Hello all,
I'm new to modding SWBF2 and I have been trying to create my own skin pack for a little while now. I've been using Fierfek's modding tutorial to start and believe that to be very good, but I've encountered a problem. I have edited the .tga files like I was supposed to and edited the .lua to have a "dc:" (without quotes). I'm not making any weapon changes, so I never modified any of the .odf files. After I munge and start the game to load the map, the game crashes when the map is about 50% done loading. My guess is that I've just been negligent and have made a dumb mistake somewhere down the road. Perhaps I missed a step? If anyone can help, thanks- I appreciate it more than you'd think.
P.S. I'm sorry if I created a useless topic, I went through all of the mod tools documentation and the other topics listed, and found nothing can lead me to my mistake(s).
Re: Dumb Mistake
Posted: Tue Jun 24, 2014 11:57 am
by DrDrSheldonLeeCooper
Question #4 - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - The BF2_modtools.exe is the debug executable, copy it from C:\BF2_ModTools and paste it in the same folder as your BattlefrontII.exe, usually:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
you can launch BF2_modtools.exe and play your map then exit or let it crash to generate a BFront2.log located in that same folder.
If you encounter a "Please insert CD 1" dialog or have the DVD or digital download version of SWBF2 use https://dl.dropbox.com/u/38430663/SWBF2 ... _NoDVD.exe modified BF2_modtools.exe
If you "installed" it post your Error Log please
Re: Dumb Mistake
Posted: Tue Jun 24, 2014 12:05 pm
by Hill400
Question #4 - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - The BF2_modtools.exe is the debug executable, copy it from C:\BF2_ModTools and paste it in the same folder as your BattlefrontII.exe, usually:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
you can launch BF2_modtools.exe and play your map then exit or let it crash to generate a BFront2.log located in that same folder.
If you encounter a "Please insert CD 1" dialog or have the DVD or digital download version of SWBF2 use https://dl.dropbox.com/u/38430663/SWBF2 ... _NoDVD.exe modified BF2_modtools.exe
If you "installed" it post your Error Log please
Is that relevant? That seems unrelated to my question, but I suppose I could be wrong...
Re: Dumb Mistake
Posted: Tue Jun 24, 2014 1:29 pm
by Maveritchell
It's mostly unrelated. He's - in a roundabout way - asking you to post the BFront2.log file generated when you run your mission (using the BF2_modtools.exe game build). That helps assess errors with a mod.
Re: Dumb Mistake
Posted: Wed Jun 25, 2014 3:28 pm
by Hill400
Okay here's the log. Thanks for your time & help!
Hidden/Spoiler:
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
Re: Dumb Mistake
Posted: Wed Jun 25, 2014 7:40 pm
by MileHighGuy
That's the munge log. You need the error log described in Mav's post.
Re: Dumb Mistake
Posted: Thu Jun 26, 2014 8:53 pm
by Hill400
I'm sorry, I'm lost. Where exactly should I go and what should I show? I'm not sure what other log there would be in my _BUILD folder of my map, without going into another folder. I'm confused and couldn't be more apologetic.
Re: Dumb Mistake
Posted: Thu Jun 26, 2014 8:58 pm
by MileHighGuy
there is a bf2_modtools.exe that came with the mod tools. find that and move it to you game's gamedata folder. run your game with that .exe and replicate the crash. it will generate a Bfront2.log. that contains the info you need. if it doesn't show up in gamedata then it might be in C:\Users\yourusername\AppData\Local\VirtualStore\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData
no worries, everyone starts somewhere
also, make sure to save without RLE compression when editing tga files
Re: Dumb Mistake
Posted: Sat Jun 28, 2014 1:35 pm
by Hill400
Thanks so much for your help. Unfortunately I won't be able to post until this Saturday, but I wanted to thank you for your help and consideration. I'll try to do so as soon as I can.
EDIT
Ok, thanks again for help and patience. I hope this it.
Hidden/Spoiler:
Opened logfile BFront2.log 2014-06-28 1331
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: Found custom_gc_1.lvl
custom_gc_1: Entered
ifs_freeform_init_bgc1.lua
ifs_freeform_start_bgc1.lua
custom_gc_1: Taking control of custom_GetGCButtonList()...
custom_gc_1: Taking control of custom_PressedGCButton()...
custom_gc_1: Exited
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: No custom_gc_11.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_1: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_1: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 04B7116C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: AAB<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 04B76B8C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: AABc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value. This fixes the Leia bug.
user_script_10: No user_script_11.lvl. Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found
Re: Dumb Mistake
Posted: Sat Jun 28, 2014 1:40 pm
by MileHighGuy
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found
Severity 3's are usually the cause of crashes. This is most likely it. did you remember to copy the common side from the assets and munge it along with you custom side?
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found
Are you sure you copied the common folder in assets/ sides too to your side folder?
Re: Dumb Mistake
Posted: Sat Jun 28, 2014 4:35 pm
by Hill400
You guys were right- I hadn't copied the common folder in, thanks! It's working fine and I really appreciate your help! I guess I was right, it was just a dumb mistake.