Trouble with new Vehicles [Solved]

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jgalt
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Trouble with new Vehicles [Solved]

Post by jgalt »

While creating my own map, I decided to find and download vehicles released by the modding community. Having read many tutorials on adding vehicles including many pages of posts from this site, I felt confident enough that I could add these into my map. After downloading and extracting them into my bf2modtools_data_ABC directory, I added spawn points in my map and munged. When running the map, the only vehicles that appeared at the spawn points were the vanilla vehicles from BFII. I made sure that the Atk and Def were both filled in, the command post names all match, the names I typed in match the unit names, the munge has no errors or warnings, I edited the scripts to allow enough memory for the vehicles, and I even tried to give the vehicle spawn points a side designation, i.e. Team 1 or 2. With none of these working, I tried to find out if the location that I extract my vehicles to has any effect. If this problem has been posted somewhere else I apologize for the re-posting. If anyone could help out, It would be greatly appreciated.
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Re: Trouble with new Vehicles

Post by DarthD.U.C.K. »

first of all welcome on gametoast!
and second: congratulations for searching thoroughly for a solution before posting!
but now on topic: how dod you add the vehicles? did you put them in a custom side or did you repace shipped vehicles with them? and could you please post your missions lua?
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Re: Trouble with new Vehicles

Post by jgalt »

Thank you for responding so quickly. I added my vehicles to the sides folder in their appropriate sides, ex. the ATXT went to C:\BF2_ModTools\data_ABC\Sides\rep. Is this what you mean by "replacing shipped vehicles"? Where is the missions lua? I found mission.lvl and .req but no lua? Do you mean my missionselect.lua? Sorry for the confusion.
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Re: Trouble with new Vehicles

Post by THEWULFMAN »

We may have found your problem. You need to add the vehicles in your Lua.

Found C:\BF2_ModTools\data_ABC\Common\scripts\ABC

ABCc_con is the lua for the clone wars.

Open it up and add your lines referncing your new side and vehicles here
Hidden/Spoiler:
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\tat.lvl;tat2cw")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_commander")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_walk_atxt")

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Re: Trouble with new Vehicles

Post by jgalt »

I added them and munged but nothing changed.

Here is my scripts.Lua
Hidden/Spoiler:
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("dc:soundan2.lvl;an2cw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_hover_fightertank",
"rep_walk_atte",
"rep_walk_oneman_atst")
ReadDataFile("dc:SIDEwkr.lvl",
"rep_walk_atap",
"rep_walk_atxt")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 500,
reinforcements = 500,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 500,
reinforcements = 500,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 12) --replace "@#$" with the number of TWO legged walkers in your map
AddWalkerType(2, 12) -- replace "@#$" with the number of FOUR legged walkers in your map
AddWalkerType(3, 2) -- replace "@#$" with the number of SIX legged walkers in your map in your map
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 320)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EntityLight", 16)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CLH\\CLH.lvl", "CLH_conquest")
ReadDataFile("dc:CLH\\CLH.lvl", "CLH_conquest")
SetDenseEnvironment("false")


EDIT
jgalt wrote:
ReadDataFile("dc:SIDE\\wkr.lvl",
"rep_walk_atap",
"rep_walk_atxt")
I changed an error from dc:SIDEwkr.lvl to dc:SIDE\\wkr.lvl and nothing changed.




EDIT2
Here is my new lua.
Now with the addition and changes, it crashes the game.
Hidden/Spoiler:
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_hover_fightertank",
"rep_walk_atte",
"rep_walk_oneman_atst")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hover_swampspeeder_2man",
"rep_hover_swampspeeder",
"rep_walk_atxt",
"rep_walk_atap")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
Double posting is against the RULES, so please EDIT your post instead -Staff
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Re: Trouble with new Vehicles

Post by Lagomorphia »

Well, the first thing I would recommend is adding one vehicle at a time, so you can see which one is causing the problem.
Also, your new side is another REP.lvl, so there might be a conflict there. Renaming it to something not used as a stock side (you can see what these are in the "Assets/Sides" folder) might fix it. You also may not have copied across all the files for the vehicles you're loading to your new side.
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Re: Trouble with new Vehicles

Post by jgalt »

When I added a new side the game works, but the vehicles do not spawn. I changed the path in the scripts .lua and double checked to make sure that all of the files are there. The new side folder is called "new". Here is my scripts .lua

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_hover_fightertank",
"rep_walk_atte",
"rep_walk_oneman_atst")

ReadDataFile("dc:SIDE\\new.lvl",
"rep_walk_atap")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

I don't know what else to try. Is the name of the .req file matter? Does the new side need to be added anywhere in other files? Does the line:
SetMemoryPoolSize("EntityWalker", -1) need changed in my scripts file?
Sorry for all of these questions at once.
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Re: Trouble with new Vehicles

Post by DarthD.U.C.K. »

yes, all files (odfs, mshs etc.) are loaded through reqfiles. "rep", "cis" and "side" are the reqfiles in the sidefolder containing a list of the reqfiles of the units and classes "rep_walk_atap", "cis_inf_rifleman", "cis_hero_darthmaul" etc. which contain the name of the odfs of the units/vehicles.
for walkers you additionally need "addwalkertype"-lines, ususally below the teamsetup.

