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Porting problems
Posted: Wed Aug 12, 2009 2:47 pm
by giftheck
I followed Battlebelk's tutorial to port the Geonosis map from BF2, but whenever I load the map in ZeroEditor, it still crashes.
Re: Porting problems
Posted: Wed Aug 12, 2009 4:30 pm
by Ka-Ching
for some reason or another bf1 zero editor cant open bf2 maps,you must use the bf2 zero editor
Re: Porting problems
Posted: Wed Aug 12, 2009 4:39 pm
by giftheck
What I said was, I used Battlebelk's tutorial, which involves hexediting the .ter file. Then the map should open in ZeroEditor for BF1.
Re: Porting problems
Posted: Wed Aug 12, 2009 5:10 pm
by Ka-Ching
ohhh well ask belk i guess
Re: Porting problems
Posted: Fri Aug 14, 2009 6:46 am
by giftheck
I did, he gave me his Geonosis Plains terrain file, and ZeroEdito still crashes, so I think it's a problem with my ZeroEditor.
Re: Porting problems
Posted: Fri Aug 14, 2009 1:42 pm
by Ka-Ching
Re: Porting problems
Posted: Fri Aug 21, 2009 1:07 pm
by giftheck
Okay, I've isolated the problem as being the files I copied over from the Battlefront 2 folder, rather than the .ter file. Some things are not compatible with BF1 so I got rid of them.
Re: Porting problems
Posted: Sat Aug 22, 2009 12:32 pm
by giftheck
Hey, I've got a new error.
The map crashes whenever I look at where a Geonosian Turret is supposed to be. Here's what SPTest threw at me:
Code: Select all
Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(831)
Could not find odf "tur_bldg_geoturret"!
I wouldn't mind, but I renamed "geo_weap_bldg_turret" to "tur_bldg_geoturret" for this map.
It seems as though the Geonosian Turret I'm using is actually incomplete, is that why it crashes?
Re: Porting problems
Posted: Sat Aug 22, 2009 1:41 pm
by Teancum
Turrets were actually built from a side folder in SWBF2, whereas in SWBF1 they were part of the world folder. Best thing to do is replace it.
Re: Porting problems
Posted: Sat Aug 22, 2009 1:56 pm
by giftheck
Okay.
I do have another problem now. TerrainMunge crashes when I munge (typical "TeerainMunge has stopped working" dialog), but I haven't altered anything since the last munge. There's no error info either.
Re: Porting problems
Posted: Thu Aug 27, 2009 8:29 am
by giftheck
I think that BF1 CAN use the BF2 turrets structure, but I have yet to try it out.
Here's the error befalling me with Geonosis:
It stops there, and then Terrainmunge just crashes. I've had the exact same problem with shipped maps.
Re: Porting problems
Posted: Fri Aug 28, 2009 2:51 pm
by giftheck
Okay, after a struggle with Geonosis Plains, I've decided it would be wiser to give up, for now anyways.
I've moved onto Naboo Theed Nighttime (which plays a little different).
Now, it runs all smooth and all, but the open gates mesh has a problem. In ZeroEditor it appears as it's supposed to. But in game, this is the left gate:
Note, that it is only this gate here that appears like this. The right open gate appears as it's supposed to.
Re: Porting problems
Posted: Fri Aug 28, 2009 3:08 pm
by RogueKnight
ggctuk wrote:Okay, after a struggle with Geonosis Plains, I've decided it would be wiser to give up, for now anyways.
I've moved onto Naboo Theed Nighttime (which plays a little different).
Now, it runs all smooth and all, but the open gates mesh has a problem. In ZeroEditor it appears as it's supposed to. But in game, this is the left gate:
Note, that it is only this gate here that appears like this. The right open gate appears as it's supposed to.
Make sure that the texture has an alpha layer.
Re: Porting problems
Posted: Fri Aug 28, 2009 3:19 pm
by giftheck
It's the default gate texture. As I said, the right gate is fine, it appears fine in ZeroEditor, and the closed gates are also fine. It's just this one gate.
Re: Porting problems
Posted: Fri Aug 28, 2009 5:51 pm
by ANDEWEGET
maybe it lost the alpha flag...
Re: Porting problems
Posted: Fri Aug 28, 2009 6:47 pm
by Teancum
It probably uses a SWBF2-unique alpha flag, and so it's misinterpreting what to do. Not sure...
Re: Porting problems
Posted: Fri Sep 25, 2009 3:59 pm
by giftheck
Okay, I've got another problem.
I ported the SWBF2 Naboo: Prototype map. Not wanting to mess up any of the vehicle spawn points, I mostly kept them the same, and so I ported the vehicles in the Conversion Pack assets as well. My problem is this:
When the second TGA file belonging to the TIE X1 comes up to munge, the Texture munge app crashes, thus it abandons munging other textures too. I noticed that the TIE X1 textures are indexed colour in Photoshop instead of RGB colour as all of the other TGA files are. Would re-saving the TGA files as RGB output instead of Indexed stop the problem?
Also, are there any collision meshes for those vehicles that I can reference in the ODF or do they not need them in BF1?
EDIT:That's fixed, now I have another problem - the water vanishes from the map at munge.