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Vehicle won't show ingame(ctd) [Solved]

Posted: Tue Jun 02, 2009 1:30 pm
by RogueCruiser
Ok so i got the vehicle assets from the conversion pack and I'm putting the at-xt in a map.
I've tried and checked various things for a while now and I'm stumped. It ctd's at the end of loading.I added all the odfs to my side(because it takes only like 3mb for them all) to make sure i got all of them.
Here is the odfs for the At-xt:
Rep_walk_atxt-
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "walker"
GeometryName = "rep_walk_atxt.msh"

[Properties]

WALKERSECTION = "BODY"
VehicleType = "medium"
AISizeType = "MEDIUM"
Label = "AT-XT"
GeometryName = "rep_walk_atxt"
AnimationName = "imp_walk_atst"
ExplosionName = "rep_walk_atxt_exp"
FirstPerson = "REP\repatxtp;rep_1st_cockpit_ATXT"
DeathAnimationExplosion = "med_explosion"
FinalExplosion = "rep_walk_atxt_finalexp"
VehiclePosition = "common.vehiclepositions.pilot"
HealthTexture = "HUD_rep_atxt_icon"
MapTexture = "atxt_icon"
MapScale = "1.6"
NoCombatInterrupt = 1

///////////////////////////////////
////// HEALTH, DAMAGE, CHUNKS /////
///////////////////////////////////
MaxHealth = "8000.0"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_l_calf"

DamageStartPercent = 75.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_r_calf"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_l_foot"

DamageStartPercent = 65.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageAttachPoint = "bone_r_foot"

DamageStartPercent = 50.0
DamageStopPercent = 20.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 19.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "imp_walk_atst_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.65
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "imp_walk_atst_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.0"
ChunkBounciness = 0.35
ChunkStickiness = 0.45
ChunkSpeed = "9.0"
ChunkUpFactor = "5.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "imp_walk_atst_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkBounciness = 0.25
ChunkStickiness = 0.25
ChunkSpeed = "6.0"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "imp_walk_atst_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "2"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 1.5"
ChunkBounciness = 0.55
ChunkStickiness = 0.25
ChunkSpeed = "5.0"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"


TimeRequiredToEject = "10.0"
EjectResistance = "0.03"
TimeTilReboard = "5.0"

//***********************************************
//*********** MOVEMENT VALUES *****************
//***********************************************

MaxTerrainAngle = "30.0"

Acceleraton = "2.4"
MaxSpeed = "5.0"
MaxStrafeSpeed = "3.5"
//MaxTurnSpeed = "0.6"

StoppedTurnSpeed = "0.5"
ForwardTurnSpeed = "0.5"
BoostTurnSpeed = "0.3"
TurnThreshold = "0.6"

SteerAtYawLimit = "1"
SteerAtStrafeLimit = "0"
CorrectAimForSteering = "1"
SteerTowardAimFactor = "0.0"
ReverseBackwardSteering = "1" //steer in reverse like a car - ThrustAngleToStrafe works more intuitively this way
ThrustAngleToStrafe = "87" //should match yaw limit or 0.0
ThrustAngleToTurn = "88" //thrust angle to reach full forward turn speed
ThrustAngleToStop = "89" //thrust angle to turn in place

LegRayHitLength = "5"

EnergyBar = 80
EnergyAutoRestore = 9.0
EnergyBoostDrain = 20
BoostSpeed = 10
BoostAcceleration = 100.0
BoostFOV = 60

AIUseHoverPhysics = "1"

//***********************************************
//*********** CAMERA VALUES *******************
//***********************************************

EyePointOffset = "0.0 8.0 0.0"
TrackCenter = "0.0 9.25 -3.0"
TrackOffset = "0.0 0.0 13.0"
TiltValue = "6.0"

YawLimits = "-90 90"
PitchLimits = "-35 40"

MaxPitchSpeed = "0.4"
MaxYawSpeed = "0.7"
MaxTurnSpeed = "1.5"

PCMaxYawSpeed = 2.0
PCMaxTurnSpeed = 2.0
PCPitchRate = 1.6


//***********************************************
//*********** MAIN WEAPON VALUES **************
//***********************************************

//TurretNodeName ="bone_root"
TurretNodeName = "cube5"
PitchLimits = "-25 40"
YawLimits = "-60 60"

WEAPONSECTION = 1
WeaponName = "rep_weap_hover_fightertank_cannon"
WeaponAmmo = "0"

HierarchyLevel = "1"
AimerNodeName = "cube5"
AimerYawLimits = "-90 90"
AimerPitchLimits = "-25 40"

BarrelNodeName = "barrel_3"
FirePointName = "hp_cannon_1"
BarrelRecoil = "0.3"

NextBarrel = "-"

BarrelNodeName = "barrel_1"
FirePointName = "hp_cannon_2"
BarrelRecoil = "0.3"


WEAPONSECTION = 2
WeaponName = "rep_weap_hover_fightertank_missile"
WeaponAmmo = "6"


AimerNodeName = "aimer_mortar_L"
AimerYawLimits = "-0 0"
AimerPitchLimits = "-0 0"

NextAimer = "-"

BarrelNodeName = "barrel_mortar_L"
BarrelRecoil = "0.3"
FirePointName = "hp_mortar_1"

NextBarrel = "-"


AimerNodeName = "aimer_mortar_R"
AimerYawLimits = "-0 0"
AimerPitchLimits = "-0 0"


BarrelNodeName = "barrel_mortar_R"
BarrelRecoil = "0.3"
FirePointName = "hp_mortar_2"


