Some vehicles missing sounds! [Solved]

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Marth8880
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Some vehicles missing sounds! [Solved]

Post by Marth8880 »

So I added in some vehicles to my map, I am able to use them and everything, but I have a problem: the Imperial speeder bike, AT-ST, IFT-T, and Alliance combat speeder AAC-10 thing are all missing all of their sounds. What do I have to do to get all of their sounds working?
Last edited by Marth8880 on Sun Aug 18, 2013 12:52 am, edited 2 times in total.
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Marvel4
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Re: Some vehicles missing sounds!

Post by Marvel4 »

Read the FAQ for adding missing sounds :wink:
http://www.gametoast.com/forums/viewtop ... 27&t=13806

But you will need to update your .bat s, because they don't work from the beginning.
AQT
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Re: Some vehicles missing sounds!

Post by AQT »

Use the:

Image

or go to:

The FAQ / Everything You Need Thread Version 2.0 > Sound

next time. The same goes for any other issue you may encounter before posting.
Marth8880
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Re: Some vehicles missing sounds!

Post by Marth8880 »

AQT wrote:Use the:

Image

or go to:

The FAQ / Everything You Need Thread Version 2.0 > Sound

next time. The same goes for any other issue you may encounter before posting.
Before posting this topic, I had already read through all three topics for adding missing sounds and all of them had either broken hidden/spoiler elements and/or broken download links.
^All broken image and download links are now fixed -Staff
AQT
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Re: Some vehicles missing sounds!

Post by AQT »

I see. Well just follow the tutorial entitled "how to add missing shipped sounds (expanded)" for now. I guarantee you can get through it with the broken images, the text directions will suffice. I'll fix the the broken link in a bit. If you're stuck on anything, then post away.
Marth8880
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Re: Some vehicles missing sounds!

Post by Marth8880 »

Alright, so I think I have all the necessary strings in my SFX file. I have a problem though: the link to download the updated munge.bat file is broken. My guess is I'll need that file for this to work properly. How else could I possibly obtain the file?
AQT
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Re: Some vehicles missing sounds!

Post by AQT »

I'm pretty sure I just fixed the link a few minutes ago. Hit the refresh button or something. :wink:
Marth8880
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Re: Some vehicles missing sounds!

Post by Marth8880 »

AQT wrote:I'm pretty sure I just fixed the link a few minutes ago. Hit the refresh button or something. :wink:
Oh! Thanks!

EDIT:

Ugh! Those vehicles' sounds still don't work! Here is my munge error log:
Hidden/Spoiler:
[code]ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

WARNING[PC_modelmunge world1\end_prop_fernclump_2.msh]:end_prop_fernclump_2 has 1036 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4 - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx
soundflmunge.exe : Error : Unable to open file F:\BF2_ModTools\data_PIO\Sound\shell\effects\whooshl3.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file F:\BF2_ModTools\data_PIO\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
[/code]
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Some vehicles missing sounds!

Post by AQT »

Please post your setup (files, .reqs and .sfx) so that we can help you solve your problem.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Some vehicles missing sounds!

Post by Marth8880 »

PIO is my map ID. I'm only having problems with GCW.

pio.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"gcw_vo"
"gcw_tac_vo"
"cw_vo"
"cw_tac_vo"

}
REQN
{
"lvl"
"piogcw"
"piocw"
}
}[/code]
piogcw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"piogcw"
}

REQN
{
"config"
"imp_walk_atst"
"imp_hover_speederbike"
"imp_hover_fightertank"
"all_hover_combatspeeder"
"global_world"
"exp_obj"
"piogcw"
"gcw_vo"
"gcw"
}
}[/code]
piogcw.sfx
Hidden/Spoiler:
[code]// AT Walker Common -ATAT ATST ATTE -------------------------

..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050

//------------------------------------------------------------------------------------


// AT Walker Footsteps XBOX and PC ATTE ATAT ATST----------------------------------

..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050

// ----- ATST Weapons --------------------------------------------------------------------------------------

..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_atst_headBlaster_fire.wav -resample xbox 22050 pc 44100

