inf_ammodrop"
}

REQN
{
"class"
"cer_item_jholocron"
"cer_item_sholocron"
"cer_item_powerup_dual"
"cer_item_powerup_health25"
"cer_item_powerup_health100"
"cer_item_powerup_ammo"
}
REQN
{
"config"
"1playerhud"
}
}
Anyone have an answer to this? Thanks.

Re: HUD change..

Posted: Sun Jul 10, 2011 11:41 pm
by THEWULFMAN
The issue is that you are loading the stock HUD(well, actually the 1.2 patch HUD) and your custom HUD. There is no fix, the only way to get around this is to not load the stock ingame.lvl, which involves making a brand new, full ingame.lvl of your own.

Re: HUD change..

Posted: Sun Jul 10, 2011 11:44 pm
by Cerfon Rournes
So....load up the stock HUD meshs then?

Re: HUD change..

Posted: Sun Jul 10, 2011 11:45 pm
by THEWULFMAN
Cerfon Rournes wrote:So....load up the stock HUD meshs then?
THEWULFMAN wrote:There is no fix, the only way to get around this is to not load the stock ingame.lvl, which involves making a brand new, full ingame.lvl of your own.

Re: HUD change..

Posted: Sun Jul 10, 2011 11:48 pm
by Cerfon Rournes
I'm sorry..but I'm not getting you. Are you saying to not put ReadDataFile("dc:ingame.lvl") before ReadDataFile("ingame.lvl")? Or, load up the stock HUD meshs... :?
Hidden/Spoiler:
[code]These
"hud_arrow"
"hud_map_fov"
"hud_large_map_fov"
"hud_main_reticule"
"hud_main_reticule_bullseye"
"hud_main_reticule_hit"
"hud_main_reticule_outline"
"hud_main_reticule_criticalhit"
"hud_main_reticule_rocketlockon_active"
"hud_energybar_frame_front"
"hud_energybar_frame_back"
"hud_jetpackbar_frame_front"
"hud_jetpackbar_frame_back"
"hud_vehicle_seatingchart_ai_icon"
"hud_vehicle_seatingchart_empty_icon"
"hud_vehicle_seatingchart_player1_icon"
"hud_weapon_backdrop"
"hud_weapon2_backdrop"
"hud_thermaldetonator"
"hud_detpack_plunger"
"hud_vehicle_lasers"
"hud_vehicle_bombs"
"hud_vehicle_chaingun"
"hud_vehicle_guided_rocket"
"hud_vehicle_flak"
"hud_vehicle_missile"
"hud_vehicle_mortar"
"hud_vehicle_stingers"
"hud_vehicle_recoiless"
"hud_vehicle_torpedo"
"hud_vehicle_beam_cannon"
"hud_hint_backdrop"
"hud_healthbar_frame"
"hud_tooltips_frame"
"hud_infinite_ammo_icon"
"hud_lightsaber"
"hud_force_choke"
"hud_force_saberthrow"
"hud_force_pull"
"hud_force_push"
"hud_force_lightning"
"hud_poison"
"hud_rage"
"hud_rep_weap_defense_buff_icon"
"hud_health_regen"[/code]

Re: HUD change..

Posted: Mon Jul 11, 2011 12:00 am
by THEWULFMAN
I apologize for not making it clear.

Loading the stock Ingame.lvl ((ReadDataFile(ingame.lvl")) loads the stock HUD files, when you add the ReadDataFile("dc:ingame.lvl"), you load your new HUD, however, it does not override the old one, it simply adds the new one on top of the old one.


Because of this, the only way to have a custom HUD is to make a complete ingame.lvl and only load your new one, but not load the old stock ingame.lvl

I hope its a bit clearer now.

Re: HUD change..

Posted: Mon Jul 11, 2011 2:59 pm
by Cerfon Rournes
Thanks for explaining. I'm doing some things to make It work now, so I'll edit this later with results..
EDIT..

We have some problems here.. :?
I got a fresh ingame.req, added my things, and munged. Now, with just..:

Code: Select all

ReadDataFile("dc:ingame.lvl")
That^ In the Lua, the game crashes, with no Sev 3's. When I put...:

Code: Select all

ReadDataFile("dc:ingame.lvl") ReadDataFile("ingame.lvl")
That^ In the Lua, the game loads and runs, with the stock HUD. Problem Is, none of my changes are visible. :?
I have no clue what Is going on right now..Anyway, I'll do a manual clean just to check.
Ingame.req:
Hidden/Spoiler:
ucft
{
REQN
{
"script"
"points"
"ifs_sideselect"
"ifs_charselect"
"ifs_mapselect"
"ifs_readyselect"
"ifs_fakeconsole"
"game_interface"
}

REQN
{
"script"
"platform=xbox"
}

REQN
{
"script"
"platform=pc"
"ifs_pc_spawnselect"
"ifs_pc_spectator"
}

REQN
{
"texture"
"leaf"
"cer_prop_sholocron"
"cer_prop_jholocron"
"com_multi-pack"
"red_button"
"black_black"
"imp_inf_trooper_pack"
"lightglow"
"lightsabreglow"
"statsscreens_bg"
"ambush_icon"
"blank_icon"
"bluelaser_l"
"blurmask"
"com_icon_ctfflag_all_imp"
"com_icon_ctfflag_rep_cis"
"com_sfx_laser_blue"
"com_sfx_laser_green"
"com_sfx_laser_orange"
"com_sfx_laser_purple"
"com_sfx_laser_red"
"com_sfx_laser_yellow"
"combatspeeder_icon"
"flag_team_carried"
"flag_carried"
"flag_dropped"
"flag_icon"
"fluffy"
"fx_godray"
"fx_snow"
"fx_splash"
"fxrippl1"
"greenlaser_l"
"hud_active_repair_icon"
"hud_blockaderunner_icon"
"hud_clipbar_segment"
"hud_dest_icon"
"hud_detpack_plunger"
"hud_flag_icon"
"hud_flag_timer"
"hud_herobar_saberhilt"
"hud_jetpack_and_energybar_blankfill"
"hud_jetpack_and_energybar_fill"
"hud_map_northpointer"
"hud_map_raster"
"hud_ministardestroyer_icon"
"hud_notallowed"
"hud_objective_icon"
"hud_objective_icon_circle"
"hud_objective_icon_hidden"
"hud_objective_icon_offscreen"
"hud_target_hidden"
"hud_target_hint_hidden"
"hud_target_hint_onscreen"
"hud_target_flag_onscreen"
"hud_target_onscreen"
"hud_target_pointer"
"hud_target_pointer_solid"
"hud_herobar_saberglow"
"hud_reinforcement_icon"
"hud_secondary_refire_segment"
"hud_threshold_tickmark"
"hud_infinite_ammo_icon"
"hud_player_captured_flag"
"hud_poison"
"hud_player_captured_flag"
"hud_proton_bomb"
"hud_black"
"hud_white"
"hud_vehicle_beam_cannon"
"hud_rep_weap_defense_buff_icon"
"map_mask"
"noise"
"player_icon"
"player_shadow"
"qos_veryverybad"
"redlaser_1"
"spacedust1"
"spray"
"tauntaun_kaadu_icon"
"Tooltips_BorderBox"
"troop_icon"
"turret_icon"
"walker_icon"
"weapon_scope"
"weapon_scope2"
"weapon_scope3"
"weapon_scope4"
"whitecircle"
}

