Weird problem?

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
linksith
Command Sergeant Major
Command Sergeant Major
Posts: 284
Joined: Mon Jul 12, 2010 12:19 pm
Projects :: Waaay too many projects
Games I'm Playing :: too many
xbox live or psn: me has no xbox
Location: looking for a wifi connection

Weird problem?

Post by linksith »

Ok, I have a busy day ahead of me so I am gonna need some help figuring this stuff out.

1. One of the Kamino bridges are not textured right in-game. Here is the pic of the problem.
Hidden/Spoiler:
Image
2. I also have a vehicle problem. The problem is on the platform pictured. On empty platforms I can land and exit and the vehicle will stay on the platform, but when I go to a platform like the one pictured and exit the vehicle, the vehicle will jump up.
Hidden/Spoiler:
Image
3. Here is my munge log...

Hidden/Spoiler:
C:\BF2_ModTools\data_PBK\_BUILD\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\PBK\PBKg_con.lua:146: `)' expected (to close `(' at line 138) near `"imp_fly_tiebomber_sc"'
ERROR[scriptmunge scripts\PBK\PBKg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\PBK\PBKg_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\PBKg_con.req]:Expecting bracket, but none was found.
File : munged\pc\pbkg_con.script.req(1)...

ucft <--
ERROR[levelpack mission\PBKg_con.req]:Expecting bracket, but none was found.
File : munged\pc\pbkg_con.script.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

WARNING[PC_modelmunge msh\kam_bldg_bridge2.msh]:kam_bldg_bridge2 has 1374 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\skydome_kam.msh]:skydome_kam has 1674 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings

WARNING[pathplanningmunge world2\kamino1_1ctf.PLN]:No dynamic arcs in group 1, moving group 2 to 1
WARNING[pathplanningmunge world2\kamino1_conquest.PLN]:No dynamic arcs in group 1, moving group 2 to 1
0 Errors 2 Warnings
I'm not sure whats wrong so here is my GCW LUA...

Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
SetProperty("cp1", "Team", "1")
SetProperty("cp2", "Team", "2")
SetProperty("cp3", "Team", "2")
SetProperty("cp4", "Team", "2")
SetProperty("cp5", "Team", "1")
SetProperty("cp6", "Team", "1")
DisableBarriers("camp")
SetAIDamageThreshold("Comp1", 0 )
SetAIDamageThreshold("Comp2", 0 )
SetAIDamageThreshold("Comp3", 0 )
SetAIDamageThreshold("Comp4", 0 )
SetAIDamageThreshold("Comp5", 0 )
SetAIDamageThreshold("Comp6", 0 )
SetAIDamageThreshold("Comp7", 0 )
SetAIDamageThreshold("Comp8", 0 )
SetAIDamageThreshold("Comp9", 0 )
SetAIDamageThreshold("Comp10", 0 )

SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)

SetProperty("Kam_Bldg_Podroom_Door33", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door32", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door34", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door35", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door27", "Islocked", 0)
SetProperty("Kam_Bldg_Podroom_Door28", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door36", "Islocked", 1)
SetProperty("Kam_Bldg_Podroom_Door20", "Islocked", 0)
UnblockPlanningGraphArcs("connection71")

--Objective1
UnblockPlanningGraphArcs("connection85")
UnblockPlanningGraphArcs("connection48")
UnblockPlanningGraphArcs("connection63")
UnblockPlanningGraphArcs("connection59")
UnblockPlanningGraphArcs("close")
UnblockPlanningGraphArcs("open")
DisableBarriers("frog")
DisableBarriers("close")
DisableBarriers("open")

--blocking Locked Doors
UnblockPlanningGraphArcs("connection194");
UnblockPlanningGraphArcs("connection200");
UnblockPlanningGraphArcs("connection118");
DisableBarriers("FRONTDOOR2-3");
DisableBarriers("FRONTDOOR2-1");
DisableBarriers("FRONTDOOR2-2");

--Lower cloning facility
UnblockPlanningGraphArcs("connection10")
UnblockPlanningGraphArcs("connection159")
UnblockPlanningGraphArcs("connection31")
DisableBarriers("FRONTDOOR1-3")
DisableBarriers("FRONTDOOR1-1")
DisableBarriers("FRONTDOOR1-2")

--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"}

--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:Start()
EnableSPHeroRules()

SetProperty("cp2", "spawnpath", "cp2_spawn")
SetProperty("cp2", "captureregion", "cp2_capture")

end

--START BRIDGEWORK!

-- OPEN

function ScriptInit()
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3600000)
ReadDataFile("ingame.lvl")




ReadDataFile("sound\\kam.lvl;kam1gcw")


--SetMaxFlyHeight(43)
--SetMaxPlayerFlyHeight (43)

ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_urban",
"all_inf_rocketeer_fleet",
"all_inf_sniper_fleet",
"all_inf_engineer_fleet",
"all_hero_hansolo_tat",
"all_inf_wookiee",
"all_inf_officer",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_xwing_sc")

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_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_tiefighter_sc")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")

-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 3) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
SetMemoryPoolSize ("EntityCloth", 33)
SetMemoryPoolSize ("EntityLight", 64)
SetMemoryPoolSize ("Obstacle", 800)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize ("SoundSpaceRegion", 36)
SetMemoryPoolSize("EntitySoundStatic", 85)
SetMemoryPoolSize ("Weapon", 260)

SetupTeams{
all = {
team = ALL,
units = 32,
reinforcements = 150,
soldier = { "all_inf_rifleman_urban",9, 25},
assault = { "all_inf_rocketeer_fleet",1, 4},
engineer = { "all_inf_engineer_fleet",1, 4},
sniper = { "all_inf_sniper_fleet",1, 4},
officer = { "all_inf_officer",1, 4},
special = { "all_inf_wookiee",1,4},
},