// ----- Medium ----- Orbital Strike Combatspeeder Fightertank
#ifplatform xbox pc
..\..\global\effects\exp_obj_med05.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med04.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med03.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med02.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med01.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_distant_medium01.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_distant_medium02.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_verydistant_medium01.wav -resample xbox 320 pc 320
..\..\global\effects\exp_verydistant_medium02.wav -resample xbox 320 pc 320
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\ex2_obj_med05.wav exp_obj_med05 -resample ps2 20000
..\..\global\effects\ex2_obj_med04.wav exp_obj_med04 -resample ps2 20000
..\..\global\effects\ex2_obj_med03.wav exp_obj_med03 -resample ps2 20000
..\..\global\effects\ex2_obj_med02.wav exp_obj_med02 -alias ps2 exp_obj_med04
..\..\global\effects\ex2_obj_med01.wav exp_obj_med01 -alias ps2 exp_obj_med05
..\..\global\effects\ex2_distant_medium01.wav exp_distant_medium01 -resample ps2 16000
..\..\global\effects\ex2_distant_medium02.wav exp_distant_medium02 -resample ps2 16000
..\..\global\effects\exp_verydistant_medium01.wav -resample ps2 320
..\..\global\effects\exp_verydistant_medium02.wav -resample ps2 320
#endifplatform ps2

// Combatspeeder -----------------------------------------------------------------------------------------------
// Yellow Stinger Missiles
#ifplatform xbox pc
..\..\cw\effects\wpn_hailfire_missile_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_hailfire_missile_fire.wav wpn_hailfire_missile_fire -resample ps2 16000
#endifplatform ps2
#ifplatform xbox pc
..\..\gcw\effects\wpn_cmbtSpdr_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_cmbtSpdr_turret_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_combatSpeeder_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_mid_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_low_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_cmbtSpdr_blaster_fire.wav wpn_cmbtSpdr_blaster_fire -resample ps2 16000
..\..\gcw\effects\wp2_cmbtSpdr_turret_fire.wav wpn_cmbtSpdr_turret_fire -resample ps2 16000
..\..\gcw\effects\eP2_combatSpeeder_hi_lp.wav eng_combatSpeeder_hi_lp -resample ps2 22050
..\..\gcw\effects\eP2_combatSpeeder_mid_lp.wav eng_combatSpeeder_mid_lp -resample ps2 12000
..\..\gcw\effects\eP2_combatSpeeder_low_lp.wav eng_combatSpeeder_low_lp -resample ps2 3000
#endifplatform ps2
// --------------------------------------------------------------------------------------------------------------

// IFT-RFT -------------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wp2_gunship_laser_lp.wav wpn_gunship_laser_lp -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_gunship_laser_fire.wav wpn_gunship_laser_fire -resample ps2 16000
..\..\cw\effects\wp2_gunship_laser_lp.wav wpn_gunship_laser_lp -resample ps2 8000
..\..\global\effects\wp2_IFT_blaster_fire.wav wpn_IFT_blaster_fire -resample ps2 16000
..\..\global\effects\wp2_IFT_missile_fire.wav wpn_IFT_missile_fire -resample ps2 16000
//..\..\global\effects\wp2_IFT_trtBlaster_fire.wav wpn_IFT_trtBlaster_fire -resample ps2 16000
..\..\global\effects\eP2_interceptorTank_low_lp.wav eng_interceptorTank_low_lp -resample ps2 3000
..\..\global\effects\eP2_interceptorTank_mid_lp.wav eng_interceptorTank_mid_lp -resample ps2 6000
..\..\global\effects\eP2_interceptorTank_hi_lp.wav eng_interceptorTank_hi_lp -resample ps2 16000
#endifplatform ps2

// Speederbike ---------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\global\effects\wpn_spdrbike_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\eng_distSpeederbike_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_speederbike_grit_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_doubleSpdBike_grit_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_hi_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_low_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_speederbike_mid_lp.wav -resample xbox 11025 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\wp2_spdrbike_blaster_fire.wav wpn_spdrbike_blaster_fire -resample ps2 16000
//..\..\global\effects\eP2_distSpeederbike_lp.wav eng_distSpeederbike_lp -resample ps2 16000
//..\..\global\effects\eP2_speederbike_grit_lp.wav eng_speederbike_grit_lp -resample ps2 14000
//..\..\global\effects\eP2_doubleSpdBike_grit_lp.wav eng_doubleSpdBike_grit_lp -resample ps2 14000
..\..\global\effects\eP2_speederbike_hi_lp.wav eng_speederbike_hi_lp -resample ps2 16000
..\..\global\effects\eP2_speederbike_low_lp.wav eng_speederbike_low_lp -resample ps2 3000
..\..\global\effects\eP2_speederbike_mid_lp.wav eng_speederbike_mid_lp -resample ps2 6000
#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------[/code]
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Some vehicles missing sounds!