REQN
{
"texture"
"platform=xbox"
"fx_ringbump"
}

REQN
{
"texture"
"platform=pc"
"fx_ringbump"
}

REQN
{
"config"
"SoldierAnimation"
"com_sfx_weap_sc_exp_sm"
"com_sfx_weap_sc_exp_md"
"com_sfx_weap_sc_exp_lg"
"com_sfx_weap_sc_exp_xl"
"com_sfx_weap_detpack_exp"
"com_sfx_weap_beam_exp"
"com_sfx_weap_beam_exp_sm"
"com_sfx_weap_beam_exp_md"
"com_sfx_weap_beam_exp_lg"
"com_sfx_weap_beam_exp_xl"
"com_sfx_weap_flamethrower_ord"
"com_sfx_weap_remotedroid_exp"
"com_sfx_weap_remotedroidcharge2"
"com_sfx_chargeup"
"com_sfx_chunksmolder"
"com_sfx_chunktrail"
"com_sfx_chunktrail_sm"
"com_sfx_chunktrail_xs"
"com_sfx_contrail"
"com_sfx_dirtspray_lg"
"com_sfx_dirtspray_sm"
"com_sfx_dustwake"
"com_sfx_exhaust_cloudcar"
"com_sfx_exhaust_jedistarfighter"
"com_sfx_exhaust_jedistarfighter_blue"
"com_sfx_exhaust_kwing"
"com_sfx_exhaust_xwing"
"com_sfx_explosion_lg"
"com_sfx_explosion_sm"
"com_sfx_explosion_xl"
"com_sfx_explosion_xs"
"com_sfx_fireflies"
"com_sfx_landmine"
"com_sfx_ord_exp"
"com_sfx_powerup_blue"
"com_sfx_powerup_red"
"com_sfx_powerup_green"
"com_sfx_buffed_poison"
"com_sfx_buffed_offense"
"com_sfx_buffed_defense"
"com_sfx_buffed_regen"
"com_sfx_buff_offense"
"com_sfx_buff_defense"
"com_sfx_buff_regen"
"com_sfx_buff_poison"
"com_sfx_hackedvehicle"
"com_sfx_inf_damage_disintergrate"
"com_sfx_inf_damage_electricity"
"com_sfx_inf_disintergrate"
"com_sfx_inf_damage_fire"
"com_sfx_inf_damage_smoke"
"com_sfx_forcechoked"
"com_sfx_forcepushed"
"com_sfx_forcepulled"
"com_sfx_mineblink_red"
"com_sfx_mineblink_gold"
"com_sfx_mineblink_green"
"com_sfx_mineblink_blue"
"com_sfx_mineblink_purple"
"com_sfx_ord_flame"
"com_sfx_protontorpedo"
"com_sfx_rainsplash"
"com_sfx_repair"
"com_sfx_sabredeflect"
"com_sfx_sabrehit"
"com_sfx_shieldimpact_sm"
"com_sfx_shieldimpact_xl"
"com_sfx_smokeplume"
"com_sfx_timebomb"
"com_sfx_vehicleflame"
"com_sfx_vehicleflame_sc"
"com_sfx_vehicleflame_speeder"
"com_sfx_vehiclesmoke"
"com_sfx_vehiclesmoke_sc"
"com_sfx_vehiclesmoke_speeder"
"com_sfx_vehiclespark"
"com_sfx_vehiclespark_sc"
"com_sfx_vehiclespark_speeder"
"com_sfx_vehicle_exp"
"com_sfx_walkerstomp"
"com_sfx_waterbulletspray"
"com_sfx_watersplash_lg"
"com_sfx_watersplash_md"
"com_sfx_watersplash_ord"
"com_sfx_watersplash_ord_lg"
"com_sfx_watersplash_ord_md"
"com_sfx_watersplash_sm"
"com_sfx_watersplash_wade"
"com_sfx_watersplash_walker"
"com_sfx_watersplash_xs"
"com_sfx_waterwake_lg"
"com_sfx_waterwake_sm"
"com_sfx_weap_arccaster"
"com_sfx_weap_bluebolt_exp_lg"
"com_sfx_weap_bluebolt_exp_md"
"com_sfx_weap_bluebolt_exp_sm"
"com_sfx_weap_bluebolt_exp_xl"
"com_sfx_weap_bolt_exp_lg"
"com_sfx_weap_bolt_exp_md"
"com_sfx_weap_bolt_exp_sm"
"com_sfx_weap_bolt_exp_xl"
"com_sfx_weap_con_exp_lg"
"com_sfx_weap_con_exp_md"
"com_sfx_weap_con_exp_sm"
"com_sfx_weap_con_exp_xl"
"com_sfx_weap_empmortar_ord"
"com_sfx_weap_emp_exp_lg"
"com_sfx_weap_emp_exp_md"
"com_sfx_weap_emp_exp_sm"
"com_sfx_weap_emp_exp_xl"
"com_sfx_weap_flame_exp_lg"
"com_sfx_weap_flame_exp_md"
"com_sfx_weap_flame_exp_sm"
"com_sfx_weap_flame_exp_xl"
"com_sfx_weap_greenbolt_exp_lg"
"com_sfx_weap_greenbolt_exp_md"
"com_sfx_weap_greenbolt_exp_sm"
"com_sfx_weap_greenbolt_exp_xl"
"com_sfx_weap_grenade_blue"
"com_sfx_weap_grenade_emp_exp"
"com_sfx_weap_grenade_gold"
"com_sfx_weap_grenade_green"
"com_sfx_weap_grenade_radiation_exp"
"com_sfx_weap_grenade_red"
"com_sfx_weap_grenade_schrap_exp"
"com_sfx_weap_grenade_thermal"
"com_sfx_weap_grenade_thermal_exp"
"com_sfx_weap_incinerate_ord"
"com_sfx_weap_incinerate_ord_exp"
"com_sfx_lightning"
"com_sfx_weap_mortartrail_blue"
"com_sfx_weap_mortartrail_red"
"com_sfx_weap_mortartrail_yellow"
"com_sfx_weap_orangebolt_exp_lg"
"com_sfx_weap_orangebolt_exp_md"
"com_sfx_weap_orangebolt_exp_sm"
"com_sfx_weap_orangebolt_exp_xl"
"com_sfx_weap_purplebolt_exp_lg"
"com_sfx_weap_purplebolt_exp_md"
"com_sfx_weap_purplebolt_exp_sm"
"com_sfx_weap_purplebolt_exp_xl"
"com_sfx_weap_rad_exp_lg"
"com_sfx_weap_rad_exp_md"
"com_sfx_weap_rad_exp_sm"
"com_sfx_weap_rad_exp_xl"
"com_sfx_weap_redbolt_exp_lg"
"com_sfx_weap_redbolt_exp_md"
"com_sfx_weap_redbolt_exp_sm"
"com_sfx_weap_redbolt_exp_xl"
"com_sfx_weap_rockettrail"
"com_sfx_weap_rockettrail_blue"
"com_sfx_weap_rockettrail_gold"
"com_sfx_weap_rockettrail_green"
"com_sfx_weap_rockettrail_purple"
"com_sfx_weap_seismiccharge"
"com_sfx_weap_shiplaser_exp_lg"
"com_sfx_weap_shiplaser_exp_md"
"com_sfx_weap_shiplaser_exp_sm"
"com_sfx_weap_spyrifle_ord"
"com_sfx_weap_timebomb"
"com_sfx_weap_yellowbolt_exp_lg"
"com_weap_overheat"
"com_sfx_muzzleflash_lg"
}