///////////////////////////////////
///// COLLISION, MUSIC, BONES /////
///////////////////////////////////

//SoldierCollision = "p_sphere_lfoot"
//SoldierCollision = "p_sphere_rfoot"
//SoldierCollision = "p_r_ankle"
//SoldierCollision = "p_r_leg"
//SoldierCollision = "p_r_thigh"
//SoldierCollision = "p_l_ankle"
//SoldierCollision = "p_l_leg"
//SoldierCollision = "p_l_thigh"
//SoldierCollision = "p_mainbody"

TerrainCollision = "p_l_foot"
TerrainCollision = "p_r_foot"


BuildingCollision = "p_sphere_lfoot"
BuildingCollision = "p_sphere_rfoot"
BuildingCollisionPrim = "BldgCylinder aacylinder NULL 0.0 4.7 0.0 3.0 7.6 0.0"


StompEffect = "walkerstomp"
StompDecal = "decal_atst_footprint"


RepMusic = ""
CISMusic = ""
TurnOffSound = ""
FoleyFXGroup = "metal_foley"
LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"

LegBoneTopLeft = "bone_l_thigh"
LegBoneTopRight = "bone_r_thigh"

TerrainLeft = "p_l_foot"
TerrainRight = "p_r_foot"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

//*****************************************
//*********** SOUND VALUES **************
//*****************************************

FootstepSound0 = "com_weap_layered_at_step"
FootstepSound1 = "com_weap_layered_at_step"
HydraulicSound = "atst_leg_up"
HydraulicSoundHeight = "0.2"
HydraulicLowerSound = ""
//HydraulicLowerHeight = "0.5"
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
AllMusic = "all_vehicle"
ImpMusic = "imp_vehicle"
MusicSpeed = "0.2"
MusicDelay = "4.0"
EngineSound = "atst_engine_parameterized"
TurnOnSound = ""
TurnOnTime = "1.0"
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = "5.0"
//FoleyFXClass = "imp_walk_atst"
FoleyFXGroup = "metal_foley"
I know it's alot. Also for some reason all the other atxt odfs share most of this stuff in the odf.
I added all the effects from the Conversion Pack Assets into my side. I added reqs for the at-xt.
These are the msh and tgas i put in it:
Hidden/Spoiler:
rep_walk_atxt.tga
atxt_icon.tga
rep_1st_cockpit_atxt.tga
imp_vehicle_atst.tga
all the "imp_walk_atst" chunks
redlaser.tga
redlaserd.tga
redlaserl.tga
missile.tga.option
rep_weap_atxt_missile.msh.option
rep_walk_atxt.msh
rep_1st_cockpit_ATXT.tga.option
rep_1st_cockpit_ATXT.msh
rep_walk_atxt_lowrez.tga
rep_walk_atxt.msh.option
rep_1st_cockpit_securitycam.tga
rep_1st_cockpit_ATXT.msh.option
missile.tga
rep_weap_atxt_missile.msh
Any Help? Thanks. p.s. I know it is alot of words. :faint:

Edit: Almost forget the luas:
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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}

--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:Start()

SetUberMode();

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("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",
"cis_hover_stap")
ReadDataFile("dc:SIDE\\pgr.lvl",
"pgr_inf_clone_commando",
"pgr_inf_commander_thire",
"cis_inf_droid7",
"rep_walk_atxt")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower",
"tur_bldg_chaingun",
"tur_bldg_built_chaingun",
"tur_bldg_chaingun_roof",
"tur_bldg_hoth_dishturret")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 300,
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, "pgr_inf_clone_commando",1,5)
},
cis = {
team = CIS,
units = 20,
reinforcements = 300,
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},
AddUnitClass(CIS, "cis_inf_droid7",1,5)
}
}

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


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 4) -- 4 atxts with 1 leg pairs each
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:ABC\\ABC.lvl", "ABC_conquest")
ReadDataFile("dc:ABC\\ABC.lvl", "ABC_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

Re: Vehicle won't show ingame(ctd)

Posted: Tue Jun 02, 2009 1:57 pm
by Teancum
Post bfront2.log

Re: Vehicle won't show ingame(ctd)

Posted: Tue Jun 02, 2009 2:30 pm
by YaNkFaN
do you have the atst animations in your sides' munged folder if not that's why the crash is happening or it could be a weapon but since you got it from the convo pack i'm assuming all the .odfs are right and that you forgot the animations. You can fix this by either doing what I said above or putting this line

ReadDataFile("SIDE\\imp.lvl",
"imp_walk_atst")

above I repeat above where you call for the atxt otherwise there will be another crash

Re: Vehicle won't show ingame(ctd)

Posted: Tue Jun 02, 2009 2:47 pm
by RogueCruiser
Oops forget animations, I believe thats it.

I'll test it and report.

Edit: It still crashed. Also, How do i use the error log or whatever? I have modtools.exe running too and there is a log but no errors show up. Where do i find the log? And what about the imp lvl part?

Re: Vehicle won't show ingame(ctd)

Posted: Tue Jun 02, 2009 3:05 pm
by YaNkFaN
the imp line will call for the atst animations from the shipped side also the error log is located in your gamedata folder again look in the everything you need to know thread the error log is different from munge log

Re: Vehicle won't show ingame(ctd)

Posted: Tue Jun 02, 2009 3:07 pm
by RogueCruiser
I still haven't added those lines, now i will and try it.
And when you mean above does that mean above my side Lines?

Edit: got it to work.