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Skiff Problem [Solved]

Posted: Fri Jun 29, 2007 1:12 pm
by FOOLIS
Hey Guys ,

I wanted to use a skiff in my map.
But when i munge this appeares in my MungeLog :

ERROR[levelpack tat1.req]:Could not open munged\pc\tat_hover_skiff.anims for input. DOS reports:
No such file or directory
ERROR[levelpack tat1.req]:Could not open munged\pc\tat_hover_skiff.anims for input. DOS reports:
No such file or directory

2 Errors 0 Warnings

okay thx for help ^^

Posted: Fri Jun 29, 2007 1:38 pm
by Maveritchell
Did you make sure to copy over the zaabin and zafbin files (which are the animations) to your "munged" folder in your side?

Posted: Fri Jun 29, 2007 1:50 pm
by FOOLIS
i have the the tat_hover_skiff.zaabin and the tat_hover_skiff.zafbin in it :?

(BF2Modtools -> data_*** -> Sides -> tat -> munged)

Posted: Fri Jun 29, 2007 1:53 pm
by Maveritchell
FOOLIS wrote:i have the the tat_hover_skiff.zaabin and the tat_hover_skiff.zafbin in it :?
Well, none of the BF1 assets have specifically a .anims file. Are you actually having a problem with it ingame (and if so, what's the nature of the problem), or are you just wondering why that shows up in your munge log?

Posted: Fri Jun 29, 2007 2:23 pm
by FOOLIS
the problem is that the skiff doesnt spawn...

Posted: Fri Jun 29, 2007 2:48 pm
by Maveritchell
Try commenting out these lines in the .odf:

AnimationName = "tat_hover_skiff"
FinAnimation = "tat_skiff_9pose"

If that fixes your problem, then it really is an animation problem. Otherwise, you just need to doublecheck everywhere you called that name (.req files, ZE, etc.).

Posted: Fri Jun 29, 2007 3:02 pm
by FOOLIS
whats a 9pose? o.O

Posted: Fri Jun 29, 2007 3:30 pm
by Maveritchell
FOOLIS wrote:whats a 9pose? o.O
It's just another kind of animation. For example, the "sitting down" position of the rider of a speederbike is a 9pose.

Posted: Fri Jun 29, 2007 6:49 pm
by FOOLIS
hmm okay the skiff is now ingame , BUT when i change the position from the pilot to one of the gunners the map crashes :S

Posted: Fri Jun 29, 2007 6:56 pm
by Maveritchell
See what your BF2log has to say about it.

Posted: Sat Jun 30, 2007 4:01 am
by FOOLIS
BF2log? i think you mean the mungelog ... hmm it says the same as in the first post ...

Posted: Sat Jun 30, 2007 4:11 am
by Maveritchell
FOOLIS wrote:BF2log? i think you mean the mungelog ... hmm it says the same as in the first post ...
Actually, if I'd meant "mungelog," I would have said "Let's see what your mungelog has to say about it." What I asked was to see your BF2log. Run BF2_modtools.exe, run your map and force the error, then open up the BFront2.log and post it.

The skiff may be missing weapons

Posted: Sat Jun 30, 2007 4:37 am
by AceMastermind
If it crashes when you get into a gunner position, then you are probably missing the weapons.
The ODF calls for:
com_weap_bldg_gunturret
as the name of the weapon, which doesn't exist in the BF2 modtools:
BF2_ModTools\assets\sides\Common\odf
BF2_ModTools\data_ABC\Common\odfs

But you can find it in the BF1 modtools:
BFBuilder\DataMod1\Common\ODFs

Or you could just give it a new weapon and then it should work.

Posted: Sun Jul 01, 2007 6:22 am
by FOOLIS
okay what do i have to do with the gunturret?

Edit : I cant run the BF2_MODTOOLS . exe it always sais that i have to put Cd1 in o.O

Posted: Sun Jul 01, 2007 7:18 am
by Penguin
Because you have the dvd?

And the skiff will never work, unless you change the weapons because the skiffs weapons are in the swbf II modtools.

Posted: Sun Jul 01, 2007 7:43 am
by FOOLIS
yes i have the DVD version , pengu

Posted: Sun Jul 01, 2007 8:30 am
by Snork
Skiffs worked in the 123 mod... Weird.
Did you get the anims, zaabin, zafbin files? They are in the Rep Side Munged folder.


Did you get the Msh/Tga/OPTION?
You need...

tat_skiff01.tga
tat_skiff01_lowrez.tga
tat_skiff01_lowrez_bump.tga
skiff_chunk1.msh
skiff_chunk2.msh
skiff_chunk3.msh
all_hover_skiff.msh
all_hover_skiff.msh.OPTION
tat_skiff01.tga.OPTION
tat_skiff01_bump.tga.OPTION


and I think thats it.
A good way to get it would be to open up the search thing while in the Tat MSH folder and search for the keyword skiff. The things I didn't write down you probly don't need.

Did you get the Odfs? Go to BF2_ModTools\assets\worlds\TAT\odf and get tat_hover_skiff and tat_hover_skiff_exp

I hope this helps!

Posted: Sun Jul 01, 2007 9:09 am
by Taivyx
Alright, well, when I put the BF2_Modtools in my StarWarsBattlefrontII/Gamedata directory, and ran it, it came up with a windowed version of battlefront2, the original programmer version.
After I played my map with it, in the gamedata folder, there were some .txt documents called Bfront2 and bf2cmd.
When you open up Bfront2.txt, you will see error messages, such as this:

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03DF11AC
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
play movie B1M 200 , 300 510 x 400




Hope that helps too.

Posted: Sun Jul 01, 2007 9:40 am
by FOOLIS
hmm i have all of them

EDIT
okay one of the three gunner positions work now but the other two still crashing the map

Posted: Sun Jul 01, 2007 10:07 am
by Taivyx
Did you do what I told you to do yet?

Then post the error log.