REQN
{
"animbank"
"human"
"humanfp"
"humanlz"
}

REQN
{
"model"
"cer_prop_sholocron"
"cer_prop_sholocron_carried"
"cer_prop_jholocron"
"cer_prop_jholocron_carried"
"com_inf_healthdrop"
"com_inf_multipack"
"imp_inf_ammodrop"
"all_weap_inf_thermaldetonator"
"cis_weap_inf_thermaldetonator"
"imp_weap_inf_thermaldetonator"
"rep_weap_inf_thermaldetonator"
"com_weap_inf_thermaldetonator"
"com_item_powerup_dual"
"com_weap_inf_grenadethermal"
"com_weap_inf_grenadethermal_ord"
"com_1st_weap_inf_grenadethermal"
"com_weap_inf_torpedo"
"com_1st_weap_inf_torpedo"
"com_weap_inf_medkit"
"com_weap_inf_repairkit"
"com_weap_missile"
"com_bldg_controlzone"
"com_bldg_ctfbase_redteam"
"com_bldg_ctfbase_greenteam"
"com_bldg_ctfbase"
"com_bldg_inf_defenseturret"
"com_icon_alliance"
"com_icon_imperial"
"com_icon_republic"
"com_icon_CIS"
"com_icon_swap"
"com_weap_probedroid"
"com_smallchunk1"
"com_mediumchunk1"
"com_weap_inf_landmine"
"com_weap_inf_seismic_mine"
"com_weap_inf_detpack"
"coll_drive"
"com_sfx_muzzleflash"
"com_prop_buildzone"
"shell_cube"
"com_weap_inf_binoculars"
"hud_arrow"
"hud_map_fov"
"hud_large_map_fov"
"hud_main_reticule"
"hud_main_reticule_bullseye"
"hud_main_reticule_hit"
"hud_main_reticule_outline"
"hud_main_reticule_criticalhit"
"hud_main_reticule_rocketlockon_active"
"hud_energybar_frame_front"
"hud_energybar_frame_back"
"hud_jetpackbar_frame_front"
"hud_jetpackbar_frame_back"
"hud_vehicle_seatingchart_ai_icon"
"hud_vehicle_seatingchart_empty_icon"
"hud_vehicle_seatingchart_player1_icon"
"hud_weapon_backdrop"
"hud_weapon2_backdrop"
"hud_thermaldetonator"
"hud_detpack_plunger"
"hud_vehicle_lasers"
"hud_vehicle_bombs"
"hud_vehicle_chaingun"
"hud_vehicle_guided_rocket"
"hud_vehicle_flak"
"hud_vehicle_missile"
"hud_vehicle_mortar"
"hud_vehicle_stingers"
"hud_vehicle_recoiless"
"hud_vehicle_torpedo"
"hud_vehicle_beam_cannon"
"hud_hint_backdrop"
"hud_healthbar_frame"
"hud_tooltips_frame"
"hud_infinite_ammo_icon"
"hud_lightsaber"
"hud_force_choke"
"hud_force_saberthrow"
"hud_force_pull"
"hud_force_push"
"hud_force_lightning"
"hud_poison"
"hud_rage"
"hud_rep_weap_defense_buff_icon"
"hud_health_regen"
}

REQN
{
"class"
"cer_item_jholocron"
"cer_item_sholocron"
"cer_item_powerup_dual"
"cer_item_powerup_health25"
"cer_item_powerup_health100"
"cer_item_powerup_ammo"
"com_item_vehicle_spawn"
"com_item_powerup_ammo"
"com_item_powerup_health100"
"com_item_powerup_health25"
"com_item_powerup_dual"
"com_item_powerup_offense"
"com_item_powerup_defense"
"com_item_powerup_energy"
"com_item_weaponrecharge"
"com_item_weaponrecharge_unbuilt"
"com_item_hero_healthrecharge"
"com_item_healthrecharge"
"com_item_healthrecharge_unbuilt"
"com_item_flag"
"com_item_flag_all_carried"
"com_item_flag_cis_carried"
"com_item_flag_imp_carried"
"com_item_flag_rep_carried"
"com_item_null"
"com_item_holocron"
"com_item_flag_all"
"com_item_flag_cis"
"com_item_flag_imp"
"com_item_flag_rep"
"com_prop_barrier_01"
"com_weap_ord_exp"
"com_snd_amb_streaming"
"com_snd_amb_static"
"com_bldg_controlzone"
"com_bldg_controlzone_ctf"
"com_bldg_untakeable_controlzone"
"com_bldg_ctfbase_greenteam"
"com_bldg_ctfbase_redteam"
"com_bldg_ctfbase"
"com_bldg_invisible_controlzone"
"com_bldg_major_controlzone"
"com_bldg_inf_defenseturret"
"com_weap_inf_seismic_mine"
"com_prop_buildzone"
"com_weap_inf_landmine_placed"
"com_weap_inf_landmine"
"com_weap_inf_empmine"
"com_prop_barrier_02"
"com_prop_cratemd_01"
"com_prop_barrel"
"com_prop_cratelg_01"
"com_holo_trap"
"com_inv_col_8"
"com_inv_col_16"
"com_inv_col_32"
"com_inv_col_64"
"com_inf_default"
"com_weap_inf_force_lightning"
"com_weap_inf_force_pull"
"com_weap_inf_force_push"
}

REQN
{
"config"
"hudtransforms"
"1playerhud"
"2playerhud"
"3playerhud"
"4playerhud"
}
}
EDIT
Did a manual clean..no change... :faint:

Re: HUD change..

Posted: Mon Jul 11, 2011 3:47 pm
by THEWULFMAN
Oh yeah, I forgot to mention that making a full ingame.lvl is nigh impossible. I think Zerted knows how to do it, Repsharpshooter did as well.



Just because I told you the solution, I didnt say that the solution was possible. :P

Re: HUD change..

Posted: Mon Jul 11, 2011 6:03 pm
by DarthD.U.C.K.
as far as i know you can make a custom global ingame.lvl by getting all the entrys from the original ingame.lvl and putting them in your ingame.req.

Re: HUD change..

Posted: Mon Jul 11, 2011 7:46 pm
by Cerfon Rournes
Would I need to hex-edit for that?..

Re: HUD change..

Posted: Mon Aug 15, 2011 1:23 am
by [RDH]Zerted
I don't have any experience building custom HUDs, but you should to uninstall any shell mods (v1.3) when building your own, complete lvls. The ingame.req from BF2_ModTools/data/Common should be fine.

Repsharpshooter knows HUDs best. Have you searched the forum and FAQ for HUD topics?

Post your error log anyway.

Re: HUD change..

Posted: Wed Sep 14, 2011 4:52 pm
by Cerfon Rournes
Hidden/Spoiler:
Shadow bumped to add information.
Sorry that it took me so long to respond. I did search for everything on HUDs. I did not however uninstall v1.3. I'll try that soon.
Current error log: I got a red line that said something like,'Your post has too many characters" When I tried to put the entire thing, so here are the parts that show up the most.
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(9711053.00) out of range

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(18211676.00) out of range

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(9711053.00) out of range

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(19332136.00) out of range

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(9711053.00) out of range

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(20486044.00) out of range
Like 100 of that^
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouchalert_walkbackward_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouchalert_walkbackward_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouchalert_runbackward_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouchalert_runbackward_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouchalert_walkright_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouchalert_walkright_lower' was already read
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1540

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1045

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1076
EDIT
I removed the v1.3 hud, but I still have two duplicate huds. Ideas?
The game still crashes if I put:

Code: Select all

ReadDataFile("dc:ingame.lvl")
In the LUA. If I put..

