Page 2 of 3

Posted: Mon Dec 04, 2006 2:47 pm
by Hunted_One
Progress has come to a halt. I don't get it, but I get another error. I thought it was the water, but it isn't. I can't even munge it successfully now. My map crashes on load each time. It happened shortly after I added the 1.7.9 Coversion Pack. Maybe it's that...

Posted: Mon Dec 04, 2006 3:58 pm
by jedi_master_2210
I have the pack too. I have made simple maps and they worked with the 1.7.8 and the hotfix. Maybe there was just a side change that didint agree with the map. Then again I havent done much more than a simple fortress with mountains for walls.

Posted: Mon Dec 04, 2006 8:03 pm
by Xavious
Run bf2_modtools.exe and read through the log for Severity 3 errors.

Posted: Thu Dec 07, 2006 10:57 pm
by Hunted_One
Well this project is shot. It crashes, as in it goes to the desktop. No time to check any of that. It just does.

My best map is dead. Unless you people can help, it's dead.

Posted: Thu Dec 07, 2006 11:16 pm
by Ipodzanyman
don't give up, what's your crash log, like Darth_Maul said? If you get an idea of the problem it's easy to fix, also I had a problem when putting in too much water, try taking it out and see if it makes a difference..... hope that helps :wink:

Posted: Thu Dec 07, 2006 11:53 pm
by Maveritchell
Hunted_One wrote:Well this project is shot. It crashes, as in it goes to the desktop. No time to check any of that. It just does.
I hate to say it, but if you really mean that you have no time to check your projects for bugs, you have no business modding. Every map of any detail is going to have a big error at some point, and if you don't have the perseverance to check it, you're going to be stuck with not being able to do anything really special.

I know it may seem daunting, but you need to go back, check what changes you made, and see what errors you could have made. Learn to read the Modtools logfile. Only by correcting errors will figuring them out become easier. Don't quit.

Posted: Fri Dec 08, 2006 12:37 am
by Elmo
a bit off topic but... I don't understand the water tut!!! I've read it many times. But i don't know where to add those lines and how to add them in so they blend in with the file.

On topic: Do what Mav and Darth Maul said... :wink:

Posted: Fri Dec 08, 2006 1:01 am
by Protector_Pulch
Maveritchell wrote:
Hunted_One wrote:Well this project is shot. It crashes, as in it goes to the desktop. No time to check any of that. It just does.
I hate to say it, but if you really mean that you have no time to check your projects for bugs, you have no business modding.
You're definatley right, but you likely misunderstood him: IMO, he meant that the game crashes to Desktop before you could get the BF2_modtools log production procedure running.

Posted: Fri Dec 08, 2006 1:28 am
by Maveritchell
Protector_Pulch wrote:
Maveritchell wrote:
Hunted_One wrote:Well this project is shot. It crashes, as in it goes to the desktop. No time to check any of that. It just does.
I hate to say it, but if you really mean that you have no time to check your projects for bugs, you have no business modding.
You're definatley right, but you likely misunderstood him: IMO, he meant that the game crashes to Desktop before you could get the BF2_modtools log production procedure running.
Maybe, but rarely would a map cause a crash of BF so bad that it wouldn't start loading the level. And besides, BFlog is not the only way to check for errors. It's usually my last line of defense, rather than the first. You just need to retrace your steps.

Posted: Tue Dec 12, 2006 11:06 pm
by Hunted_One
Well I removed all water. I munged. Still had the error. What I mean was that I couldn't check the log. When I run BF2modtools.exe, is there something I can check when I'm loading or something? It crashes at the load screen, either a dot or two from the end of the load. I removed all water and stuff, and I have not placed anything that could harm this project in any way, like a CP it didn't like. I don't get it.

Can anyone tell me where the log is? Thanks.

Posted: Tue Dec 12, 2006 11:18 pm
by PvtParts
Im a bit confused as to what your saying.

Your telling me it crashes before Battlefront itself loads? If so then you've corrupted something. Try reinstalling.

If your saying it crashes 2 bars before the map finishes loading, then your fine. The log will still be printed - its tied into BF2_modtools.exe, not your map. So grab the log if thats the case and let us see.

Posted: Tue Dec 12, 2006 11:26 pm
by Hunted_One
Hey wait...I booted it up to try, and I was quite startled at it when it started playing again. That means my project is back.

