Map Crashing, HELP!!!

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0Anonymous0
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Map Crashing, HELP!!!

Post by 0Anonymous0 »

I'm making a map with jedi and sith custom sides, I did a test with one of my sith classes :maulsaber:, it finished, got to the sides chooser thing, than crashed, I didn't even click or moved the mouse, just watched. Heres the only log message severity 3 error I could find:
Hidden/Spoiler:
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_doublesabre_stand_attack2c(_upper)
[Hide]


I searched modtools for this animation and only found the munge files human_doublesabre :eek:. It seem that the nessecary file has vanished :faint:. If that is my problem can someone upload the file, I really want to continue on the map, and I don't want to have to redownload modtools
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Re: Map Crashing, HELP!!!

Post by StarkillerMarek »

How did you make the custom sides?
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Re: Map Crashing, HELP!!!

Post by 0Anonymous0 »

Sorry I took a while to post :oops:. I followed this http://www.gametoast.com/forums/viewtop ... 27&t=12729 (click) tutorial.
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StarkillerMarek
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Re: Map Crashing, HELP!!!

Post by StarkillerMarek »

Were you trying to make the sith from the JED side, exactly how it is?
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Re: Map Crashing, HELP!!!

Post by 0Anonymous0 »

I created a folder side folder called SER with odf, msh, req, and munged. I put the following files in each folder.

odf: sit_weap_doublesaber.odf, jed_inf_sith_cape.odf, jed_sith_01.odf, cis_hero_darthmaul.combo

msh: jed_inf_sith.msh, jed_inf_sith_low1.msh, jed_inf_sith01.tga, jed_inf_sith_cape.tga, cis_weap_inf_doublesabre.msh, cis_weap_inf_doublesabre.msh.option, jed_inf_sith.msh.option, jed_inf_sith_low1.msh.option, jed_inf_sith01.tga.option, jed_inf_sith_cape.tga.option, redlightsabre.tga, redlightsabre.tga.option

req: jed_sith_01.req

munged: human_doublesabre.anims, human_doublesabre.zaabin, human_doublesabre.zafbin



Yah, that was fun. All that and a .req file called SER that reads:
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"jed_sith_01"
}
}


And last but not least my edited LUA MAPc_con

Hidden/Spoiler:
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("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("dc:SIDE\\ser.lvl",
"jed_sith_01")


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},

}
}

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

AddUnitClass(CIS, "jed_sith_01",2, 5)
Thats everything, I think :runaway:
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Re: Map Crashing, HELP!!!

Post by Xavious »

You created a SER folder in your data_modID\_Build\Sides folder and copied over the munge.bat and clean.bat from another side's folder there, correct? If not, do that.

Also, try adding this line to your Sith's odf under properties, if it isn't there already.

Code: Select all

AnimationName = "maul"
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Re: Map Crashing, HELP!!!

Post by 0Anonymous0 »

<Goes off to munge>

Game no longer crashes YAY!

New problem
I followed Xavious' advice and added the script line, I then played and my sith came up as darth maul, class name, skin, shrinking lightsaber and all. I haave no level 3 errors but a few unusual level 2 layers
Hidden/Spoiler:
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Graphics\Pc\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1042

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_anakin
uf_updateClassIndex(): Added class: jed_sith_01
utility_functions2: ReadDataFile(): This map's code, mode: kor kor_conquest

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format



Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 420
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
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Re: Map Crashing, HELP!!!

Post by Fiodis »

What do you mean by "shrinking lightsaber"?

Now, about the errors, these types:

Code: Select all

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051
are oddities in that they won't go away even after you fill them in your LUA. My advice is to leave it alone; from what I understand the game automatically fills those for you.

Code: Select all

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
These types never bothered me, they shouldn't bother you.

Code: Select all

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
You need to move the ClothData memory pool up right after ScriptInit in your LUA (I think).

Code: Select all

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 420
Create the SoldierAnimation pool in your LUA and set it as, oh, maybe 500.
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StarkillerMarek
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Re: Map Crashing, HELP!!!

Post by StarkillerMarek »

If maul showed up as a hero then that's right.

Where is the rest of the CIS side in the lua?

If you do not want your sith as a hero and it is okay to replace one of the stock cis units just swap one of the cis units in the "setup team" area.

That might help.

Note: if you are not into making a custom side and just want to have the sith warrior there is another way.
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Re: Map Crashing, HELP!!!

Post by 0Anonymous0 »

By shrinking light saber I meen the hero life thing you get when you earn a hero.

P.S> Sorry for the double post


EDIT
To StarKiller

My goals for the side:
Have 3 classes
1. "Sith Warrior"
2. Two ReSkinned Jedi

Note: I just want the side to come up as sith



Can someone please help?
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Re: Map Crashing, HELP!!!

Post by StarkillerMarek »

Um...you probably should not double post, the staff will get mad. There is an edit button you can use.

Okay, to solve goal 1.

Where it says ReadDataFile(SIDE\\cis.lvl" change it to jed.lvl instead of cis.lvl.

Then replace under it that says cis_inf_rifleman with your sith. Delete everthing after it so it looks like this
ReadDataFile("SIDE\\jed.lvl","yoursithhear")

Next, where it says "setup teams" or something like that, under cis replace cis_inf_rifleman with your sith again. Delete the rest of the other units' names. He is now loaded as a unit.

To change the name CIS go to your maps folder and double click on the editlocalize.bat. Something should load up after that. On the left hand side expand "common" then sides and then cis. Under name and name_m go up to the box and change CIS to Sith.

Goal 1 solved.

Next goal. Copy JED from assests\sides and paste it into your maps sides folder(data_ABC or whatever). Rename the folder you copied to jed. Then go back to data_ABC and then BUILD\sides and make a new folder called JED. Then double click on ALL and copy the munge.bat and clean.bat to JED. Then follow Elfie's skinning tutorial to skin the .tga's.

Then go back to your lua and change ReadDataFile("SIDE\\rep.lvl" to ("dc:SIDE\\jed.lvl"

and replace rep_inf_ep3trooper and rep_inf_ep3rocketeer to your jedis' odf names.
Then do the same thing you did to to your sith under setup teams to your jedi only put the jedi under rep and replace the names you replaced before under ReadDataFile.

Then delete both SetHeroClass names for cis and rep(e.g. rep_inf_ep3anakin)

Save the lua and munge and that is it. I hope it works!

If anyone finds something wrong for 0Anonymus0 sake please correct me!
Last edited by StarkillerMarek on Thu Aug 20, 2009 5:54 pm, edited 1 time in total.
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Re: Map Crashing, HELP!!!

Post by 0Anonymous0 »

Haven't tryed yet, sounds right to me but I wouldn't know, THANKS
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Re: Map Crashing, HELP!!!

Post by StarkillerMarek »

You are welcome.

Please let me know if it works!
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