Code: Select all

ReadDataFile("ingame.lvl")
ReadDataFile("dc:ingame.lvl")
It works fine, but with the duplicated huds. I did use the ingame.req from the folder Zerted mentioned.
EDIT2
Current ingame.req:
Hidden/Spoiler:
ucft
{
REQN
{
"script"
"points"
"ifs_sideselect"
"ifs_charselect"
"ifs_mapselect"
"ifs_readyselect"
"ifs_fakeconsole"
"game_interface"
}

REQN
{
"script"
"platform=xbox"
}

REQN
{
"script"
"platform=pc"
"ifs_pc_spawnselect"
"ifs_pc_spectator"
}

REQN
{
"texture"
"leaf"
"lightglow"
"lightsabreglow"
"statsscreens_bg"
"ambush_icon"
"blank_icon"
"bluelaser_l"
"blurmask"
"com_icon_ctfflag_all_imp"
"com_icon_ctfflag_rep_cis"
"com_sfx_laser_blue"
"com_sfx_laser_green"
"com_sfx_laser_orange"
"com_sfx_laser_purple"
"com_sfx_laser_red"
"com_sfx_laser_yellow"
"combatspeeder_icon"
"flag_team_carried"
"flag_carried"
"flag_dropped"
"flag_icon"
"fluffy"
"fx_godray"
"fx_snow"
"fx_splash"
"fxrippl1"
"greenlaser_l"
"hud_active_repair_icon"
"hud_blockaderunner_icon"
"hud_clipbar_segment"
"hud_dest_icon"
"hud_detpack_plunger"
"hud_flag_icon"
"hud_flag_timer"
"hud_herobar_saberhilt"
"hud_jetpack_and_energybar_blankfill"
"hud_jetpack_and_energybar_fill"
"hud_map_northpointer"
"hud_map_raster"
"hud_ministardestroyer_icon"
"hud_notallowed"
"hud_objective_icon"
"hud_objective_icon_circle"
"hud_objective_icon_hidden"
"hud_objective_icon_offscreen"
"hud_target_hidden"
"hud_target_hint_hidden"
"hud_target_hint_onscreen"
"hud_target_flag_onscreen"
"hud_target_onscreen"
"hud_target_pointer"
"hud_target_pointer_solid"
"hud_herobar_saberglow"
"hud_reinforcement_icon"
"hud_secondary_refire_segment"
"hud_threshold_tickmark"
"hud_infinite_ammo_icon"
"hud_player_captured_flag"
"hud_poison"
"hud_player_captured_flag"
"hud_proton_bomb"
"hud_black"
"hud_white"
"hud_vehicle_beam_cannon"
"hud_rep_weap_defense_buff_icon"
"map_mask"
"noise"
"player_icon"
"player_shadow"
"qos_veryverybad"
"redlaser_1"
"spacedust1"
"spray"
"tauntaun_kaadu_icon"
"Tooltips_BorderBox"
"troop_icon"
"turret_icon"
"walker_icon"
"weapon_scope"
"weapon_scope2"
"weapon_scope3"
"weapon_scope4"
"whitecircle"
"cer_prop_sholocron"
"cer_prop_jholocron"
"com_multi-pack"
"red_button"
"black_black"
"imp_inf_trooper_pack"
"cer_hud_black"
"cer_hud_cross"
"cer_hud_darkergrey"
"cer_hud_darkgrey"
"cer_hud_greystuff"
"cer_hud_silver"
}

REQN
{
"texture"
"platform=xbox"
"fx_ringbump"
}

REQN
{
"texture"
"platform=pc"
"fx_ringbump"
}

REQN
{
"config"
"SoldierAnimation"
"com_sfx_weap_sc_exp_sm"
"com_sfx_weap_sc_exp_md"
"com_sfx_weap_sc_exp_lg"
"com_sfx_weap_sc_exp_xl"
"com_sfx_weap_detpack_exp"
"com_sfx_weap_beam_exp"
"com_sfx_weap_beam_exp_sm"
"com_sfx_weap_beam_exp_md"
"com_sfx_weap_beam_exp_lg"
"com_sfx_weap_beam_exp_xl"
"com_sfx_weap_flamethrower_ord"
"com_sfx_weap_remotedroid_exp"
"com_sfx_weap_remotedroidcharge2"
"com_sfx_chargeup"
"com_sfx_chunksmolder"
"com_sfx_chunktrail"
"com_sfx_chunktrail_sm"
"com_sfx_chunktrail_xs"
"com_sfx_contrail"
"com_sfx_dirtspray_lg"
"com_sfx_dirtspray_sm"
"com_sfx_dustwake"
"com_sfx_exhaust_cloudcar"
"com_sfx_exhaust_jedistarfighter"
"com_sfx_exhaust_jedistarfighter_blue"
"com_sfx_exhaust_kwing"
"com_sfx_exhaust_xwing"
"com_sfx_explosion_lg"
"com_sfx_explosion_sm"
"com_sfx_explosion_xl"
"com_sfx_explosion_xs"
"com_sfx_fireflies"
"com_sfx_landmine"
"com_sfx_ord_exp"
"com_sfx_powerup_blue"
"com_sfx_powerup_red"
"com_sfx_powerup_green"
"com_sfx_buffed_poison"
"com_sfx_buffed_offense"
"com_sfx_buffed_defense"
"com_sfx_buffed_regen"
"com_sfx_buff_offense"
"com_sfx_buff_defense"
"com_sfx_buff_regen"
"com_sfx_buff_poison"
"com_sfx_hackedvehicle"
"com_sfx_inf_damage_disintergrate"
"com_sfx_inf_damage_electricity"
"com_sfx_inf_disintergrate"
"com_sfx_inf_damage_fire"
"com_sfx_inf_damage_smoke"
"com_sfx_forcechoked"
"com_sfx_forcepushed"
"com_sfx_forcepulled"
"com_sfx_mineblink_red"
"com_sfx_mineblink_gold"
"com_sfx_mineblink_green"
"com_sfx_mineblink_blue"
"com_sfx_mineblink_purple"
"com_sfx_ord_flame"
"com_sfx_protontorpedo"
"com_sfx_rainsplash"
"com_sfx_repair"
"com_sfx_sabredeflect"
"com_sfx_sabrehit"
"com_sfx_shieldimpact_sm"
"com_sfx_shieldimpact_xl"
"com_sfx_smokeplume"
"com_sfx_timebomb"
"com_sfx_vehicleflame"
"com_sfx_vehicleflame_sc"
"com_sfx_vehicleflame_speeder"
"com_sfx_vehiclesmoke"
"com_sfx_vehiclesmoke_sc"
"com_sfx_vehiclesmoke_speeder"
"com_sfx_vehiclespark"
"com_sfx_vehiclespark_sc"
"com_sfx_vehiclespark_speeder"
"com_sfx_vehicle_exp"
"com_sfx_walkerstomp"
"com_sfx_waterbulletspray"
"com_sfx_watersplash_lg"
"com_sfx_watersplash_md"
"com_sfx_watersplash_ord"
"com_sfx_watersplash_ord_lg"
"com_sfx_watersplash_ord_md"
"com_sfx_watersplash_sm"
"com_sfx_watersplash_wade"
"com_sfx_watersplash_walker"
"com_sfx_watersplash_xs"
"com_sfx_waterwake_lg"
"com_sfx_waterwake_sm"
"com_sfx_weap_arccaster"
"com_sfx_weap_bluebolt_exp_lg"
"com_sfx_weap_bluebolt_exp_md"
"com_sfx_weap_bluebolt_exp_sm"
"com_sfx_weap_bluebolt_exp_xl"
"com_sfx_weap_bolt_exp_lg"
"com_sfx_weap_bolt_exp_md"
"com_sfx_weap_bolt_exp_sm"
"com_sfx_weap_bolt_exp_xl"
"com_sfx_weap_con_exp_lg"
"com_sfx_weap_con_exp_md"
"com_sfx_weap_con_exp_sm"
"com_sfx_weap_con_exp_xl"
"com_sfx_weap_empmortar_ord"
"com_sfx_weap_emp_exp_lg"
"com_sfx_weap_emp_exp_md"
"com_sfx_weap_emp_exp_sm"
"com_sfx_weap_emp_exp_xl"
"com_sfx_weap_flame_exp_lg"
"com_sfx_weap_flame_exp_md"
"com_sfx_weap_flame_exp_sm"
"com_sfx_weap_flame_exp_xl"
"com_sfx_weap_greenbolt_exp_lg"
"com_sfx_weap_greenbolt_exp_md"
"com_sfx_weap_greenbolt_exp_sm"
"com_sfx_weap_greenbolt_exp_xl"
"com_sfx_weap_grenade_blue"
"com_sfx_weap_grenade_emp_exp"
"com_sfx_weap_grenade_gold"
"com_sfx_weap_grenade_green"
"com_sfx_weap_grenade_radiation_exp"
"com_sfx_weap_grenade_red"
"com_sfx_weap_grenade_schrap_exp"
"com_sfx_weap_grenade_thermal"
"com_sfx_weap_grenade_thermal_exp"
"com_sfx_weap_incinerate_ord"
"com_sfx_weap_incinerate_ord_exp"
"com_sfx_lightning"
"com_sfx_weap_mortartrail_blue"
"com_sfx_weap_mortartrail_red"
"com_sfx_weap_mortartrail_yellow"
"com_sfx_weap_orangebolt_exp_lg"
"com_sfx_weap_orangebolt_exp_md"
"com_sfx_weap_orangebolt_exp_sm"
"com_sfx_weap_orangebolt_exp_xl"
"com_sfx_weap_purplebolt_exp_lg"
"com_sfx_weap_purplebolt_exp_md"
"com_sfx_weap_purplebolt_exp_sm"
"com_sfx_weap_purplebolt_exp_xl"
"com_sfx_weap_rad_exp_lg"
"com_sfx_weap_rad_exp_md"
"com_sfx_weap_rad_exp_sm"
"com_sfx_weap_rad_exp_xl"
"com_sfx_weap_redbolt_exp_lg"
"com_sfx_weap_redbolt_exp_md"
"com_sfx_weap_redbolt_exp_sm"
"com_sfx_weap_redbolt_exp_xl"
"com_sfx_weap_rockettrail"
"com_sfx_weap_rockettrail_blue"
"com_sfx_weap_rockettrail_gold"
"com_sfx_weap_rockettrail_green"
"com_sfx_weap_rockettrail_purple"
"com_sfx_weap_seismiccharge"
"com_sfx_weap_shiplaser_exp_lg"
"com_sfx_weap_shiplaser_exp_md"
"com_sfx_weap_shiplaser_exp_sm"
"com_sfx_weap_spyrifle_ord"
"com_sfx_weap_timebomb"
"com_sfx_weap_yellowbolt_exp_lg"
"com_weap_overheat"
"com_sfx_muzzleflash_lg"
}

