Page 1 of 2
My maps don't work
Posted: Fri Dec 14, 2007 6:01 pm
by SilvaDalek
Does it matter where you put the odf and msh files you are using in your map?
I've been putting them in the "common" folder, and my maps won't run.
I don't know if that's the problem so anyone know?
Just wondering . . .
Re: Something to clear up . . .
Posted: Fri Dec 14, 2007 6:11 pm
by Maveritchell
That's the problem. I'm not sure whether you're trying to modify sides or the world, or even which "common" folder you're putting them in. But read the Jedi Creation document (for sides) or the "Everything you need thread" (in which is contained tutorials on using ZE) for ZE.
Re: Something to clear up . . .
Posted: Fri Dec 14, 2007 6:15 pm
by SilvaDalek
I don't think you understood.
I am placing the object stuff like from other maps and custom models in the data_###/Common folder.
I don't know if this is ruining my maps.
Where should I put the files anyway?
-This has nothing to do with jedi creation
Re: Something to clear up . . .
Posted: Fri Dec 14, 2007 6:59 pm
by Maveritchell
Au contraire, I don't think you understand. Or at least you didn't read what I wrote.
Like I said, I wasn't sure which common folder you were putting stuff into or what you were trying to do. If you were trying to make new sides, I said to read the Jedi Creation document. If you were trying to modify ZE, then you should read through the "Everything you need" thread and the docs, and read the ZE tutorials.
Regardless, like I said - don't put stuff into the common folder. That's your problem.
Re: Something to clear up . . .
Posted: Fri Dec 14, 2007 8:25 pm
by SilvaDalek
I was't editing Zero-Editor or making sides.
Here's what I did:
1. I copied my "Fav ODFY" folder
2. I pasted into data_TGP
3. Later that month I took my "Fav ODFY" folder and put it into data_TGP/Common
4. I post this topic because my map now crashes and I'm not sure where my "Fav ODFY" folder goes.
I used my "Fav ODFY" folder to get the odfs for ZE to place on my map.
Sooo where does my odf folder go?
Re: Something to clear up . . .
Posted: Fri Dec 14, 2007 8:26 pm
by AceMastermind
Create 3 folders in:
data_ABC\Worlds\ABC
The 3 folders will be named:
odf
msh
effects
Place your odf files in the odf folder
Place your msh, tga, and option files in the msh folder
Place fx files along with their required textures called for in the odfs into the effects folder
Launch ZeroEditor
Load your wld file
Switch to your gamemode layer
Go into Object Edit mode
Browse to your new odf folder
Select an odf that you want in your map and place it
Save your changes
Close ZE
Munge
Go play
Re: Something to clear up . . .
Posted: Fri Dec 14, 2007 8:44 pm
by SilvaDalek
Thnx a whole lot.
That is why only my space maps work because they have those folders automaticaly.
Hmm lets see if it works now . . .
EDIT
it didn't work
Its not worth the effort so . . .
new map time!
Re: Something to clear up . . .
Posted: Sat Dec 15, 2007 8:47 am
by AceMastermind
Calm down man, do you know what it is for sure that is crashing your map?
Post your Bfront2.log so we can help you fix it before you go off and do something drastic, it may be something very simple to fix.
Re: Something to clear up . . .
Posted: Sat Dec 15, 2007 7:34 pm
by SilvaDalek
calm down?
im not
here we go
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings
ERROR[PC_texturemunge world1\hotx.tga]:TextureMunge(hotx:123x123x1): Must have power of two dimensions!
ERROR[PC_texturemunge world1\hotx.tga]:TextureMunge(hotx:123x123x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
and this stuff repeats
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging D:\bf2\data_TGP\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 D:\bf2\data_TGP\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list D:\bf2\data_TGP\Sound\global\all_unit_vo_quick.stm - while munging D:\bf2\data_TGP\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging D:\bf2\data_TGP\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 D:\bf2\data_TGP\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list D:\bf2\data_TGP\Sound\global\all_unit_vo_slow.stm - while munging D:\bf2\data_TGP\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging D:\bf2\data_TGP\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 D:\bf2\data_TGP\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list D:\bf2\data_TGP\Sound\global\cis_unit_vo_quick.stm - while munging D:\bf2\data_TGP\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging D:\bf2\data_TGP\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 D:\bf2\data_TGP\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list D:\bf2\data_TGP\Sound\global\cis_unit_vo_slow.stm - while munging D:\bf2\data_TGP\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav - while munging D:\bf2\data_TGP\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 D:\bf2\data_TGP\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list D:\bf2\data_TGP\Sound\global\cor_objective_vo_slow.stm - while munging D:\bf2\data_TGP\Sound\global\cor_objective_vo_slow.stm
Re: Something to clear up . . .
