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Re: Space Coruscant (Battle over Coruscant)

Posted: Sun Sep 12, 2010 9:16 am
by Anakin
thats the one i mean.
for the textures i found a helpfull plugin for paint.net
http://forums.getpaint.net/index.php?showtopic=19666

Re: Space Coruscant (Battle over Coruscant)

Posted: Sun Sep 12, 2010 10:20 am
by Fiodis
Anakin wrote:first perspectives
Hidden/Spoiler:
Image
Doesn't this FPM restrict your view too much? You can only see out of a small portion of center screen.

Re: Space Coruscant (Battle over Coruscant)

Posted: Sun Sep 12, 2010 10:30 am
by 501st_commander
Fiodis wrote:
Anakin wrote:first perspectives
Hidden/Spoiler:
Image
Doesn't this FPM restrict your view too much? You can only see out of a small portion of center screen.
know wonder droids are stuped..

Re: Space Coruscant (Battle over Coruscant)

Posted: Sun Sep 12, 2010 11:18 am
by DarthD.U.C.K.
you should mprobably move the cockpitview closer to the camera

Re: Space Coruscant (Battle over Coruscant)

Posted: Mon Sep 13, 2010 4:50 am
by Anakin
the smal view isn't the problem it's only that the cockpitview shout be closer to the camera like
DarthD.U.C.K. said.

Re: Space Coruscant (Battle over Coruscant)

Posted: Mon Sep 13, 2010 5:50 pm
by stardestroyer001
Not very good luck in terms of Battlefront 2 modding today. I've hit two roadblocks; one, the string pool error resurfaced (the only thing I added was DarthD.U.C.K.'s Venator hallways and doors, so creating a "new" hallway, aka copying the ODF and renaming it, while using the same MSH, should fix the problem). I've just got to find out which type of hallway is causing the problem.

The second problem is more serious. ZeroEditor now crashes whenever I attempt to load my map. Running the program isn't the problem; loading the map is. It loads, then: "ZeroEditor has stopped working". (Doesn't everybody hate that message? Just let it run!) It might be a problem with tampering with the SC1_CW-Ships.lyr file, to get the above problem fixed, which involves changing the object from the original to the copied one. Loading it without CW-Assault and CW-CTF layers failed. Any help would be greatly appreciated.

So the 0.51 beta will be delayed. I am now guessing that if these problems are fixed within a week or two, I may be able to get the beta up by halfway through October. Sorry.

Re: Space Coruscant (Battle over Coruscant)

Posted: Mon Sep 13, 2010 9:30 pm
by MrCrayon
Wow. You are talking like you know something (you probably do) and for that I congratulate you! You seemed to have picked up modding and just gone with it, so from here on my computer (if you could see me (I hope not)) I applaud you. Just think of what you will do the next time around!

I just want to know how long it had taken you to read the tutorials?

Like vader says:
Hidden/Spoiler:
Image
so yeah. I hope I don't sound like I am being sarcastic, because sometimes things get misinterpreted online :?

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Sep 14, 2010 4:15 am
by DarthD.U.C.K.
i fixed the image for you (in case people cant see it like i do):
Hidden/Spoiler:
Image

Hidden/Spoiler:
im sorry, i couldnt resist. the real image is:
Image

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Sep 14, 2010 8:26 am
by THEWULFMAN
stardestroyer001 wrote:Not very good luck in terms of Battlefront 2 modding today. I've hit two roadblocks; one, the string pool error resurfaced (the only thing I added was DarthD.U.C.K.'s Venator hallways and doors, so creating a "new" hallway, aka copying the ODF and renaming it, while using the same MSH, should fix the problem). I've just got to find out which type of hallway is causing the problem.

The second problem is more serious. ZeroEditor now crashes whenever I attempt to load my map. Running the program isn't the problem; loading the map is. It loads, then: "ZeroEditor has stopped working". (Doesn't everybody hate that message? Just let it run!) It might be a problem with tampering with the SC1_CW-Ships.lyr file, to get the above problem fixed, which involves changing the object from the original to the copied one. Loading it without CW-Assault and CW-CTF layers failed. Any help would be greatly appreciated.

So the 0.51 beta will be delayed. I am now guessing that if these problems are fixed within a week or two, I may be able to get the beta up by halfway through October. Sorry.
This may be a problem with a specific model you are trying to load, when a really complicated model trys to get loaded, it crashes ZE. I sugesst, removing the any new models ODF you had added to your worlds odf folder and try to load it again, a COULD NOT FIND ODF OR MSH "NAME" message will appear but you can load your map at least, just a thought.

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Sep 14, 2010 8:43 am
by martin105038
Maybe you could create a new map with the same name and start replacing one by one the files in the world1 folder (.TER, .WLD, etc, not the odf and msh files) to see which one is making your zeroeditor crash.

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Sep 14, 2010 4:09 pm
by stardestroyer001
Ok, I found the problem: SC1_CW-Ships.lyr. I ran ZE, loaded my .wld file, selected nothing, then ran it. It crashed at SC1_CW-Ships.lyr.

Here's the story: I've tried to cheat the string pool error for the Venator corridors by creating a new ODF, "neu_prop_corridor_basicII" and changing nothing inside. This couldn't be done within ZE (trying to change what the object is is impossible, ZE doesn't like it), so I went into the SC1_CW-Ships.lyr to fix the problem. This seems to have caused the crash in ZE.