Code: Select all

AddWalkerType(legpairnumber, walkernumber)
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Re: Trouble with new Vehicles

Post by modmaster13 »

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Re: Trouble with new Vehicles

Post by jgalt »

I got the vehicles to work. Well Some of them. There are still a few that are having problems. When I munge, I get this error.
Hidden/Spoiler:
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

WARNING[PC_modelmunge msh\all_1st_cockpit_awing.msh]:all_1st_cockpit_awing has 1048 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_fly_virago.msh]:all_fly_virago has 5677 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\bandu_1st_cockpit_sith_speeder.msh]:bandu_1st_cockpit_sith_speeder has 1496 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\bandu_fly_ventressfighter.msh]:bandu_fly_ventressfighter has 2726 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\bandu_hover_sith_speeder.msh]:bandu_hover_sith_speeder has 2143 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_hover_cydon.msh]:cis_hover_cydon has 2715 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_hover_fightertank.msh]:cis_hover_fightertank has 5454 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_hover_gat.msh]:cis_hover_gat has 2708 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_hover_HAG.msh]:cis_hover_HAG has 3734 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\gun_walk_kaadu.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\imp_fly_tiephantom.msh]:imp_fly_tiephantom has 3535 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\old_cis_hover_cydon.msh]:old_cis_hover_cydon has 2341 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_fly_v19.msh]:rep_fly_v19 has 3272 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat1_bldg_sarlaccpit.msh]:tat1_bldg_sarlaccpit has 1247 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 14 Warnings
I also am having problems with spawning. After the vehicles are destroyed they do not respawn.
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Re: Trouble with new Vehicles

Post by CalvaryCptMike »

jgalt wrote:I got the vehicles to work. Well Some of them. There are still a few that are having problems. When I munge, I get this error.
Hidden/Spoiler:
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

WARNING[PC_modelmunge msh\all_1st_cockpit_awing.msh]:all_1st_cockpit_awing has 1048 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_fly_virago.msh]:all_fly_virago has 5677 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\bandu_1st_cockpit_sith_speeder.msh]:bandu_1st_cockpit_sith_speeder has 1496 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\bandu_fly_ventressfighter.msh]:bandu_fly_ventressfighter has 2726 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\bandu_hover_sith_speeder.msh]:bandu_hover_sith_speeder has 2143 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_hover_cydon.msh]:cis_hover_cydon has 2715 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_hover_fightertank.msh]:cis_hover_fightertank has 5454 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_hover_gat.msh]:cis_hover_gat has 2708 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_hover_HAG.msh]:cis_hover_HAG has 3734 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\gun_walk_kaadu.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\imp_fly_tiephantom.msh]:imp_fly_tiephantom hasnot 3535 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\old_cis_hover_cydon.msh]:old_cis_hover_cydon has 2341 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_fly_v19.msh]:rep_fly_v19 has 3272 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat1_bldg_sarlaccpit.msh]:tat1_bldg_sarlaccpit has 1247 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 14 Warnings

I also am having problems with spawning. After the vehicles are destroyed they do not respawn.
Okay the part in yellow is the only problem. all of the other listed warnings are always there and don't cause any problems BELIEVE ME IT'S FINE. Otherwise the part in yellow is bad news. I don't know how to fix it but the model is mussed up. As for the vehicles not respawning I dunno what to do. I think you have to set the respawn time something in ZE. :?
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Re: Trouble with new Vehicles

Post by DarthD.U.C.K. »

the yellow part is no problem, its just a warning like the other ones. as long as you dont get any errors in the mungelog, everything is alright. (the first one in your log should be there because you checked "shell" in visualmunge but dont have a custom shell)
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Re: Trouble with new Vehicles

Post by THEWULFMAN »

Yeah, the thing in yellow is just saying its going to have to munge the model a hard way, because it has a skeleton, hence the , split-skin segments.
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Re: Trouble with new Vehicles

Post by jgalt »

Their are just a couple vehicles not working. The spawning problem has been successfully resolved. The vehicles that are not working have no munged assets in the sides folder. Does this cause the problems I am experiencing?
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Re: Trouble with new Vehicles

Post by CressAlbane »

Are you sure that those vehicles have the .req's set up properly? That's what I would look for first. A BF2 error log would be good to see.
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Re: Trouble with new Vehicles

Post by jgalt »

Here are a list of the vehicles and the error logs associated with them.