REQN
{
"animbank"
"human"
"humanfp"
"humanlz"
}

REQN
{
"model"
"all_weap_inf_thermaldetonator"
"cis_weap_inf_thermaldetonator"
"imp_weap_inf_thermaldetonator"
"rep_weap_inf_thermaldetonator"
"com_weap_inf_thermaldetonator"
"com_item_powerup_dual"
"com_weap_inf_grenadethermal"
"com_weap_inf_grenadethermal_ord"
"com_1st_weap_inf_grenadethermal"
"com_weap_inf_torpedo"
"com_1st_weap_inf_torpedo"
"com_weap_inf_medkit"
"com_weap_inf_repairkit"
"com_weap_missile"
"com_bldg_controlzone"
"com_bldg_ctfbase_redteam"
"com_bldg_ctfbase_greenteam"
"com_bldg_ctfbase"
"com_bldg_inf_defenseturret"
"com_icon_alliance"
"com_icon_imperial"
"com_icon_republic"
"com_icon_CIS"
"com_icon_swap"
"com_weap_probedroid"
"com_smallchunk1"
"com_mediumchunk1"
"com_weap_inf_landmine"
"com_weap_inf_seismic_mine"
"com_weap_inf_detpack"
"coll_drive"
"com_sfx_muzzleflash"
"com_prop_buildzone"
"shell_cube"
"com_weap_inf_binoculars"
"hud_arrow"
"hud_map_fov"
"hud_large_map_fov"
"hud_main_reticule"
"hud_main_reticule_bullseye"
"hud_main_reticule_hit"
"hud_main_reticule_outline"
"hud_main_reticule_criticalhit"
"hud_main_reticule_rocketlockon_active"
"hud_energybar_frame_front"
"hud_energybar_frame_back"
"hud_jetpackbar_frame_front"
"hud_jetpackbar_frame_back"
"hud_vehicle_seatingchart_ai_icon"
"hud_vehicle_seatingchart_empty_icon"
"hud_vehicle_seatingchart_player1_icon"
"hud_weapon_backdrop"
"hud_weapon2_backdrop"
"hud_thermaldetonator"
"hud_detpack_plunger"
"hud_vehicle_lasers"
"hud_vehicle_bombs"
"hud_vehicle_chaingun"
"hud_vehicle_guided_rocket"
"hud_vehicle_flak"
"hud_vehicle_missile"
"hud_vehicle_mortar"
"hud_vehicle_stingers"
"hud_vehicle_recoiless"
"hud_vehicle_torpedo"
"hud_vehicle_beam_cannon"
"hud_hint_backdrop"
"hud_healthbar_frame"
"hud_tooltips_frame"
"hud_infinite_ammo_icon"
"hud_lightsaber"
"hud_force_choke"
"hud_force_saberthrow"
"hud_force_pull"
"hud_force_push"
"hud_force_lightning"
"hud_poison"
"hud_rage"
"hud_rep_weap_defense_buff_icon"
"hud_health_regen"
"cer_prop_sholocron"
"cer_prop_sholocron_carried"
"cer_prop_jholocron"
"cer_prop_jholocron_carried"
"com_inf_healthdrop"
"com_inf_multipack"
"imp_inf_ammodrop"
"hud_cerf_reticule"
"cer_hud_backdrop"
}

REQN
{
"class"
"cer_item_jholocron"
"cer_item_sholocron"
"cer_item_powerup_dual"
"cer_item_powerup_health25"
"cer_item_powerup_health100"
"cer_item_powerup_ammo"
"com_item_vehicle_spawn"
"com_item_powerup_ammo"
"com_item_powerup_health100"
"com_item_powerup_health25"
"com_item_powerup_dual"
"com_item_powerup_offense"
"com_item_powerup_defense"
"com_item_powerup_energy"
"com_item_weaponrecharge"
"com_item_weaponrecharge_unbuilt"
"com_item_hero_healthrecharge"
"com_item_healthrecharge"
"com_item_healthrecharge_unbuilt"
"com_item_flag"
"com_item_flag_all_carried"
"com_item_flag_cis_carried"
"com_item_flag_imp_carried"
"com_item_flag_rep_carried"
"com_item_null"
"com_item_holocron"
"com_item_flag_all"
"com_item_flag_cis"
"com_item_flag_imp"
"com_item_flag_rep"
"com_prop_barrier_01"
"com_weap_ord_exp"
"com_snd_amb_streaming"
"com_snd_amb_static"
"com_bldg_controlzone"
"com_bldg_controlzone_ctf"
"com_bldg_untakeable_controlzone"
"com_bldg_ctfbase_greenteam"
"com_bldg_ctfbase_redteam"
"com_bldg_ctfbase"
"com_bldg_invisible_controlzone"
"com_bldg_major_controlzone"
"com_bldg_inf_defenseturret"
"com_weap_inf_seismic_mine"
"com_prop_buildzone"
"com_weap_inf_landmine_placed"
"com_weap_inf_landmine"
"com_weap_inf_empmine"
"com_prop_barrier_02"
"com_prop_cratemd_01"
"com_prop_barrel"
"com_prop_cratelg_01"
"com_holo_trap"
"com_inv_col_8"
"com_inv_col_16"
"com_inv_col_32"
"com_inv_col_64"
"com_inf_default"
"com_weap_inf_force_lightning"
"com_weap_inf_force_pull"
"com_weap_inf_force_push"
}

REQN
{
"config"
"hudtransforms"
"1playerhud"
}
}

Re: HUD change..