}

SetupTeams{
imp = {
team = IMP,
units = 32,
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_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

SetSpawnDelay(10.0, 0.25)
-- AddDeathRegion("deathregion")
ReadDataFile("dc:PBK\\kam1.lvl", "kamino1_conquest")
SetMemoryPoolSize("EntityFlyer", 6)
SetDenseEnvironment("false")
SetMinFlyHeight(60)
SetAllowBlindJetJumps(0)
SetMaxFlyHeight(102)
SetMaxPlayerFlyHeight(102)
--SetStayInTurrets(1)


-- Movies
-- SetVictoryMovie(ALL, "all_end_victory")
-- SetDefeatMovie(ALL, "imp_end_victory")
-- SetVictoryMovie(IMP, "imp_end_victory")
-- SetDefeatMovie(IMP, "all_end_victory")

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\kam.lvl", "kam1")
OpenAudioStream("sound\\kam.lvl", "kam1")
-- OpenAudioStream("sound\\mus.lvl", "kamino1_emt")

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(1, "allleaving")
SetOutOfBoundsVoiceOver(2, "impleaving")

SetAmbientMusic(ALL, 1.0, "all_kam_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_kam_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_kam_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_kam_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_kam_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_kam_amb_end", 2,1)

SetVictoryMusic(ALL, "all_kam_amb_victory")
SetDefeatMusic (ALL, "all_kam_amb_defeat")
SetVictoryMusic(IMP, "imp_kam_amb_victory")
SetDefeatMusic (IMP, "imp_kam_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
-- SetSoundEffect("BirdScatter", "birdsFlySeq1")
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")


SetAttackingTeam(ATT)
AddDeathRegion("deathregion")


AddCameraShot(0.564619, -0.121047, 0.798288, 0.171142, 68.198814, 79.137611, 110.850922);

AddCameraShot(-0.281100, 0.066889, -0.931340, -0.221616, 10.076019, 82.958336, -26.261774);

AddCameraShot(0.209553, -0.039036, -0.960495, -0.178923, 92.558563, 58.820618, 130.675919);

AddCameraShot(0.968794, 0.154227, 0.191627, -0.030506, -173.914413, 69.858940, 52.532421);

AddCameraShot(0.744389, 0.123539, 0.647364, -0.107437, 97.475639, 53.216236, 76.477089);

AddCameraShot(-0.344152, 0.086702, -0.906575, -0.228393, 95.062233, 105.285820, -37.661552);
end
There was only one message severity 3 message on the bf2error log but it apparently didn't have anything to do with the problem in the munge log. I am modding Kamino and I followed the directions from here. Thanks for the help.
theultimat
Lieutenant General
Lieutenant General
Posts: 679
Joined: Sun Apr 13, 2008 1:39 pm
Location: UK

Re: Weird problem?

Post by theultimat »

You missed a comma after the ReadDataFile for "imp_hero_bobafett".
User avatar
linksith
Command Sergeant Major
Command Sergeant Major
Posts: 284
Joined: Mon Jul 12, 2010 12:19 pm
Projects :: Waaay too many projects
Games I'm Playing :: too many
xbox live or psn: me has no xbox
Location: looking for a wifi connection

Re: Weird problem?

Post by linksith »

Thanks for the help. I thought I put the comma there originally but putting it there fixed the lua problem. Now my munge log looks like this...

Ignore the part with this color
Hidden/Spoiler:
WARNING[PC_modelmunge msh\kam_bldg_bridge2.msh]:kam_bldg_bridge2 has 1374 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\skydome_kam.msh]:skydome_kam has 1674 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings

WARNING[pathplanningmunge world2\kamino1_1ctf.PLN]:No dynamic arcs in group 1, moving group 2 to 1
WARNING[pathplanningmunge world2\kamino1_conquest.PLN]:No dynamic arcs in group 1, moving group 2 to 1
0 Errors 2 Warnings
I still have no idea how to fix the kam_bldg_bridge2 problem, it looks fine in ZE.

EDIT: I seem to have found a piece of the "vehicle-jumps-up-after-exit" puzzle. It seems that the vehicles want to jump to a certain height. It seems to be some sort of a minimum height for vehicles to sit at. I have no idea what this could be caused by.
Last edited by linksith on Thu Dec 16, 2010 11:51 pm, edited 1 time in total.
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Weird problem?

Post by AQT »

You can ignore warnings that appear in the munge log for the majority of the time. In this case, you can ignore that warning.
User avatar
linksith
Command Sergeant Major
Command Sergeant Major
Posts: 284
Joined: Mon Jul 12, 2010 12:19 pm
Projects :: Waaay too many projects
Games I'm Playing :: too many
xbox live or psn: me has no xbox
Location: looking for a wifi connection

Re: Weird problem?

Post by linksith »

So then what is causing the bridge to look funky? :?
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: Weird problem?

Post by AQT »

Obviously not that warning. Does it mention anything about "funky UV" and/or "lowres-ness?" No, it doesn't. It seems you're using an obsolete test model of sorts that happened to be included with the mod tools. No where is it used in the stock Kamino map.
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Weird problem?

Post by Teancum »

It looks to me like the textures are named backwards of what they are.
fasty
1st Lieutenant
1st Lieutenant
Posts: 438
Joined: Thu Apr 15, 2010 4:17 am
Projects :: Server modding
Games I'm Playing :: SWBF2
Contact:

Re: Weird problem?

Post by fasty »

I had this happen every time I made a Kamino map. I just ignored it because it doesn't look that bad. :|
Post Reply