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Stupid Texture Problem

Posted: Sat Dec 04, 2010 12:19 am
by modmaster13
Ok so I go to edit textures in gimp with the files readable. I overwrite the files and I cant spawn anywhere on the battlefield.

Any suggestions? :?

(I think this tpoic has been made multiple times)

Re: Stupid Texture Problem

Posted: Sat Dec 04, 2010 3:11 am
by Jendo7
Make sure RLE compresson is turned off when you save it, i.e. not checked.

Re: Stupid Texture Problem

Posted: Sat Dec 04, 2010 6:27 am
by DarthD.U.C.K.
im sure you have another problem that has something to do with scripting commandposts. skins cant prevent you from spawning. can you post your bfron2log please?

Re: Stupid Texture Problem

Posted: Sat Dec 04, 2010 12:18 pm
by SAMofBIA
if you had not un-checked the rle compression, it can prevent that unit from appearing ingame or it can crash it (ive done that many times XD). but as Duck said, the prevention of all spawning is probobly for some other reason.

Re: Stupid Texture Problem

Posted: Sat Dec 04, 2010 12:40 pm
by modmaster13
I was darkening Rhn2_main_1 tga file w/ gimp and I updated the pre-existing one. It did not say a message about RLE compression. Usually that happens when I "Save As". It came up with an error log like this,
Hidden/Spoiler:
ERROR[levelpack RHH.req]:Expecting bracket, but none was found.
File : munged\pc\rhn2_main_1.texture.req(1)...

ucft <--
ERROR[levelpack RHH.req]:Expecting bracket, but none was found.
File : munged\pc\rhn2_main_1.texture.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack RHH.req]:Expecting bracket, but none was found.
File : munged\pc\rhn2_main_1.texture.req(1)...

ucft <--
ERROR[levelpack RHH.req]:Expecting bracket, but none was found.
File : munged\pc\rhn2_main_1.texture.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings
Speaking of skins, that problem happened when I made skins by using Fierfek's modding tutorial.
In my rep folder, I overwrited the trooper files with the skins I want. Here is my LUA
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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


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"}


--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: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\\fel.lvl;fel1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_countdooku",
"cis_tread_snailtank")


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

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_countdooku")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
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("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("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:HOM\\HOM.lvl", "HOM_conquest")
ReadDataFile("dc:HOM\\HOM.lvl", "HOM_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\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1")
OpenAudioStream("sound\\fel.lvl", "fel1_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_fel_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_fel_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_fel_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_fel_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_fel_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_fel_amb_end", 2,1)

SetVictoryMusic(REP, "rep_fel_amb_victory")
SetDefeatMusic (REP, "rep_fel_amb_defeat")
SetVictoryMusic(CIS, "cis_fel_amb_victory")
SetDefeatMusic (CIS, "cis_fel_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

Re: Stupid Texture Problem

Posted: Sat Dec 04, 2010 4:41 pm
by SAMofBIA
use the save as feature and replace them. i believe (not completely sure) that it will automatically make it an RLE compression when you save. I had i problem like this when i didnt save as for my engineer skin.

Re: Stupid Texture Problem

Posted: Sun Dec 05, 2010 2:30 pm
by modmaster13
Ok problem solved. Can you point out problems to my skins lua(the second one)?

Re: Stupid Texture Problem

Posted: Sun Dec 05, 2010 2:38 pm
by DarthD.U.C.K.
there's nothing wrong with the .lua it seems. whats the problem?

Re: Stupid Texture Problem

Posted: Sun Dec 05, 2010 7:50 pm
by modmaster13
The game crashes when I go to play clone wars

Re: Stupid Texture Problem

Posted: Mon Dec 06, 2010 3:55 pm
by DarthD.U.C.K.
did you remove the rle-compression of the rnh2_main_1 texture?

Re: Stupid Texture Problem

Posted: Mon Dec 06, 2010 5:15 pm
by modmaster13
Yes, that is fixed now. Is it against the rules if I change the topic?

Re: Stupid Texture Problem

Posted: Mon Dec 06, 2010 5:24 pm
by DarthD.U.C.K.
yes, you can change the title. can you post your bfron2log please?

Re: Stupid Texture Problem

Posted: Tue Dec 07, 2010 4:59 pm
by modmaster13
You mean the error log? I am not sure what the BF2log is...

Re: Stupid Texture Problem

Posted: Tue Dec 07, 2010 5:04 pm
by acryptozoo
modmaster13 wrote:You mean the error log? I am not sure what the BF2log is...
the BF2log is the error log generated by bf2modtools

Re: Stupid Texture Problem

Posted: Tue Dec 07, 2010 5:38 pm
by DarthD.U.C.K.
more information about it can be found in the everythingyounnedthread.

Re: Stupid Texture Problem

Posted: Wed Dec 08, 2010 10:39 pm
by modmaster13
From the munge error log?

Re: Stupid Texture Problem

Posted: Thu Dec 09, 2010 3:35 pm
by DarthD.U.C.K.
could you please write a full sentence? that will help us understand what you are asking. in case you were asking if i was talking about the mungelog: no, i meant the log created by the bf2_modtools, as acryptozoo said.

Re: Stupid Texture Problem

Posted: Thu Dec 09, 2010 7:58 pm
by THEWULFMAN
Copy the bf2modtools.exe into the same folder as the addon folder (i dont remember the folder exstesion) and run it, it will be in a window and have a green bar across the top, play your map, wait for it to crashe, then open up the bflog text file or whatever in the same folder as the bf2modtools.exe that was just created, then post that here.
If you have a DVD version of the game, you will need the modded version of the .exe , dont know where the dl link is tho...