Posted: Sat Dec 15, 2007 11:58 pm
by AceMastermind
That's your munge log, I want to see your Bfront2.log that appears in \LucasArts\Star Wars Battlefront II\GameData after you run the map with the BF2_modtool.exe.
Although, you might want to check out that hotx.tga to see if it's a power of 2 and get that out of the way first.
Re: Something to clear up . . .
Posted: Sun Dec 16, 2007 12:12 pm
by SilvaDalek
i kiled hotx.tga and now it runs!!!!!
thnx for all the help
(i might have more problems soon . . .)
Re: Something to clear up . . .
Posted: Sun Dec 16, 2007 12:25 pm
by Challenger33
If you needed that for something (which you probably did), then something will be missing a texture. In that case, make sure that hotx.tga is either 512x512, 256x256, 128z128, 64x64, 32x32, you get it

.
The numbers were describing pixels by the way.
Re: Something to clear up . . .
Posted: Sun Dec 16, 2007 1:12 pm
by SilvaDalek
i didn't understand a word u just said but ok ...
oh no

now the map is only letting me play with certain units (others get 5 seconds before crashing . . .)
how much of the bf2log should i put up?
Re: Something to clear up . . .
Posted: Sun Dec 16, 2007 4:02 pm
by Xavious
SilvaDalek wrote:how much of the bf2log should i put up?
Open it up in Notepad, go to Edit -> Find, then type in Severity: 3. It will come to the first Severity 3 message in the error log. Copy and paste that somewhere, then click "Find Next," copy and paste that next Severity 3 message, and so on untill you get to the end of the error log. Then take all the Severity 3 messages that you copyed into a seperate document and post them here.
The alternative is to just post the whole thing, but it will take much longer for us to sort through.
Re: Something to clear up . . .
Posted: Sun Dec 16, 2007 5:43 pm
by SilvaDalek
all right here's serverty thing
Message Severity: 3
.\Source\MountedTurret.cpp(1555)
Mounted turret "tat_hover_skiff TURRET1" weapon 1 "com_weap_bldg_gunturret" not found
Message Severity: 3
.\Source\MountedTurret.cpp(1555)
Mounted turret "tat_hover_skiff TURRET2" weapon 1 "com_weap_bldg_gunturret" not found
Message Severity: 3
.\Source\MountedTurret.cpp(1555)
Mounted turret "tat_hover_skiff TURRET3" weapon 1 "com_weap_bldg_gunturret" not found
does this mean no skiff?
Re: Something to clear up . . .
Posted: Sun Dec 16, 2007 5:46 pm
by Maveritchell
It means weapons are missing. Missing weapons will almost always cause a crash (in this case it'll crash as soon as someone - AI or human - tries to enter the vehicle). Looking through the common side and the tur side, there's no such weapon as "com_weap_bldg_gunturret," so unless you either make one or switch the weapon to something else (or to no weapon at all), you'll have a crash.
Re: Something to clear up . . .
Posted: Sun Dec 16, 2007 6:52 pm
by SilvaDalek
There is no Severity: 3 things with this crash so here's the whole Diet Dr. Pepper thing
Re: Something to clear up . . .
Posted: Sun Dec 16, 2007 8:16 pm
by Snork
Is your game in Ubermode?
Re: Something to clear up . . .
Posted: Sun Dec 16, 2007 8:20 pm
by SilvaDalek
nope
Re: Something to clear up . . .
Posted: Sun Dec 16, 2007 9:43 pm
by Teancum
First things first, if you edited sides, revert to the default sides for testing to see if that's your problem. Also, you don't have capture regions, I assume this is CTF?