I've uploaded my CW-Ships.lyr file to RapidShare. I know everyone doesn't like to wait, but this site prevented me from uploading it, so I had to go there. So, without further ado, here it is:
http://rapidshare.com/files/419068266/S ... s.lyr.html
Please post if you think you've found the problem.

EDIT: I think I've found the problem: I munged it just now and ran it through the MPC (Debugger). It spit out these particular results:

Message Severity: 3
.\Source\EntityProp.cpp(539)
Prop "neu_prop_corridor_basic" geometry "neu_prop_corridor_basic" not found
(probably the copied neu_prop_corridor_basic, I've had this problem with Obi-Wan's starfighter too)

Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "neu_prop_corridor_basic" not built: "ALL YOUR MODEL ARE BELONG TO US."
Now I'm creeped out.

Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "neu_prop_corridor_basicII" not built: "ALL YOUR MODEL ARE BELONG TO US."
Same as above, except it's the II version.

Re: Space Coruscant (Battle over Coruscant)

Posted: Tue Sep 14, 2010 10:06 pm
by MrCrayon
maybe there are little people in your computer stealing the models...

or Soviet Spies!! AHHH!!

I think you should really look at the severity error guide found in the modding section. It may or may not help.

Re: Space Coruscant (Battle over Coruscant)

Posted: Wed Sep 15, 2010 12:42 pm
by Darth_Spiderpig
For the errors, are you sure the mesh name is "neu_prop_corridor_basic.msh"?

Just making sure.

Re: Space Coruscant (Battle over Coruscant)

Posted: Wed Sep 15, 2010 3:45 pm
by stardestroyer001
Yes, of course. It's just another problem with my map :|
I haven't even tampered with the insides of the basic corridor's ODF file.
Edit: @MrCrayon: Uh-oh, not teeny tiny gremlins ;)
I checked the error section, it was listed, however no solution could be found. I'll do a forumwide search tomorrow (I'm on my iPod touch)

Re: Space Coruscant (Battle over Coruscant)

Posted: Thu Sep 16, 2010 10:13 am
by THEWULFMAN
Like I said a few posts ago, REMOVE THE ODF, then load the lyr, save it then prob should be solved.
and you can replace a objects msh, thats already placed in ze, ive done it before.

Re: Space Coruscant (Battle over Coruscant)

Posted: Sat Sep 18, 2010 5:59 am
by stardestroyer001
Ok, I've done that, it's still crashing.

Re: Space Coruscant (Battle over Coruscant)

Posted: Sat Sep 18, 2010 7:22 am
by THEWULFMAN
stardestroyer001 wrote:Ok, I've done that, it's still crashing.
wow, your impressive, that always works for me, when you make a glitch, you make a gitch :thumbs:

Re: Space Coruscant (Battle over Coruscant)

Posted: Sat Sep 18, 2010 7:25 pm
by stardestroyer001
I know, eh? It-won't-do-this, it-won't-do-that . . .
Any suggestions?

EDIT: Additional Info/Summary:
-ZE DOES load when absolutely nothing is checked.
-ZE also loads CTF only (top box: CTF only, bottom box: CTF, no Common or CW-Ships)
-Loading CTF plus Common checked crashes ZE.
-Loading CTF and CW-Ships, minus Common, crashes ZE.
-Loading CW-Ships only crashes ZE.
-When only the first box is checked, it loads SC1.wld, then loads SC1_CW-Ships.lyr about 25% then it crashes.

-ZE is not corrupted (it loads other maps).
-Even a SC1_CW-Ships.lyr, made two days before the crash, crashes in ZE.
-Therefore, something that CW-Ships and/or Common loads is causing the crash. CTF mode and anything it loads is unaffected.
-However, the "clean" SC1_CW-Ships.lyr may have already been affected but has shown no signs of a problem at that time.
-My suspicion is SC1.wld itself, but that's only a suspicion.

List of files:
-Modified 8/17/2010: SC1.ANM
-Modified 8/15/2010: "SC1": .BAR, .BND, .CUS, .GRP, .HNT, .LDX, .LGT, .LLL, .PLN, .PTH, .PVS, .RGN, /.TER, .TGA, .wld + "SC1_": CTF.HNT, CTF.LGT, CTF.lyr, CTF.PTH, CTF.RGN, CW-Ships.HNT, CW-Ships.LGT, CW-Ships.lyr, CW-Ships.PTH, CW-Ships.RGN.
-Modified 8/11/2010: SC1.sky

Re: Space Coruscant (Battle over Coruscant)

Posted: Sun Sep 19, 2010 12:08 am
by ps2owner
mabey you could hex edit files(i dont know how or what, though)

the map ctds for me

Re: Space Coruscant (Battle over Coruscant)

Posted: Sun Sep 19, 2010 3:47 pm
by stardestroyer001
I'VE FOUND IT!!!
Turns out it was a modified msh file in the MSH folder for my world. Good thing I caught it now!
(That fits in with the other crashes I've been having when I'm trying to hex edit MSHs. Is there a tutorial? I think I really need one!)

I am now in the process of trying to change objects from basic to basicII, etc. I'll keep updating as progress progresses.