Post by Marvel4 »

Try this:
pio.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"piogcw"
"piocw"
}
}[/code]
piogcw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"piogcw"
}

REQN
{
"config"
"imp_walk_atst"
"imp_hover_speederbike"
"imp_hover_fightertank"
"all_hover_combatspeeder"
"exp_obj"
}
}[/code]
piogcw.sfx:
Remove everything you don't need, like AT-AT, etc...
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Some vehicles missing sounds!

Post by Marth8880 »

I tried this and nothing has changed. Oh, and also, my sounds for the AT-RT in the CW era are now missing. They were working when I was using Utapau's LVL sound file. I don't want to do that method though because those files are pretty darn big.

So yeah, now my vehicles that are missing their sounds are the AT-RT, AT-ST, Imperial Speeder Bike, Imperial Fighter Tank (IFT-T), and the Alliance Combat Speeder (AAC-1). Here are of my LUA, REQ and SFX files, munge log, and error log:

PIOc_con.lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- CIS Attacking (attacker is always #1)
REP = 2;
CIS = 1;
-- These variables do not change
ATT = 1;
DEF = 2;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
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("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\pio.lvl;piocw")
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_hero_obiwan",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_jangofett",
"cis_hover_aat",
"cis_hover_stap")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
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 = 20,
reinforcements = 150,
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_jangofett")
SetHeroClass(REP, "rep_hero_obiwan")


-- Level Stats
-- ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 4) -- 4 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 3) -- 3 oneman atsts with 1 leg pair each
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 7)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 1000)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 2048)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

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




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/code]
PIOg_con.lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("ingame.lvl")



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;tat2gcw")
ReadDataFile("dc:sound\\pio.lvl;piogcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_chewbacca",
"all_hover_combatspeeder" )

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_hover_fightertank",
"imp_walk_atst",
"imp_hover_speederbike",
"imp_fly_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_chewbacca")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 3) -- 3 atsts with 1 leg pair each
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 3)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 1000)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 2048)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:PIO\\PIO.lvl", "PIO_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
pio.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"piogcw"
"piocw"
}
}[/code]
piocw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"piocw"
}

REQN
{
"config"
"rep_walk_atrt"
"exp_obj"
}
}[/code]
piocw.sfx
Hidden/Spoiler:
[code]// AT Walker Common -ATAT ATST ATTE -------------------------

// AT Walker Engine ATAT ATST ATTE
#ifplatform ps2
..\..\global\effects\eP2_walker_hi_lp.wav eng_walker_hi_lp -resample ps2 20000
..\..\global\effects\eP2_walker_low_lp.wav eng_walker_low_lp -resample ps2 3000
..\..\global\effects\eP2_walker_mid_lp.wav eng_walker_mid_lp -resample ps2 12000
..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample ps2 16000
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample ps2 16000
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -alias ps2 atst_leg_up02
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -alias ps2 atst_leg_up01
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -alias ps2 atst_leg_up02
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -alias ps2 atst_leg_up01
#endifplatform ps2
#ifplatform xbox pc
..\..\global\effects\eng_walker_hi_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_walker_mid_lp.wav -resample xbox 12000 pc 22050
..\..\global\effects\eng_walker_low_lp.wav -resample xbox 12000 pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050
#endifplatform xbox pc

// AT Walker footsteps PS2 ATTE ATAT ATST
#ifplatform ps2
..\..\global\effects\fs_walker_ps201.wav atst_step01 -resample ps2 16000
..\..\global\effects\fs_walker_ps202.wav atst_step02 -resample ps2 16000
..\..\global\effects\fs_walker_ps203.wav atst_step03 -resample ps2 16000
..\..\global\effects\fs_walker_ps204.wav atst_step04 -alias ps2 atst_step02 -resample ps2 16000 xbox 22050
..\..\global\effects\fs_walker_ps205.wav atst_step05 -alias ps2 atst_step01 -resample ps2 16000 xbox 22050
..\..\global\effects\fs_walker_ps206.wav atst_step06 -alias ps2 atst_step02 -resample ps2 16000 xbox 22050
#endifplatform ps2

// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
#ifplatform xbox pc
..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc

// ---------------------------------------------------------------------------------------------------------[/code]
piogcw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"piogcw"
}

REQN
{
"config"
"imp_walk_atst"
"imp_hover_speederbike"
"imp_hover_fightertank"
"all_hover_combatspeeder"
"exp_obj"
}
}[/code]
piogcw.sfx
Hidden/Spoiler:
[code]// AT Walker Common -ATAT ATST ATTE -------------------------

..\..\global\effects\hyd_walker01.wav atst_leg_up01 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05 -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06 -resample xbox 22050 pc 22050

//------------------------------------------------------------------------------------


// AT Walker Footsteps XBOX and PC ATTE ATAT ATST----------------------------------

..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav -resample xbox 22050 pc 22050

// ----- ATST Weapons --------------------------------------------------------------------------------------

..\..\gcw\effects\wpn_atat_chinBlaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_atst_headBlaster_fire.wav -resample xbox 22050 pc 44100

// ----- Medium ----- Orbital Strike Combatspeeder Fightertank
#ifplatform xbox pc
..\..\global\effects\exp_obj_med05.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med04.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med03.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med02.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_med01.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_distant_medium01.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_distant_medium02.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_verydistant_medium01.wav -resample xbox 320 pc 320
..\..\global\effects\exp_verydistant_medium02.wav -resample xbox 320 pc 320
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\ex2_obj_med05.wav exp_obj_med05 -resample ps2 20000
..\..\global\effects\ex2_obj_med04.wav exp_obj_med04 -resample ps2 20000
..\..\global\effects\ex2_obj_med03.wav exp_obj_med03 -resample ps2 20000
..\..\global\effects\ex2_obj_med02.wav exp_obj_med02 -alias ps2 exp_obj_med04
..\..\global\effects\ex2_obj_med01.wav exp_obj_med01 -alias ps2 exp_obj_med05
..\..\global\effects\ex2_distant_medium01.wav exp_distant_medium01 -resample ps2 16000
..\..\global\effects\ex2_distant_medium02.wav exp_distant_medium02 -resample ps2 16000
..\..\global\effects\exp_verydistant_medium01.wav -resample ps2 320
..\..\global\effects\exp_verydistant_medium02.wav -resample ps2 320
#endifplatform ps2

// Combatspeeder -----------------------------------------------------------------------------------------------
// Yellow Stinger Missiles
#ifplatform xbox pc
..\..\cw\effects\wpn_hailfire_missile_fire.wav -resample xbox 22050 pc 44100
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_hailfire_missile_fire.wav wpn_hailfire_missile_fire -resample ps2 16000
#endifplatform ps2
#ifplatform xbox pc
..\..\gcw\effects\wpn_cmbtSpdr_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_cmbtSpdr_turret_fire.wav -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_combatSpeeder_hi_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_mid_lp.wav -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_low_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\gcw\effects\wp2_cmbtSpdr_blaster_fire.wav wpn_cmbtSpdr_blaster_fire -resample ps2 16000
..\..\gcw\effects\wp2_cmbtSpdr_turret_fire.wav wpn_cmbtSpdr_turret_fire -resample ps2 16000
..\..\gcw\effects\eP2_combatSpeeder_hi_lp.wav eng_combatSpeeder_hi_lp -resample ps2 22050
..\..\gcw\effects\eP2_combatSpeeder_mid_lp.wav eng_combatSpeeder_mid_lp -resample ps2 12000
..\..\gcw\effects\eP2_combatSpeeder_low_lp.wav eng_combatSpeeder_low_lp -resample ps2 3000
#endifplatform ps2
// --------------------------------------------------------------------------------------------------------------