Posted: Thu Sep 15, 2011 11:48 am
by DarthD.U.C.K.
its impossible to modify the hud through a local ingame.lvl, th icons will either be duplicated or not modified. all you can do is replace he global ingame.lvl but then it will loose the 1.3 patch features...a real bummer

Re: HUD change..

Posted: Thu Sep 15, 2011 1:43 pm
by Cerfon Rournes
That is fine. How do I do it? :D

Re: HUD change..

Posted: Thu Sep 15, 2011 1:47 pm
by DarthD.U.C.K.
you mean how to replace the global ingame.lvl? you rename the ingame.lvl in gamedata\lvl_pc\ and paste yours in there.
if you keep everything in the ingame.lvl thats in your maps lvl_pv folder, it will work.

Re: HUD change..

Posted: Thu Sep 15, 2011 3:08 pm
by Cerfon Rournes
That worked, thanks. I have a custom hud fully working. :D However, I have one question. Doing that removed the mini map (m key). Anyone know why this happened?/How it can be fixed?
EDIT
Just ran bf2 log, got many of these..
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Util\RedSceneObject.cpp(93)
RedSceneObject: SetRenderRadius(418087.81) out of range
Any clue about that?

Re: HUD change..

Posted: Thu Sep 15, 2011 4:24 pm
by DarthD.U.C.K.
as far as i remember i didnt get these when replacing the ingame.lvl and the minimap worked normally. what changes did you make to the hudfiles and did you remove anything from the ingame.req?

Re: HUD change..

Posted: Thu Sep 15, 2011 4:38 pm
by Cerfon Rournes
I didn't make any changes that edited the mini map In the .hud files. (I did change a great deal of other stuff tho :P ) The only thing I took out of the ingame.req was the fakeconsole line.
Ingame
Hidden/Spoiler:
ucft
{
REQN
{
"script"
"points"
"ifs_sideselect"
"ifs_charselect"
"ifs_mapselect"
"ifs_readyselect"
"game_interface"
}

REQN
{
"script"
"platform=xbox"
}

REQN
{
"script"
"platform=pc"
"ifs_pc_spawnselect"
"ifs_pc_spectator"
}

REQN
{
"texture"
"leaf"
"lightglow"
"lightsabreglow"
"statsscreens_bg"
"ambush_icon"
"blank_icon"
"bluelaser_l"
"blurmask"
"com_icon_ctfflag_all_imp"
"com_icon_ctfflag_rep_cis"
"com_sfx_laser_blue"
"com_sfx_laser_green"
"com_sfx_laser_orange"
"com_sfx_laser_purple"
"com_sfx_laser_red"
"com_sfx_laser_yellow"
"combatspeeder_icon"
"flag_team_carried"
"flag_carried"
"flag_dropped"
"flag_icon"
"fluffy"
"fx_godray"
"fx_snow"
"fx_splash"
"fxrippl1"
"greenlaser_l"
"hud_active_repair_icon"
"hud_blockaderunner_icon"
"hud_clipbar_segment"
"hud_dest_icon"
"hud_detpack_plunger"
"hud_flag_icon"
"hud_flag_timer"
"hud_herobar_saberhilt"
"hud_jetpack_and_energybar_blankfill"
"hud_jetpack_and_energybar_fill"
"hud_map_northpointer"
"hud_map_raster"
"hud_ministardestroyer_icon"
"hud_notallowed"
"hud_objective_icon"
"hud_objective_icon_circle"
"hud_objective_icon_hidden"
"hud_objective_icon_offscreen"
"hud_target_hidden"
"hud_target_hint_hidden"
"hud_target_hint_onscreen"
"hud_target_flag_onscreen"
"hud_target_onscreen"
"hud_target_pointer"
"hud_target_pointer_solid"
"hud_herobar_saberglow"
"hud_reinforcement_icon"
"hud_secondary_refire_segment"
"hud_threshold_tickmark"
"hud_infinite_ammo_icon"
"hud_player_captured_flag"
"hud_poison"
"hud_player_captured_flag"
"hud_proton_bomb"
"hud_black"
"hud_white"
"hud_vehicle_beam_cannon"
"hud_rep_weap_defense_buff_icon"
"map_mask"
"noise"
"player_icon"
"player_shadow"
"qos_veryverybad"
"redlaser_1"
"spacedust1"
"spray"
"tauntaun_kaadu_icon"
"Tooltips_BorderBox"
"troop_icon"
"turret_icon"
"walker_icon"
"weapon_scope"
"weapon_scope2"
"weapon_scope3"
"weapon_scope4"
"whitecircle"
"cer_prop_sholocron"
"cer_prop_jholocron"
"com_multi-pack"
"red_button"
"black_black"
"imp_inf_trooper_pack"
"cer_hud_black"
"cer_hud_cross"
"cer_hud_darkergrey"
"cer_hud_darkgrey"
"cer_hud_greystuff"
"cer_hud_silver"
"mus1_map"
}

