Zeroeditor Crashes [solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
The_Fett_Squad
Private
Posts: 30
Joined: Fri Jul 31, 2009 5:58 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Coruscant

Zeroeditor Crashes [solved]

Post by The_Fett_Squad »

My zeroeditor always crashes when I try to put objects from other worlds into my map. I browse to the object which I put in my World 1 folder, and then I select place. I click somewhere on the map, and a window comes up which says: "Zeroeditor.exe has stopped working. Checking for a solution to the problem."
Then a new window comes up that says,
"A problem has caused the program to stop working correctly. Windows will close the program and notify you if a solution is available."
The window has "Debug" and "Close Program".
This happens for every object I try to place except CPs.
Am I doing something wrong?
Last edited by The_Fett_Squad on Wed Apr 28, 2010 4:24 pm, edited 1 time in total.
User avatar
RC-1309
Private Second Class
Posts: 63
Joined: Fri Jul 31, 2009 5:19 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Miami, FL

Re: Zeroeditor Crashes

Post by RC-1309 »

from the world you want the objects from you have to bring the ODF folder, the MSH folder, and the EFFECTS folder


Edit: paste the folders here... C:\BF2_ModTools\data_***\Worlds\***\world1

*** = 3-Letter map
User avatar
The_Fett_Squad
Private
Posts: 30
Joined: Fri Jul 31, 2009 5:58 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Coruscant

Re: Zeroeditor Crashes

Post by The_Fett_Squad »

So to add objects, I browse to open the ODFs?
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Zeroeditor Crashes

Post by Frisbeetarian »

That shouldn't have anything to do with the crashing, though it is correct information. EDIT: misread what you wrote, take that up a directory.

It sounds like a graphics problem. What graphics card do you have?
Last edited by Frisbeetarian on Sun Aug 02, 2009 5:08 pm, edited 1 time in total.
User avatar
The_Fett_Squad
Private
Posts: 30
Joined: Fri Jul 31, 2009 5:58 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Coruscant

Re: Zeroeditor Crashes

Post by The_Fett_Squad »

I have a NVIDIA GeForce 7100 / NVIDIA nForce 630i Version 7.15.11.6395 12/11/07
Bios Info Version 5.73.32.9.14
User avatar
RC-1309
Private Second Class
Posts: 63
Joined: Fri Jul 31, 2009 5:19 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Miami, FL

Re: Zeroeditor Crashes

Post by RC-1309 »

i had the same problem one time... my zeroeditor would keep crashing because i was missing the models from the msh folder... do this...
RC-1309 wrote:from the world you want the objects from you have to bring the ODF folder, the MSH folder, and the EFFECTS folder

Edit: paste the folders here... C:\BF2_ModTools\data_***\Worlds\***\world1

*** = 3-Letter map
and when you click objects browse odf files and go to

C:\BF2_ModTools\data_***\Worlds\***\world1/odf

and if that doesnt work then its your graphics...
User avatar
Par3210
Jedi
Jedi
Posts: 1033
Joined: Sun Jun 14, 2009 10:31 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Owning people in SWBF2
Contact:

Re: Zeroeditor Crashes

Post by Par3210 »

first off no odf or msh or effects files should be in the world1 folder only the things like the textures of the ground, sky, etc.
Make 4 folders in data_ABC/Worlds/ABC. Call them ODF, MSH, effects and MUNGED. Put all your tgas and msh in the msh folder, the odf in the odf, the combos and animations in the MUNGED folder and the effects of objects in the effects folder.
User avatar
RC-1309
Private Second Class
Posts: 63
Joined: Fri Jul 31, 2009 5:19 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Miami, FL

Re: Zeroeditor Crashes

Post by RC-1309 »

Par3210 wrote:first off no odf or msh or effects files should be in the world1 folder only the things like the textures of the ground, sky, etc.
Make 4 folders in data_ABC/Worlds/ABC. Call them ODF, MSH, effects and MUNGED. Put all your tgas and msh in the msh folder, the odf in the odf, the combos and animations in the MUNGED folder and the effects of objects in the effects folder.


i do it my way and its fine...
User avatar
AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
Contact:

Re: Zeroeditor Crashes

Post by AceMastermind »

RC-1309 wrote:i do it my way and its fine...
It's fine until you run into problems and have to create a new topic about something not working and then find out all you had to do was move the files up one folder.
Par3210 wrote:first off no odf or msh or effects files should be in the world1 folder only the things like the textures of the ground, sky, etc. Make 4 folders in data_ABC/Worlds/ABC. Call them ODF, MSH, effects and MUNGED.
True, you should keep the same folder structure as the shipped maps especially for the effects folder since some effects won't be found if they're nested too deep such as in the world1 folder.
Par3210 wrote:Put all your tgas and msh in the msh folder, the odf in the odf, the combos and animations in the MUNGED folder and the effects of objects in the effects folder.
Only munged animations(anims, zaabin, zafbin) go into the Munged folder. Just keep the same folder structure as the shipped maps and you won't go wrong.
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Zeroeditor Crashes

Post by Frisbeetarian »

The_Fett_Squad wrote:I have a NVIDIA GeForce 7100 / NVIDIA nForce 630i Version 7.15.11.6395 12/11/07
Bios Info Version 5.73.32.9.14
The nForce is actually your motherboard, I just needed the 7100 part. This is an integrated graphics set, and as such, your graphics are too taxed to run ZE. When I know it's a lack of TnL that's causing a crash, I suggest 3D-Analyze, but in this case I'm not sure. I'd try it any way. Play around with the settings to see if there is some way it will help. When you run ZE through 3D-Analyze with no options checked (skip step 4), it might still emulate extra graphics memory, so give it a whirl.
User avatar
The_Fett_Squad
Private
Posts: 30
Joined: Fri Jul 31, 2009 5:58 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Coruscant

Re: Zeroeditor Crashes

Post by The_Fett_Squad »

Frisbeetarian wrote:[I suggest 3D-Analyze, but in this case I'm not sure. I'd try it any way. Play around with the settings to see if there is some way it will help. When you run ZE through 3D-Analyze with no options checked (skip step 4), it might still emulate extra graphics memory, so give it a whirl.
Thanks, but I'm afraid it didn't work. I downloaded, ran the batch file, and when I tried to place the object it showed the same message:
The_Fett_Squad wrote:"Zeroeditor.exe has stopped working. Checking for a solution to the problem."
Then a new window comes up that says,
"A problem has caused the program to stop working correctly. Windows will close the program and notify you if a solution is available."
Thank you so much! It worked.
Post Reply