// IFT-RFT -------------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\cw\effects\wpn_gunship_laser_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\wp2_gunship_laser_lp.wav wpn_gunship_laser_lp -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav -resample xbox 22050 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_gunship_laser_fire.wav wpn_gunship_laser_fire -resample ps2 16000
..\..\cw\effects\wp2_gunship_laser_lp.wav wpn_gunship_laser_lp -resample ps2 8000
..\..\global\effects\wp2_IFT_blaster_fire.wav wpn_IFT_blaster_fire -resample ps2 16000
..\..\global\effects\wp2_IFT_missile_fire.wav wpn_IFT_missile_fire -resample ps2 16000
//..\..\global\effects\wp2_IFT_trtBlaster_fire.wav wpn_IFT_trtBlaster_fire -resample ps2 16000
..\..\global\effects\eP2_interceptorTank_low_lp.wav eng_interceptorTank_low_lp -resample ps2 3000
..\..\global\effects\eP2_interceptorTank_mid_lp.wav eng_interceptorTank_mid_lp -resample ps2 6000
..\..\global\effects\eP2_interceptorTank_hi_lp.wav eng_interceptorTank_hi_lp -resample ps2 16000
#endifplatform ps2

// ----- Small ------ STAP Speederbike GunTurrets Droideka Large Blaster Ordnance
#ifplatform xbox pc
..\..\global\effects\exp_obj_small01.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_small02.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_small03.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_small04.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_obj_small05.wav -resample xbox 22050 pc 44100
..\..\global\effects\exp_distant_small02.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_distant_small01.wav -resample xbox 22050 pc 22050
..\..\global\effects\exp_verydistant_small01.wav -resample xbox 320 pc 320
..\..\global\effects\exp_verydistant_small02.wav -resample xbox 320 pc 320
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\ex2_obj_small01.wav exp_obj_small01 -resample ps2 20000
..\..\global\effects\ex2_obj_small02.wav exp_obj_small02 -resample ps2 20000
..\..\global\effects\ex2_obj_small03.wav exp_obj_small03 -alias ps2 exp_obj_small01
..\..\global\effects\ex2_obj_small04.wav exp_obj_small04 -alias ps2 exp_obj_small01
..\..\global\effects\ex2_obj_small05.wav exp_obj_small05 -alias ps2 exp_obj_small01
..\..\global\effects\ex2_distant_small02.wav exp_distant_small02 -resample ps2 11025
..\..\global\effects\ex2_distant_small01.wav exp_distant_small01 -alias ps2 exp_distant_small02
..\..\global\effects\exp_verydistant_small01.wav -resample ps2 320
..\..\global\effects\exp_verydistant_small02.wav -resample ps2 320
#endifplatform ps2

// --------------------------------------------------------------------------------------------------------------

// Speederbike ---------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\global\effects\wpn_spdrbike_blaster_fire.wav -resample xbox 22050 pc 44100
//..\..\global\effects\eng_distSpeederbike_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_speederbike_grit_lp.wav -resample xbox 22050 pc 22050
//..\..\global\effects\eng_doubleSpdBike_grit_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_hi_lp.wav -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_low_lp.wav -resample xbox 11025 pc 22050
..\..\global\effects\eng_speederbike_mid_lp.wav -resample xbox 16000 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\global\effects\wp2_spdrbike_blaster_fire.wav wpn_spdrbike_blaster_fire -resample ps2 16000
//..\..\global\effects\eP2_distSpeederbike_lp.wav eng_distSpeederbike_lp -resample ps2 16000
//..\..\global\effects\eP2_speederbike_grit_lp.wav eng_speederbike_grit_lp -resample ps2 14000
//..\..\global\effects\eP2_doubleSpdBike_grit_lp.wav eng_doubleSpdBike_grit_lp -resample ps2 14000
..\..\global\effects\eP2_speederbike_low_lp.wav eng_speederbike_low_lp -resample ps2 3000
..\..\global\effects\eP2_speederbike_mid_lp.wav eng_speederbike_mid_lp -resample ps2 6000
..\..\global\effects\eP2_speederbike_hi_lp.wav eng_speederbike_hi_lp -resample ps2 16000

#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------[/code]
Munge log:
Hidden/Spoiler:
[code]ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

WARNING[PC_modelmunge world1\end_prop_fernclump_2.msh]:end_prop_fernclump_2 has 1036 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4 - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piocw.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piocw.sfx
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piocw.sfx - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piocw.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx
soundflmunge.exe : Error : Unable to open file F:\BF2_ModTools\data_PIO\Sound\shell\effects\whooshl3.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file F:\BF2_ModTools\data_PIO\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
[/code]
Error log:
Hidden/Spoiler:
[code]Message Severity: 3
.\Source\LoadUtil.cpp(1010)
Data in F:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\PIO\Data\_lvl_pc\sound\pio.lvl is not a binary UCF file.

Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk piogcw in dc:sound\pio.lvl;piogcw[/code]
Yes, I click select all whenever I munge for this sound problem. Here are all of those files (excluding the munge and error log) to download if that would help: http://www.filefront.com/17093733/pio_sound.zip

P.S. I use Notepad++
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Some vehicles missing sounds!

Post by Marvel4 »

Okay, first you should choose a sound file that has most of the sounds you need (for example Felucia for CW (AT-RT) and Endor for GCW (AT-ST and Speederbike), so the number of missing sounds will be lower.

In the luas, try putting the dc line first (It worked for me everytime), then remove the "exp_obj"s and the "Medium" and "Small" blocks from your .req and .sfx (You won't need them, if they're already in the main sound file).
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Some vehicles missing sounds!

Post by Marth8880 »

Marvel4 wrote:Okay, first you should choose a sound file that has most of the sounds you need (for example Felucia for CW (AT-RT) and Endor for GCW (AT-ST and Speederbike), so the number of missing sounds will be lower.
I chose Utapau for CW but I'm not sure if I copied the right string. The string I copied was the one that the AT-AT, AT-ST, and AT-TE all use. I don't know if that's the right string, but it's the only one that I could find and I got no results whenever I tried to search for "ATRT or AT-RT" in the SFX files.
Marvel4 wrote:In the luas, try putting the dc line first (It worked for me everytime), then remove the "exp_obj"s and the "Medium" and "Small" blocks from your .req and .sfx (You won't need them, if they're already in the main sound file).
Hmm, I will try this.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Some vehicles missing sounds!

Post by AQT »

Wait a minute, going along with what Marvel4 is suggesting, why don't you just load Kashyyyk sounds for GCW and Utapau sounds for CW and not make a sound .lvl? All the vehicle sounds you need will be covered.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
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Location: Edinburgh, UK
Contact:

Re: Some vehicles missing sounds!

Post by Marth8880 »

AQT wrote:Wait a minute, going along with what Marvel4 is suggesting, why don't you just load Kashyyyk sounds for GCW and Utapau sounds for CW and not make a sound .lvl? All the vehicle sounds you need will be covered.
Hmm. I guess I could try, but in future versions of the map I'd like it to have its own sound LVL because of changed music and vehicles and stuff like that. The music will always be from the Star Wars soundtrack but I want more of it than what is shipped with the game.

Anyways, how would I obtain those LVL files? Would I use the ones in the "BF2_ModTools\data_PIO\_LVL_PC\Sound" directory? Oh, and I already know what to change in the LUA.

While playing Kashyyyk GCW conquest, I noticed that there are no AT-ST walkers in the map but I have them in my map. I'll check to see if there are any in CTF.

EDIT1:
Nope, there are no AT-ST walkers in Kashyyyk. I checked conquest, CTF, and XL. XL mode is really fun and intense though!

EDIT2:
I am looking in Kashyyyk's REQ file and I see that imp_walk_atst is there anyways. I wonder why this could be when the vehicle is nowhere to be seen in the map? So I loaded Kashyyyk in Zero Editor and noticed that in the Gen-CP layer, an AT-ST walker is set to spawn in com_item_vehiclespawn0, com_item_vehiclespawn1 and com_item_vehiclespawn7. These must be for Campaign mode.

EDIT3:
Now the only sounds I have in my map are the music and STAP sounds.

EDIT4:
Now it seems that I'm back where I started. All of the vehicles in CW having working sounds but none of the vehicles in GCW have working sounds! At least those are the only unworking sounds.

I'll post my files in a new reply since they most likely won't fit in this one.

