Some questions

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[Skirata]Darman[M]
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Some questions

Post by [Skirata]Darman[M] »

Hey, GT, I'm working on a project at the moment, but with some points I don't get further.
I need some answers for this:

1. How to get a loadscreen?-I tried to put a tga-image in game with a tool especially for that, but errorlog tells me: image must have power of two dimensions and in the load-common is a missing bracket anywhere.

2. How to set the camera viewpoints that is shown in background when you choose a trooper?
I know its written in the lua, but there are so many numbers!

3. Since some days, KIs haven't spawn, and also every non-neutral object doesn't appaer. Vehicles also don't spawn. Why?

4.How to delete one position of an vehicle? I tried with delete in the odf, but: crash.

Perhaps I will edit some more questions later, that's enough for now.

Would be nice If anybody could help me, thanks :mrgreen:
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Re: Some questions

Post by Fiodis »

1. Loadscreens need to be specific dimensions, I believe it's 1024x1024.

2. You mean opening satellite shots? I think there's a bit in the "Miscellaneous" section of the FAQ for that.

3. What does your error log say?

4. Delete the position? You mean remove it's spawn? go into ZE, to the layer that has it, and delete it.
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Re: Some questions

Post by kinetosimpetus »

Fiodis posted while i was typing...

#1 post the req file
resize the image to 1024 x 1024

#2 something to do with freecam and console commands, but i dont know it, and then copying numbers to the script (check the FAQ like Fiodis said

#3 run the bf2_modtools.exe from (if it isn't there, copy it from C:\\BF2_Modtools\) the gamedata folder, post BFront2.log that will appear after running the windowed game.

#4 post the odf (if you mean make a 3 seater a 2 seater)
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Re: Some questions

Post by mswf »

1. Do as it says. Use a .tga with dimensions that are a power of 2. (2, 4, 8, 16, 32, 64, 128, 256 etc.)
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Re: Some questions

Post by FragMe! »

#2 From the FAQ http://www.gametoast.com/forums/viewtop ... 27&t=12742

Some of the answers to your other question may also be in there.
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Re: Some questions

Post by [Skirata]Darman[M] »

Thanks, guys, I will try to set the image to 1024x1024 but there's also the error in munged/pc/loadscreen.texture.req

And the FAQ link is ok, but you have to know that BF2_modtools.exe crashes at my computer everytime it is loading so it won't help me

In the errorlog is nothing written about anything with the KIs.

Yes, I want to delete every activ position of an Laat/i so that there are only passengers left.
(I've got a model with 4 passengers)

:( loadscreen doesn't work
KIs are in game again :) I changed the whole lua
but turrets don't appear
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Re: Some questions

Post by Fiodis »

Move the BF2_Modtools.exe to your Gamedata folder.
[Skirata]Darman[M] wrote:In the errorlog is nothing written about anything with the KIs.
Hang on - how'd you know what it says in the error log if you claim that the modtools.exe crashes? Perhaps you mistake my meaning: munge log is the log that pops up when you run Visual Munge, error log, sometimes refered to as a debug log, is the BFront2.txt file you get after running BF2_Modtools.exe and playing a map.

Sorry, but what is a KI?
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Re: Some questions

Post by Executer94 »

He means AI, KI is the german discription of a bot.
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Re: Some questions

Post by [Skirata]Darman[M] »

Yeah, sorry, I mean AI.

And: I moved the .exe to Gamedata
loadscreens pops up, after few seconds crashes

hers' the errorlog:
Hidden/Spoiler:
Opened logfile BFront2.log 2009-09-30 1338
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy german 4
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
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: No custom_gc_10.lvl
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_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawlgr.mvs
shell_interface: Opening movie: movies\shellgr.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Found side\rvs.lvl. Adding ADS's extra missions
Found side\rvs.lvl. Adding BGL's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BGL's extra Dark Times missions
Found ..\..\addon\ADS\data\_LVL_PC\ADS\ADS.lvl. Adding ADS's extra Dark Times missions

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(634)
Allocating 451228 bytes attempt failed - no free blocks left in Heap 5 (Runtime)

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(538)
Allocating 451228 bytes failed - no free blocks left in Heap 5 (Runtime)

EDIT
Hey, the loadscreen of my map works now! :D :D :D
only the color is a little bit strange... Pink stripes and spots

and I've got a crash: map loads, then hanging and whole computer must be started again.
And because BFront2.exe doesn't work, I DON'T KNOW WHY!
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Re: Some questions

Post by mswf »

Which copy of SWBFII do you have? (UK, US, DVD etc.)
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Re: Some questions

Post by [Skirata]Darman[M] »

Copy?

I've got the German version, DVD-Rom
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Re: Some questions

Post by mswf »

Wasn't the word "copy" useable in situations like Cd's? anyways;
You need to use the DVD version of the modtools, which can be found here.
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Re: Some questions

Post by [Skirata]Darman[M] »

Yeah, look guy, I already Have got this.
Many others gave me he link before. But this is the one that doesn't work.
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Re: Some questions

Post by Teancum »

Well, those are the only solutions we can give you. If it doesn't work then we don't know how to help.
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Re: Some questions

Post by mswf »

What doesn't work? The link appears fine to me, but if the modtools.exe don't work, well, are you 100% sure you have a DVD version and that you are running it from the /gamedata folder?
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Re: Some questions

Post by [Skirata]Darman[M] »

Yeah, I heard that before. :( I have to find other ways to get my map work again.
I've got the DVD version 100 % I run it from Gamedata
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Re: Some questions

Post by mswf »

But that's very strange, are you sure you're not using some sort of altered version of your game? (as in; are you using any strange combination of mods)
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Re: Some questions

Post by [Skirata]Darman[M] »

version 1.0
You've seen the errorlog, i think it's something with the runtime
I've got bfx, the 1.3patch from conversion pack, dark times and I think devs side mod
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Re: Some questions

Post by Teancum »

Take all those out, see if it works. It's simple trial and error. If it ain't those, it's your map. And if it's crashing before you can pick your profile you have a broken addme.lua.
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Re: Some questions

Post by [Skirata]Darman[M] »

Ok, I'll try.
But to your information: the normal BF2 works.

Yeah now it works, but map is crashing.
last lines of Errorlog:
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=511180e1: trying to replace "hoth_bldg_tunnel_exit" with "hoth_bldg_tunnel_exit1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d5b91e5e: trying to replace "fel1_bldg_pitcher_bush" with "fel1_bldg_pitcher_bush6"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "RedOmniLight" is full; raise count to at least 129

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "RedOmniLight" is full; raise count to at least 130

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=2b6fc3fb: trying to replace "fel1_bldg_destroyed_gunship" with "fel1_bldg_destroyed_gunship5"

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "RedOmniLight" is full; raise count to at least 131

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "RedOmniLight" is full; raise count to at least 132

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "RedOmniLight" is full; raise count to at least 133
can somebody explain me what's wrong?
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