When I convert Bespin: Cloud City to SWBF2 and do a fresh munge I get an error log about animation files regarding animated props. It would be nice to get these working, up until now I was just converting animatedprop items to prop and stubbing out the ODF properties to make a solid object that does nothing.
ERROR[PS2_modelmunge msh\bes2_bldg_chamber_shaft.msh]:AddSegment(bes2_bldg_chamber_shaft:shadowvolume): shadow mesh edge 548 / 668 is invalid (edge next == twin == 549)
WARNING[PS2_modelmunge msh\bes2_bldg_court2.msh]:bes2_bldg_court2 has 1503 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
1 Errors 1 Warnings
ERROR[levelpack bes2.req]:Could not open munged\ps2\bes2_carbon_forklift.anims for input. DOS reports:
No such file or directory
ERROR[levelpack bes2.req]:Could not open munged\ps2\bes2_carbon_forklift.anims for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings
ERROR[levelpack bes2.req]:Could not open munged\ps2\bes2_carbon_forklift.anims for input. DOS reports:
No such file or directory
ERROR[levelpack bes2.req]:Could not open munged\ps2\bes2_carbon_forklift.anims for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings
I assume the game isn't finding the SWBF animation files or the animation files need to be modified in some way to work in SWBF2.
The same issue occurs with the Sarlaac on the Dune Sea level.
ERROR[PS2_modelmunge msh\bes2_bldg_chamber_shaft.msh]:AddSegment(bes2_bldg_chamber_shaft:shadowvolume): shadow mesh edge 548 / 668 is invalid (edge next == twin == 549)
I think there is a corrupted edge of your mesh's shadowvolume.
You orobably forgot to create an .anims file for the animations (carbonite, sarlaac..). BF1 doesn't use these files, but BF2 does. You can create a new one or munge the source .msh files (If you use the assets from BF_Builder). By the way does your model work in-game anyway?
The model munge issue doesn't harm the game. It's been there since I first converted the map which plays fine without the animated props.
Silly me - I just looked up AceMastermind's thing somewhere about making the anim files, but for the sarlaac I need the contents, unless the contents are the same as the Bespin forklift anim file?
As far as I know all of them have have an "idle" .msh. The sarlaac has different ones and grab animations. I think the carbon lift uses two animations (idle and a trigger animation so the player can see the animation). Exactly like Jabba. He's sitting (or whatever he does) and when you go close to hi..it, it will grab for his food...You can munge new animations using the animated .msh files and then an .anim files comes by itself. Or maybe there names are stored somewhere in their zaf..or zaabin files. But I don't think they can be found somehow.
Thanks I will test them immediately and report back!
So it works but not great. It makes era G crash during load and era C have graphical issues, but I am sure these are just related to the weak PS2/PSP engine. I probably hit some limit, can't see since there is no debug output.
Oh they are for PS2/PSP? These can't handle much animations as far as I know. Maybe...edit the .odf and remove the grab functions so they just idle with no real function. But it's up to you. Maybe raise the animation pool a bit?
If there is no animated tentacles eating you then the whole map feels pointless so I really want to get it working. I'll try the animation pool later on. I need a break from this, I am tired right now.