EDIT5
PIOc_con.lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- CIS Attacking (attacker is always #1)
REP = 2;
CIS = 1;
-- These variables do not change
ATT = 1;
DEF = 2;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
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("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:sound\\uta.lvl;uta1cw")
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_hero_obiwan",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_walk_oneman_atst")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_jangofett",
"cis_hover_aat",
"cis_hover_stap")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
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 = 20,
reinforcements = 150,
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_jangofett")
SetHeroClass(REP, "rep_hero_obiwan")


-- Level Stats
-- ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 4) -- 4 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 3) -- 3 oneman atsts with 1 leg pair each
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 7)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 1000)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 2048)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

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




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/code]
PIOg_con.lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("ingame.lvl")



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;tat2gcw")
ReadDataFile("dc:sound\\kas.lvl;kas2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_chewbacca",
"all_hover_combatspeeder")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_hover_fightertank",
"imp_walk_atst",
"imp_hover_speederbike",
"imp_fly_destroyer_dome")

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_chewbacca")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 3) -- 3 atsts with 1 leg pair each
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 3)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoldierAnimation", 1000)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 2048)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:PIO\\PIO.lvl", "PIO_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
[/code]
pio.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
}
REQN
{
"lvl"
"kas2gcw"
"uta1cw"
}
}
[/code]
piocw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"piocw"
}

REQN
{
"config"
"rep_walk_atrt"
}
}
[/code]
piogcw.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
"piogcw"
}

REQN
{
"config"
"imp_walk_atst"
"imp_hover_speederbike"
"imp_hover_fightertank"
"all_hover_combatspeeder"
}
}
[/code]
PC_MungeLog
Hidden/Spoiler:
[code]ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

WARNING[PC_modelmunge world1\end_prop_fernclump_2.msh]:end_prop_fernclump_2 has 1036 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav - while munging F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm - while munging F:\BF2_ModTools\data_PIO\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4 - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piocw.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piocw.sfx
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piocw.sfx - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piocw.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx
soundflmunge.exe : Error : Unable to open file c:\windows\media\chord.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx - while munging F:\BF2_ModTools\data_PIO\Sound\worlds\pio\piogcw.sfx
soundflmunge.exe : Error : Unable to open file F:\BF2_ModTools\data_PIO\Sound\shell\effects\whooshl3.wav - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file F:\BF2_ModTools\data_PIO\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx - while munging F:\BF2_ModTools\data_PIO\Sound\shell\shell.sfx
[/code]
BFront2.log
Hidden/Spoiler:
[code]Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 33

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 34

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 35

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 37

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 38

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 39

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 41

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 42

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 43

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Music" is full; raise count to at least 45

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1103)
Entity "all_hover_combatspeeder" unknown hit location "p_crithit"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "all_hover_combatspeeder" unknown building collision "p_box"

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB
uf_updateClassIndex(): Added class: all_inf_rifleman
uf_updateClassIndex(): Added class: all_inf_rocketeer
uf_updateClassIndex(): Added class: all_inf_sniper
uf_updateClassIndex(): Added class: all_inf_engineer
uf_updateClassIndex(): Added class: all_inf_officer
uf_updateClassIndex(): Added class: all_inf_wookiee
uf_updateClassIndex(): Added class: imp_inf_rifleman
uf_updateClassIndex(): Added class: imp_inf_rocketeer
uf_updateClassIndex(): Added class: imp_inf_sniper
uf_updateClassIndex(): Added class: imp_inf_engineer
uf_updateClassIndex(): Added class: imp_inf_officer
uf_updateClassIndex(): Added class: imp_inf_dark_trooper
uf_updateClassIndex(): Added class: all_hero_chewbacca
uf_updateClassIndex(): Added class: imp_hero_bobafett
utility_functions2: ReadDataFile(): This map's code, mode: pio pio_conquest

Message Severity: 3
.\Graphics\Pc\Shaders\pcTerrainShader2.cpp(293)
TerrainShader_: detail texture expects L8 format!

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=27a3aebf: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=28a3b052: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=26a3ad2c: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster3"
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist

Message Severity: 2
.\Source\WaterEffect.cpp(150)
Cannot find water effect 4955bd1b!

Message Severity: 2
.\Source\WaterEffect.cpp(150)
Cannot find water effect 4955bd1b!

Message Severity: 2
.\Source\WaterEffect.cpp(150)
Cannot find water effect 4955bd1b!
[/code]
I noticed the memory pool errors and am currently fixing that.

EDIT6
I put "SetMemoryPoolSize("Music", 110)" w/o the quotes in the memory pool area of both LUA files but I still get the same errors.

EDIT7
I noticed that munge.bat has "c:\windows\media\chord.wav" when my primary drive is drive F. So I changed it accordingly and I am about to test it.

