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Problems With a New Model In-Game

Posted: Sat Jun 21, 2008 1:17 pm
by Blade
First of all, I wasn't sure if this should go in the XSI thread or the Modding one, so I decided that it's more about modding than a model or anything, so I'll give it a go. Sorry if it's in the wrong place :(.

Anyway, I made a new model, exported it with Rep's new MshEx, (seems to work great, by the way :D) and added it to ZE. When I munged, I got these errors:
Hidden/Spoiler:
[code]ERROR[PC_texturemunge world1\msh\bldg_lego_castle_brick.tga]:Targa type 10 not currently supported.
ERROR[PC_texturemunge world1\msh\bldg_lego_castle_brick.tga]:Targa type 10 not currently supported.
[continuing]
2 Errors 0 Warnings

ERROR[levelpack TT2.req]:Expecting bracket, but none was found.
File : munged\pc\castle1.model.req(1)...

ucft <--
ERROR[levelpack TT2.req]:Expecting bracket, but none was found.
File : munged\pc\castle1.model.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack TT2.req]:Expecting bracket, but none was found.
File : munged\pc\castle1.model.req(1)...

ucft <--
ERROR[levelpack TT2.req]:Expecting bracket, but none was found.
File : munged\pc\castle1.model.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings[/code]
As for the Targa type 10 not being supported, I have made sure that that texture was saved with RLE Compression OFF, so I don't know what else could be causing those. I decided to test my map anyway, and when I loaded it up, the terrain and objects were gone, and I couldn't spawn. I got these Sev 3 errors in the BF2 Error log:
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\LoadUtil.cpp(1010)
Data in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\TT2\Data\_lvl_pc\TT2\TT2.lvl is not a binary UCF file.

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk TT2_conquest in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\TT2\Data\_lvl_pc\TT2\TT2.lvl

Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:TT2\TT2.lvl

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'
[/code]
I have changed nothing in the Lua, as this is just a test map for trying out different random ideas of mine (such as if you can change a wall into a tank/flyer :P). If it's just something that went wrong with the map as a whole, I can just create a new map and no harm done (I don't really plan on ever completing a map, as I've had so many problems with keeping a map working for more than a few days...)

Any help is appreciated
Thanks in Advance
-Blade

Re: Problems With a New Model In-Game

Posted: Sat Jun 21, 2008 4:00 pm
by tsurugi13
I had just about the same thing happen, minus the .tga errors. I subbed a model I had made with the all rifle.

Re: Problems With a New Model In-Game

Posted: Sun Jun 22, 2008 7:14 pm
by Blade
Sorry to bump, but I really need to fix this problem...

Re: Problems With a New Model In-Game

Posted: Mon Jun 23, 2008 9:01 am
by RepSharpshooter
Clean, re-save targas with a program known to work with bf2, remunge. Manual clean if you must.

Re: Problems With a New Model In-Game

Posted: Mon Jun 23, 2008 12:00 pm
by Challenger33
Yeah, what Rep said should work. Also, don't let a few errors keep you from trying to make an actual map. The same thing happened with me when I had just started Hoth: Frontal Assault; I literally had a crash every day. But thanks to certain people here, I was able to fix them. Don't give up so easily ;)

Re: Problems With a New Model In-Game

Posted: Mon Jun 23, 2008 1:36 pm
by Blade
I'll try what Rep' said.

And @Challenger: I'm not really giving up, I'm just not really drawn to the mapping part of modding. I'm not "giving up" on modding all together, I just don't think that I'm gonna be making many actual Maps.

Re: Problems With a New Model In-Game

Posted: Mon Jun 23, 2008 2:55 pm
by Teancum
This error will make the AI not spawn.
Hidden/Spoiler:
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'
If you change any command posts at all from the defaults, please post the exact names you named them in ZeroEdit and your Conquest lua.

Re: Problems With a New Model In-Game

Posted: Mon Jun 23, 2008 4:35 pm
by Blade
I don't believe I touched anything in the Lua, and I didn't rename any of the commandposts. I may have to make another map, and see if my model works there. But I'll double check to make sure I didn't change anything.

Re: Problems With a New Model In-Game

Posted: Mon Jun 23, 2008 5:37 pm
by [RDH]Zerted
Your ingame game errors mean nothing. You ran your map with munge errors. When a munge errors, you have a broken map. The munging process can't finish and can't build the map correctly. It might be fun to look at, but trying to fix any errors from the error log is pointless.

Once you fix your munge error most, of not all, of those ingame errors will go away.

Re: Problems With a New Model In-Game

Posted: Wed Jun 25, 2008 6:23 pm
by Blade
Ok, I manual cleaned and remunged, and during part of the munging, when I get to:

"CreateShadowMesh(lod:0) created hires shadow (214 verts 684 edges)"

I get a popup saying:

"pc_ModelMunge.exe has encountered a problem and needs to close. We are sorry for the inconvenience."

EDIT: This time I didn't get any Munge Errors, just warnings. But, when I ran the map, I still couldn't spawn or see anything on the minimap.

Bfront log:
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:TT3\TT3.lvl
[/code]
Once again, I have touched NOTHING in the Lua or ZeroEditor (minus adding my object)

Re: Problems With a New Model In-Game

Posted: Wed Jun 25, 2008 7:30 pm
by [RDH]Zerted
Is your map named TT2 or TT3?

Re: Problems With a New Model In-Game

Posted: Wed Jun 25, 2008 7:34 pm
by Blade
Sorry, didn't mention that those specific errors were for a new map. I got the same one's after manual cleaning, and decided to try again.

Re: Problems With a New Model In-Game

Posted: Thu Jun 26, 2008 10:08 am
by RepSharpshooter
Are you trying to create a hiresshadow via a msh.option? If so, I've noticed it doesn't work too well with mshex, you may want to remove it.

Re: Problems With a New Model In-Game

Posted: Thu Jun 26, 2008 12:20 pm
by Blade
Nope, I don't have a msh.option (at least not for this model). I'm probably just gonna make something with the prefab houses and lots of stairs :P.