WOOT

Posted: Wed Dec 13, 2006 1:06 am
by Protector_Pulch
Don't even think of adding water again - Better have some alcohol rivers^^.

never mind, I guess your concept was fine. Maybe you could try to reenact it without water ?

Posted: Wed Dec 13, 2006 12:43 pm
by Hunted_One
Eh? I said it works again. Reenact? Why would you say that? I'm done with water for now. And soda rivers filled with Dr. Pepper are better than alchohol! Lol.

Now, I have added a few new skins to my map. I need some suggestions as to what kind of skins are suitable? Right now I have a few random added ones for now. Just a temp thing. Anybody know a skin pack with a lot of grey or brown skins that have a camo effect? My map, of course, is all grey. Cept for the few moss-covered rocks back there.

If you can't, I'll just re-adjust the story to be about the shock troopers crashing on Tripula. They are the next best skins I could use. Cept for one thing...a few troopers look warped if I add the normal Trooper's skin for a shockie. Most look OK, but the commander is unacceptable. His head looks covered in stormtrooper plates if I apply that skin to him...odd.

Anyone know how I could make the commander a normal infantry unit skin without the skin errors on him, or make him have the shock trooper skin normally?

Posted: Thu Dec 14, 2006 1:10 am
by Protector_Pulch
1. And you're sure the water won't kill the map again ? Okay, I believe you.

2.Well, I'd say that you have your terrain completely done first, for concepts often change while editing around. And then you can search fitting skins. Maybe you could included the Galactic Marines, if everything else fails.

3. I guess you should just re-reskin the commander, and see what happens then.

Posted: Tue Dec 19, 2006 7:06 pm
by Hunted_One
Galactic Marines...hmm. I tried adding one as a normal trooper on another map, which caused a serious skin error. I put it on the sniper. That messed up a bit too. Probably, I need to go into the ODF files and change their geometry so it points to the galactic marine, so it is accepting of the skin...

Off Topic:Sorry I haven't been here for so long. I got caught up in playing Jedi Knight:Jedi Academy as a break from this, and modded it a bit too.

Posted: Wed Dec 20, 2006 1:12 am
by Protector_Pulch
Hunted_One wrote:Galactic Marines...hmm. I tried adding one as a normal trooper on another map, which caused a serious skin error. I put it on the sniper. That messed up a bit too. Probably, I need to go into the ODF files and change their geometry so it points to the galactic marine, so it is accepting of the skin...

Off Topic:Sorry I haven't been here for so long. I got caught up in playing Jedi Knight:Jedi Academy as a break from this, and modded it a bit too.
Pretty addictive game, isn't it ? I had been caught playing this for...I don't know...three years ?

@Topic:
If you can't get a new skin working...use the 501st. These poor guys are hated by everyone, without any reason. They need a chance, seriously.
(and with some changes in their sides files, they can even be rather kewl)

Posted: Mon Dec 25, 2006 4:15 pm
by Hunted_One
Well I currently have the units as shock troopers. Maybe I need a sand colored trooper...or plain white would even be good. Any ideas, people?

Yeah, 501st are hated. What I could do is make EACH trooper default 501st. It would at least make it less of a muddled looking legion. Does anyone agree on this?

Posted: Sun Dec 31, 2006 4:52 pm
by Hunted_One
OK UPDATE.

The map is basically ready to be handed out to testers. To give you a more accurate representation of what it is now, here are the shots:

The CP you spawn at by default. Note, it's hovering just a bit.:

http://img201.imageshack.us/my.php?imag ... gcppw8.jpg

Facing the other direction:

http://img179.imageshack.us/my.php?imag ... waywb9.jpg

This is leaving the first shot and going forward from it:

http://img201.imageshack.us/my.php?imag ... hotxx3.jpg

And the final shot, the CIS CP's

http://img396.imageshack.us/my.php?imag ... cesjm7.jpg

Note that the units in the pictures will not look like that much longer. As soon as I finish changing the geometry, they will be the standard clone trooper skin. Also, if it isn't noticeable from the shots, I'll let you know those aren't 501st. They're custom skins I designed that is a slightly darker shade of blue that coats the stripes.

Also, the Venator sections still have some problems, and some areas are still exposed unacceptably. I will now start PMing people to see if they want to beta test.

I hope you all enjoy this when it's out.

Posted: Sun Dec 31, 2006 6:45 pm
by Tuskenjedi
Are you adding any object obstacles? OR is it just terrain? Plus, you can't just drop a skin onto a different model, a skin doesn't say to itself, this part is the head this is legs, it's just a texture made for one model.