EDIT8
Nope, still no different.

EDIT9
I'm still having issues.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Some vehicles missing sounds!

Post by AQT »

You're making this way too complicated. All you had to do was change a single line in each of your LUAs. So just delete the lines loading Yavin/Tatooine sounds and remove the dc: from the lines you added and that's it. Of course, you'll then have to edit the lines pertaining to music but that should be an easy copy-and-paste job.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Some vehicles missing sounds!

Post by Marth8880 »

AQT wrote:You're making this way too complicated. All you had to do was change a single line in each of your LUAs. So just delete the lines loading Yavin/Tatooine sounds and remove the dc: from the lines you added and that's it. Of course, you'll then have to edit the lines pertaining to music but that should be an easy copy-and-paste job.
I was never told to delete the lines loading Yavin/Tatooine sounds...

Whatever lol, I did that and now I'm munging.

EDIT:

YES!!! They all finally work!!! Now I'm messing with the music lines.

EDIT2:

Music works now and I just realized that the STAPs don't have their sound effects. What do I need to do?
User avatar
Marvel4
Rebel Colonel
Rebel Colonel
Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Some vehicles missing sounds!

Post by Marvel4 »

Add cis_hover_stap to your req and this to your sfx:
Hidden/Spoiler:
[code]// STAP ----------------------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\cw\effects\wpn_stap_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_stap_hi_lp.wav -resample xbox 32000 pc 22050
..\..\cw\effects\eng_stap_low_lp.wav -resample xbox 11025 pc 22050
..\..\cw\effects\eng_stap_mid_lp.wav -resample xbox 16000 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_stap_blaster_fire.wav wpn_stap_blaster_fire -resample ps2 16000
..\..\cw\effects\eP2_stap_hi_lp.wav eng_stap_hi_lp -resample ps2 16000
..\..\cw\effects\eP2_stap_low_lp.wav eng_stap_low_lp -resample ps2 3000
..\..\cw\effects\eP2_stap_mid_lp.wav eng_stap_mid_lp -resample ps2 6000
#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------
[/code]
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Some vehicles missing sounds!

Post by Marth8880 »

Marvel4 wrote:Add cis_hover_stap to your req and this to your sfx:
Hidden/Spoiler:
[code]// STAP ----------------------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\cw\effects\wpn_stap_blaster_fire.wav -resample xbox 22050 pc 44100
..\..\cw\effects\eng_stap_hi_lp.wav -resample xbox 32000 pc 22050
..\..\cw\effects\eng_stap_low_lp.wav -resample xbox 11025 pc 22050
..\..\cw\effects\eng_stap_mid_lp.wav -resample xbox 16000 pc 22050
#endifplatform xbox pc
#ifplatform ps2
..\..\cw\effects\wp2_stap_blaster_fire.wav wpn_stap_blaster_fire -resample ps2 16000
..\..\cw\effects\eP2_stap_hi_lp.wav eng_stap_hi_lp -resample ps2 16000
..\..\cw\effects\eP2_stap_low_lp.wav eng_stap_low_lp -resample ps2 3000
..\..\cw\effects\eP2_stap_mid_lp.wav eng_stap_mid_lp -resample ps2 6000
#endifplatform ps2
// ---------------------------------------------------------------------------------------------------------------
[/code]
I'm using Utapau's SFX. How would I do this? I went into uta1cw.sfx and added that string where all of the other vehicles are, saved the file, added "cis_hover_stap" in uta1cw.req, saved that, cleaned all, munged all, started the game up, and the sounds were still missing for the STAP. Would copying everything in uta1cw.sfx and pasting it into piocw.sfx work? I already have the vehicles and all of that properly added into my map's custom REQ file.

EDIT:

Nevermind, I fixed it. In PIOc_con.lua, I added "ReadDataFile("dc:sound\\pio.lvl;piocw")" under "ReadDataFile("sound\\uta.lvl;uta1cw")", saved, added "piocw" under "uta1cw" in pio.req, saved, added "cis_hover_stap" under "config" in piocw.req, saved, added the string for STAP sounds in piocw.sfx, saved, munged all, tested in-game and it worked! Now to do the same thing with the BARC speeder who's sounds are apparently missing.

EDIT2:

All of my vehicles FINALLY have sounds now! This topic can (finally) be marked as solved.
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