REQN
{
"texture"
"platform=xbox"
"fx_ringbump"
}

REQN
{
"texture"
"platform=pc"
"fx_ringbump"
}

REQN
{
"config"
"SoldierAnimation"
"com_sfx_weap_sc_exp_sm"
"com_sfx_weap_sc_exp_md"
"com_sfx_weap_sc_exp_lg"
"com_sfx_weap_sc_exp_xl"
"com_sfx_weap_detpack_exp"
"com_sfx_weap_beam_exp"
"com_sfx_weap_beam_exp_sm"
"com_sfx_weap_beam_exp_md"
"com_sfx_weap_beam_exp_lg"
"com_sfx_weap_beam_exp_xl"
"com_sfx_weap_flamethrower_ord"
"com_sfx_weap_remotedroid_exp"
"com_sfx_weap_remotedroidcharge2"
"com_sfx_chargeup"
"com_sfx_chunksmolder"
"com_sfx_chunktrail"
"com_sfx_chunktrail_sm"
"com_sfx_chunktrail_xs"
"com_sfx_contrail"
"com_sfx_dirtspray_lg"
"com_sfx_dirtspray_sm"
"com_sfx_dustwake"
"com_sfx_exhaust_cloudcar"
"com_sfx_exhaust_jedistarfighter"
"com_sfx_exhaust_jedistarfighter_blue"
"com_sfx_exhaust_kwing"
"com_sfx_exhaust_xwing"
"com_sfx_explosion_lg"
"com_sfx_explosion_sm"
"com_sfx_explosion_xl"
"com_sfx_explosion_xs"
"com_sfx_fireflies"
"com_sfx_landmine"
"com_sfx_ord_exp"
"com_sfx_powerup_blue"
"com_sfx_powerup_red"
"com_sfx_powerup_green"
"com_sfx_buffed_poison"
"com_sfx_buffed_offense"
"com_sfx_buffed_defense"
"com_sfx_buffed_regen"
"com_sfx_buff_offense"
"com_sfx_buff_defense"
"com_sfx_buff_regen"
"com_sfx_buff_poison"
"com_sfx_hackedvehicle"
"com_sfx_inf_damage_disintergrate"
"com_sfx_inf_damage_electricity"
"com_sfx_inf_disintergrate"
"com_sfx_inf_damage_fire"
"com_sfx_inf_damage_smoke"
"com_sfx_forcechoked"
"com_sfx_forcepushed"
"com_sfx_forcepulled"
"com_sfx_mineblink_red"
"com_sfx_mineblink_gold"
"com_sfx_mineblink_green"
"com_sfx_mineblink_blue"
"com_sfx_mineblink_purple"
"com_sfx_ord_flame"
"com_sfx_protontorpedo"
"com_sfx_rainsplash"
"com_sfx_repair"
"com_sfx_sabredeflect"
"com_sfx_sabrehit"
"com_sfx_shieldimpact_sm"
"com_sfx_shieldimpact_xl"
"com_sfx_smokeplume"
"com_sfx_timebomb"
"com_sfx_vehicleflame"
"com_sfx_vehicleflame_sc"
"com_sfx_vehicleflame_speeder"
"com_sfx_vehiclesmoke"
"com_sfx_vehiclesmoke_sc"
"com_sfx_vehiclesmoke_speeder"
"com_sfx_vehiclespark"
"com_sfx_vehiclespark_sc"
"com_sfx_vehiclespark_speeder"
"com_sfx_vehicle_exp"
"com_sfx_walkerstomp"
"com_sfx_waterbulletspray"
"com_sfx_watersplash_lg"
"com_sfx_watersplash_md"
"com_sfx_watersplash_ord"
"com_sfx_watersplash_ord_lg"
"com_sfx_watersplash_ord_md"
"com_sfx_watersplash_sm"
"com_sfx_watersplash_wade"
"com_sfx_watersplash_walker"
"com_sfx_watersplash_xs"
"com_sfx_waterwake_lg"
"com_sfx_waterwake_sm"
"com_sfx_weap_arccaster"
"com_sfx_weap_bluebolt_exp_lg"
"com_sfx_weap_bluebolt_exp_md"
"com_sfx_weap_bluebolt_exp_sm"
"com_sfx_weap_bluebolt_exp_xl"
"com_sfx_weap_bolt_exp_lg"
"com_sfx_weap_bolt_exp_md"
"com_sfx_weap_bolt_exp_sm"
"com_sfx_weap_bolt_exp_xl"
"com_sfx_weap_con_exp_lg"
"com_sfx_weap_con_exp_md"
"com_sfx_weap_con_exp_sm"
"com_sfx_weap_con_exp_xl"
"com_sfx_weap_empmortar_ord"
"com_sfx_weap_emp_exp_lg"
"com_sfx_weap_emp_exp_md"
"com_sfx_weap_emp_exp_sm"
"com_sfx_weap_emp_exp_xl"
"com_sfx_weap_flame_exp_lg"
"com_sfx_weap_flame_exp_md"
"com_sfx_weap_flame_exp_sm"
"com_sfx_weap_flame_exp_xl"
"com_sfx_weap_greenbolt_exp_lg"
"com_sfx_weap_greenbolt_exp_md"
"com_sfx_weap_greenbolt_exp_sm"
"com_sfx_weap_greenbolt_exp_xl"
"com_sfx_weap_grenade_blue"
"com_sfx_weap_grenade_emp_exp"
"com_sfx_weap_grenade_gold"
"com_sfx_weap_grenade_green"
"com_sfx_weap_grenade_radiation_exp"
"com_sfx_weap_grenade_red"
"com_sfx_weap_grenade_schrap_exp"
"com_sfx_weap_grenade_thermal"
"com_sfx_weap_grenade_thermal_exp"
"com_sfx_weap_incinerate_ord"
"com_sfx_weap_incinerate_ord_exp"
"com_sfx_lightning"
"com_sfx_weap_mortartrail_blue"
"com_sfx_weap_mortartrail_red"
"com_sfx_weap_mortartrail_yellow"
"com_sfx_weap_orangebolt_exp_lg"
"com_sfx_weap_orangebolt_exp_md"
"com_sfx_weap_orangebolt_exp_sm"
"com_sfx_weap_orangebolt_exp_xl"
"com_sfx_weap_purplebolt_exp_lg"
"com_sfx_weap_purplebolt_exp_md"
"com_sfx_weap_purplebolt_exp_sm"
"com_sfx_weap_purplebolt_exp_xl"
"com_sfx_weap_rad_exp_lg"
"com_sfx_weap_rad_exp_md"
"com_sfx_weap_rad_exp_sm"
"com_sfx_weap_rad_exp_xl"
"com_sfx_weap_redbolt_exp_lg"
"com_sfx_weap_redbolt_exp_md"
"com_sfx_weap_redbolt_exp_sm"
"com_sfx_weap_redbolt_exp_xl"
"com_sfx_weap_rockettrail"
"com_sfx_weap_rockettrail_blue"
"com_sfx_weap_rockettrail_gold"
"com_sfx_weap_rockettrail_green"
"com_sfx_weap_rockettrail_purple"
"com_sfx_weap_seismiccharge"
"com_sfx_weap_shiplaser_exp_lg"
"com_sfx_weap_shiplaser_exp_md"
"com_sfx_weap_shiplaser_exp_sm"
"com_sfx_weap_spyrifle_ord"
"com_sfx_weap_timebomb"
"com_sfx_weap_yellowbolt_exp_lg"
"com_weap_overheat"
"com_sfx_muzzleflash_lg"
}

REQN
{
"animbank"
"human"
"humanfp"
"humanlz"
}

REQN
{
"model"
"all_weap_inf_thermaldetonator"
"cis_weap_inf_thermaldetonator"
"imp_weap_inf_thermaldetonator"
"rep_weap_inf_thermaldetonator"
"com_weap_inf_thermaldetonator"
"com_item_powerup_dual"
"com_weap_inf_grenadethermal"
"com_weap_inf_grenadethermal_ord"
"com_1st_weap_inf_grenadethermal"
"com_weap_inf_torpedo"
"com_1st_weap_inf_torpedo"
"com_weap_inf_medkit"
"com_weap_inf_repairkit"
"com_weap_missile"
"com_bldg_controlzone"
"com_bldg_ctfbase_redteam"
"com_bldg_ctfbase_greenteam"
"com_bldg_ctfbase"
"com_bldg_inf_defenseturret"
"com_icon_alliance"
"com_icon_imperial"
"com_icon_republic"
"com_icon_CIS"
"com_icon_swap"
"com_weap_probedroid"
"com_smallchunk1"
"com_mediumchunk1"
"com_weap_inf_landmine"
"com_weap_inf_seismic_mine"
"com_weap_inf_detpack"
"coll_drive"
"com_sfx_muzzleflash"
"com_prop_buildzone"
"shell_cube"
"com_weap_inf_binoculars"
"hud_arrow"
"hud_map_fov"
"hud_large_map_fov"
"hud_main_reticule"
"hud_main_reticule_bullseye"
"hud_main_reticule_hit"
"hud_main_reticule_outline"
"hud_main_reticule_criticalhit"
"hud_main_reticule_rocketlockon_active"
"hud_energybar_frame_front"
"hud_energybar_frame_back"
"hud_jetpackbar_frame_front"
"hud_jetpackbar_frame_back"
"hud_vehicle_seatingchart_ai_icon"
"hud_vehicle_seatingchart_empty_icon"
"hud_vehicle_seatingchart_player1_icon"
"hud_weapon_backdrop"
"hud_weapon2_backdrop"
"hud_thermaldetonator"
"hud_detpack_plunger"
"hud_vehicle_lasers"
"hud_vehicle_bombs"
"hud_vehicle_chaingun"
"hud_vehicle_guided_rocket"
"hud_vehicle_flak"
"hud_vehicle_missile"
"hud_vehicle_mortar"
"hud_vehicle_stingers"
"hud_vehicle_recoiless"
"hud_vehicle_torpedo"
"hud_vehicle_beam_cannon"
"hud_hint_backdrop"
"hud_healthbar_frame"
"hud_tooltips_frame"
"hud_infinite_ammo_icon"
"hud_lightsaber"
"hud_force_choke"
"hud_force_saberthrow"
"hud_force_pull"
"hud_force_push"
"hud_force_lightning"
"hud_poison"
"hud_rage"
"hud_rep_weap_defense_buff_icon"
"hud_health_regen"
"cer_prop_sholocron"
"cer_prop_sholocron_carried"
"cer_prop_jholocron"
"cer_prop_jholocron_carried"
"com_inf_healthdrop"
"com_inf_multipack"
"imp_inf_ammodrop"
"hud_cerf_reticule"
"cer_hud_backdrop"
}