ATPT
ERROR[levelpack req\all_walk_atpt.req]:Could not open munged\pc\all_walk_atpt.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\all_walk_atpt.req]:Could not open munged\pc\all_walk_atpt.anims for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings
ERROR[levelpack cpt.req]:Expecting bracket, but none was found.
File : munged\pc\all_walk_atpt.lvl.req(1)...
ucft <--
ERROR[levelpack cpt.req]:Expecting bracket, but none was found.
File : munged\pc\all_walk_atpt.lvl.req(1)...

Republic Heavy Cannon (Turret, not Vehicle)
WARNING[PC_modelmunge msh\rep_bldg_artillerygun.msh]:rep_bldg_artillerygun has 5456 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_bldg_artillerygun_destroyed.msh]:rep_bldg_artillerygun_destroyed has 2047 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings

HAV/wA6 Juggernaught
WARNING[PC_modelmunge msh\abc_HAVwA6_Juggernaut.msh]:abc_HAVwA6_Juggernaut has 9741 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

The UTAT and SPHAT have no error logs but do not show up in Conquest.
The Republic Heavy Cannon Shows up but when I attempt to use it the game crashes.
The Juggernaut does not allow the map to even run.
The .req files for the vehicles are all okay as far as I can see.
The Zeroeditor part is completely correct for all vehicles.
Each Vehicle has its own separate side and the files in C://&%#/_BUILD are correct. Here is my scripts .lua
Hidden/Spoiler:
ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("dc:soundan2.lvl;an2cw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_hover_fightertank",
"rep_walk_atte",
"rep_walk_oneman_atst")

ReadDataFile("SIDE\\imp.lvl",
"imp_hover_fightertank")

ReadDataFile("dc:SIDE\\new.lvl",
"rep_hover_swampspeeder_2man",
"rep_hover_swampspeeder",
"rep_walk_atxt",
"rep_walk_atap")

ReadDataFile("dc:SIDE\\wrk.lvl",
"rep_walk_atap")

ReadDataFile("dc:SIDE\\mac.lvl",
"rep_walk_sphat")

ReadDataFile("dc:SIDE\\cpt.lvl",
"all_walk_atpt")

ReadDataFile("dc:SIDE\\uta.lvl",
"rep_hover_utat")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"rep_bldg_artillerygun",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 500,
reinforcements = 500,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 500,
reinforcements = 500,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 12) --replace "@#$" with the number of TWO legged walkers in your map
AddWalkerType(2, 12) -- replace "@#$" with the number of FOUR legged walkers in your map
AddWalkerType(3, 2) -- replace "@#$" with the number of SIX legged walkers in your map in your map
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EntityLight", 16)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
I hope this is enough information to discover the problem. I really do not know what else to try.
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commander501stappo
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Re: Trouble with new Vehicles

Post by commander501stappo »

That's not the error log, that's the munge log.
To get an error log run bf2_modtools.exe and run the map. The error log should now be in the GameData folder(make sure your bf2_modtools.exe is in the GameData folder too).
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Re: Trouble with new Vehicles

Post by jgalt »

Woops. Thanks for clearing up the confusion.
Now the modtools.exe won't run.
It wants me to insert "CD1" but the game disc is in.
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Re: Trouble with new Vehicles

Post by THEWULFMAN »

jgalt wrote:Woops. Thanks for clearing up the confusion.
Now the modtools.exe won't run.
It wants me to insert "CD1" but the game disc is in.
FAQ wrote:Question - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - The BF2_modtools.exe is the debug executable, copy it from C:\BF2_ModTools and paste it in the same folder as your BattlefrontII.exe, usually:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
then you can launch BF2_modtools.exe and play your map then exit or let it crash to generate a BFront2.log located in that same folder.
If you have the DVD version check THIS LINK for a DVD version of BF2_modtools.exe
Use the .exe from that link instead.
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Re: Trouble with new Vehicles

Post by jgalt »

Thanks, I have the DVD version and it works now.

What file extension can I upload to post the error log. The site rejects anything I try.

P.S.
I got the UTAT and the HAVwA6J and SPHAT to work. The Juggernaut had unnecessary code the SPHAT could not spawn because their was not enough room and the UTAT needed more memory. The clone ATPT still does not work or appear.

The Error log has one line of information on the ATPT:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "all_walk_atpt"

To correct this, would I need to edit the main ODF. file?
Last edited by jgalt on Thu Apr 21, 2011 7:05 pm, edited 4 times in total.
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