REQN
{
"class"
"cer_item_jholocron"
"cer_item_sholocron"
"cer_item_powerup_dual"
"cer_item_powerup_health25"
"cer_item_powerup_health100"
"cer_item_powerup_ammo"
"com_item_vehicle_spawn"
"com_item_powerup_ammo"
"com_item_powerup_health100"
"com_item_powerup_health25"
"com_item_powerup_dual"
"com_item_powerup_offense"
"com_item_powerup_defense"
"com_item_powerup_energy"
"com_item_weaponrecharge"
"com_item_weaponrecharge_unbuilt"
"com_item_hero_healthrecharge"
"com_item_healthrecharge"
"com_item_healthrecharge_unbuilt"
"com_item_flag"
"com_item_flag_all_carried"
"com_item_flag_cis_carried"
"com_item_flag_imp_carried"
"com_item_flag_rep_carried"
"com_item_null"
"com_item_holocron"
"com_item_flag_all"
"com_item_flag_cis"
"com_item_flag_imp"
"com_item_flag_rep"
"com_prop_barrier_01"
"com_weap_ord_exp"
"com_snd_amb_streaming"
"com_snd_amb_static"
"com_bldg_controlzone"
"com_bldg_controlzone_ctf"
"com_bldg_untakeable_controlzone"
"com_bldg_ctfbase_greenteam"
"com_bldg_ctfbase_redteam"
"com_bldg_ctfbase"
"com_bldg_invisible_controlzone"
"com_bldg_major_controlzone"
"com_bldg_inf_defenseturret"
"com_weap_inf_seismic_mine"
"com_prop_buildzone"
"com_weap_inf_landmine_placed"
"com_weap_inf_landmine"
"com_weap_inf_empmine"
"com_prop_barrier_02"
"com_prop_cratemd_01"
"com_prop_barrel"
"com_prop_cratelg_01"
"com_holo_trap"
"com_inv_col_8"
"com_inv_col_16"
"com_inv_col_32"
"com_inv_col_64"
"com_inf_default"
"com_weap_inf_force_lightning"
"com_weap_inf_force_pull"
"com_weap_inf_force_push"
}

REQN
{
"config"
"hudtransforms"
"1playerhud"
}
}
Lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
UnblockPlanningGraphArcs("Connection74")
DisableBarriers("1")
--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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}

--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

SetUberMode(1);

PlayAnimRise()
DisableBarriers("BALCONEY")
DisableBarriers("bALCONEY2")
DisableBarriers("hallway_f")
DisableBarriers("hackdoor")
DisableBarriers("outside")

OnObjectRespawnName(PlayAnimRise, "DingDong");
OnObjectKillName(PlayAnimDrop, "DingDong");
EnableSPHeroRules()

end
--START BRIDGEWORK!

-- OPEN
function PlayAnimDrop()
PauseAnimation("lava_bridge_raise");
RewindAnimation("lava_bridge_drop");
PlayAnimation("lava_bridge_drop");

-- prevent the AI from running across it
BlockPlanningGraphArcs("Connection82");
BlockPlanningGraphArcs("Connection83");
EnableBarriers("Bridge");

end
-- CLOSE
function PlayAnimRise()
PauseAnimation("lava_bridge_drop");
RewindAnimation("lava_bridge_raise");
PlayAnimation("lava_bridge_raise");


-- allow the AI to run across it
UnblockPlanningGraphArcs("Connection82");
UnblockPlanningGraphArcs("Connection83");
DisableBarriers("Bridge");

end
function ScriptInit()
StealArtistHeap(64*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3600000)

ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")

ReadDataFile("sound\\mus.lvl;mus1gcw")

--SetMaxFlyHeight(43)
--SetMaxPlayerFlyHeight (43)

EnableAIAutoBalance()

SetTeamAggressiveness(IMP, 0.75)
SetTeamAggressiveness(REP, 0.75)

SetAIDifficulty(9, 9)

ReadDataFile("SIDE\\all.lvl")

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")

ReadDataFile("dc:SIDE\\rep.lvl",
"all_hero_luke_jedi")

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

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_hero_emperor")



-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize("EntityCloth", 34)
SetMemoryPoolSize("EntitySoundStatic", 133)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("Weapon", 260)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize ("SoldierAnimation", 800)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2000)
SetMemoryPoolSize ("ParticleTransformer::SizeTransf", 2000)

SetupTeams{

rep={
team = REP,
units = 28,
reinforcements = 350,
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},

},

imp={
team = IMP,
units = 28,
reinforcements = 350,
soldier = {"imp_inf_rifleman",7, 25},
assault = {"imp_inf_rocketeer",1, 4},
engineer = {"imp_inf_engineer",1, 4},
sniper = {"imp_inf_sniper",1, 4},
officer = {"imp_inf_officer",1, 4},
special = {"imp_inf_dark_trooper",1, 4},


}
}

SetHeroClass(REP, "all_hero_luke_jedi")
SetHeroClass(IMP, "imp_hero_emperor")

SetSpawnDelay(10.0, 0.25)
-- AddDeathRegion("deathregion")
ReadDataFile("dc:MFU\\mus1.lvl", "mus1_conquest")
SetDenseEnvironment("false")
SetMaxFlyHeight(84.16)
SetMaxPlayerFlyHeight(84.16)
--SetStayInTurrets(1)
AISnipeSuitabilityDist(30)


-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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("dc:sound\\tfu.lvl", "tfugcw_music")
OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\mus.lvl", "mus1")
OpenAudioStream("sound\\mus.lvl", "mus1")
-- OpenAudioStream("sound\\mus.lvl", "mus1_emt")

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

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

SetOutOfBoundsVoiceOver(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")

SetAmbientMusic(REP, 1.0, "cis_kam_amb_start", 0,1)
SetAmbientMusic(IMP, 1.0, "cis_kam_amb_start", 0,1)


SetVictoryMusic(REP, "rep_kam_amb_victory")
SetDefeatMusic (REP, "rep_kam_amb_victory")
SetVictoryMusic(IMP, "cis_kam_amb_victory")
SetDefeatMusic (IMP, "cis_kam_amb_victory")

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


SetAttackingTeam(ATT)


AddCameraShot(0.446393, -0.064402, -0.883371, -0.127445, -93.406929, 72.953865, -35.479401);

AddCameraShot(-0.297655, 0.057972, -0.935337, -0.182169, -2.384067, 71.165306, 18.453350);

AddCameraShot(0.972488, -0.098362, 0.210097, 0.021250, -42.577881, 69.453072, 4.454691);

AddCameraShot(0.951592, -0.190766, -0.236300, -0.047371, -44.607018, 77.906273, 113.228661);

AddCameraShot(0.841151, -0.105984, 0.526154, 0.066295, 109.567764, 77.906273, 7.873035);

AddCameraShot(0.818472, -0.025863, 0.573678, 0.018127, 125.781593, 61.423031, 9.809184);

AddCameraShot(-0.104764, 0.000163, -0.994496, -0.001550, -13.319855, 70.673264, 63.436607);

AddCameraShot(0.971739, 0.102058, 0.211692, -0.022233, -5.680069, 68.543945, 57.904160);

AddCameraShot(0.178437, 0.004624, -0.983610, 0.025488, -66.947433, 68.543945, 6.745875);

AddCameraShot(-0.400665, 0.076364, -0896894, -0.170941, 96.201210, 79.913033, -58.604382)
end
As you can see, the mus1_map texture is not showing up.
Hidden/Spoiler:
Image