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Posted: Wed Aug 23, 2006 7:06 pm
by kajong
No problem :D
I hope it works :? I typed a lot for that.

Posted: Wed Aug 23, 2006 8:26 pm
by Kaos4
hmmm...I still seem to be encountering the same problem as before. I created the side following the tutorial, but still when I run the BF2_modtools and load the map, every rebel unit BUT my wookie unit shows up. Did I do the Lua correctly?
Hidden/Spoiler:
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_hero_hansolo_tat")

ReadDataFile("dc:SIDE\\wik.lvl",
"all_inf_wookiee")

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_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
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")

Posted: Thu Aug 24, 2006 9:46 am
by Hebes24
Looks like you did it right,to find out what else might be wrong, follow these steps:


In the BF2_ModTools folder there is a file called BF2_modtools.exe Put this in the [Battlefront II directory]\GameData. Then open it, this is a version of Battlefront II that creates a log of any errors or warnings it encounters. So play your map, and when you're done, go into [Battlefront II directory]\GameData and you will see a text document called BFront2.log. Post all of the contents of that log after the line "this.CurButton = Launch" (no quotes) Also, do not post any of the messages ending in "invehicle", that has nothing to do with anything, every map gets those.

Posted: Thu Aug 24, 2006 10:18 am
by Kaos4
Here is what I got:
Hidden/Spoiler:
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO
Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"
Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"
Message Severity: 3
.\Source\WeaponMelee.cpp(3191)
WeaponMelee "all_weap_lightsaber_inf_default" invalid combo definition file "all_inf_wookie"
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVOMessage Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO
Message Severity: 3
.\Source\WeaponMelee.cpp(3196)
WeaponMelee[all_weap_lightsaber_inf_default]::ComboAnimationBank invalid params "human_sabre melee all_inf_wookie"
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO
Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'all_weap_lightsaber_inf_default' is not localized for stats page

Posted: Thu Aug 24, 2006 10:34 am
by Hebes24
Message Severity: 3
.\Source\WeaponMelee.cpp(3191)
WeaponMelee "all_weap_lightsaber_inf_default" invalid combo definition file "all_inf_wookie"
Message Severity: 3
.\Source\WeaponMelee.cpp(3196)
WeaponMelee[all_weap_lightsaber_inf_default]::ComboAnimationBank invalid params "human_sabre melee all_inf_wookie"
Post the Wookie's odf, I think you have the combo file and/or animation line wrong
Did you use a lightsaber for his weapon?

Also, Add this line to your LUA:

SetMemoryPoolSize("SoldierAnimation", 1000)

it will get rid of all those errors about that bank

Posted: Thu Aug 24, 2006 11:33 am
by Kaos4
here is the default wookie odf:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "all_inf_default"

[Properties]
PointsToUnlock = 12

UnitType = "trooper"

MaxHealth = 800.0

MaxSpeed = 6.0
MaxStrafeSpeed = 4.5

CollisionRootScale = "1.15"
CollisionHeadOffset = "0.0 -0.2 0.0"

SkeletonName = "wampa"
SkeletonLowRes = "wampalz"

WEAPONSECTION = 1
WeaponName = "all_weap_lightsaber_inf_default_wookie"
WeaponAmmo = 0


CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 2.25 0.0
TrackOffset = "0.0 0.0 4.0"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 2.0 0.0
TrackOffset = "0.4 0.05 3.25"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"
EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 2.25 0.0
TrackOffset = "0.0 0.0 4.5"
TiltValue = "5.0"
CameraBlendTime = "0.75"

// general VO - Some wookie VO unavailable
HurtSound = "all_inf_com_chatter_wound_wookie"
DeathSound = "all_inf_com_chatter_death_wookie"
FoleyFXClass = "wok_inf_soldier"



VOUnitType = 2


VOSound = "wok1_command_follow SC_Follow"
VOSound = "wok1_command_stopFollow SC_StopFollow"
VOSound = "wok1_command_stopVehicle SC_VehicleWaitUp"
VOSound = "wok1_command_getIn SC_GetIn"
VOSound = "wok1_command_getOut SC_GetOut"
VOSound = "wok1_response_follow SC_FollowResponse"
VOSound = "wok1_response_stopFollow SC_StopFollowResponse"
VOSound = "wok1_response_stopVehicle SC_VehicleWaitUpResponse"
VOSound = "wok1_response_getIn SC_GetInResponse"
VOSound = "wok1_response_getOut SC_GetOutResponse"

VOSound = "wok2_inf_chatter_AcquiredTarget AcquiredTarget"
VOSound = "wok2_inf_chatter_NearbyEnemySlaughter NearbyEnemySlaughter"
VOSound = "wok2_inf_chatter_NearbyFriendlySlaughter NearbyFriendlySlaughter"
VOSound = "wok2_inf_chatter_KillingSpree4 KillingSpree4"
VOSound = "wok2_inf_chatter_KillingSpree8 KillingSpree8"
VOSound = "wok2_inf_chatter_HeadshotKill HeadshotKill"
VOSound = "wok2_inf_chatter_Grenade Grenade"
VOSound = "wok2_inf_chatter_FriendlyFire FriendlyFire"
VOSound = "wok2_inf_chatter_RebelsShootDeadBody RebelsShootDeadBody"
VOSound = "wok2_inf_chatter_GivePowerup GivePowerup"

VOSound = "wok1_inf_pc_com_hostile SpottedVO"
VOSound = "wok1_inf_pc_com_bacta NeedMedicVO"
VOSound = "wok1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "wok1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "wok1_inf_pc_com_transport NeedPickupVO"
VOSound = "wok1_inf_pc_com_backup NeedBackupVO"
VOSound = "wok1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "wok1_inf_pc_com_defend DefendPositionVO"

VOSound = "wok1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "wok1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "wok1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "wok1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "wok1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "wok1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "wok1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "wok1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
I used a lightsaber, here is the lightsaber(same wampa saber, except renamed all_weap_lightsaber_inf_default) :
Hidden/Spoiler:
[WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]
HUDTag = "hud_wampa"

// impact explosion
Explosion = "hoth_weap_inf_smash_exp"

OnSound = "overrideparentsound"
TurnOnSound = "overrideparentsound"
TurnOffSound = "overrideparentsound"
HitEffect = "hot_sfx_weap_pawsmash"
AddHitEffect = "com_sfx_bif"
AddHitEffect = "com_sfx_zap"
AddHitEffect = "com_sfx_blammo"
AddHitEffect = "com_sfx_pow"

HitSound = "wampa_impact"

GeometryName = "hot_inf_weap_l_smash"
ComboAnimationBank = "human_sabre melee all_inf_wookie"

NumDamageEdges = "3"
OffhandFirePointName = "hp_fire_lightsabre bone_r_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "7 85 255 255"

OffhandGeometryName = "hot_inf_weap_r_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_l_hand"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"

OffhandGeometryName = "hot_inf_weap_head_smash"
OffhandFirePointName = "hp_fire_lightsabre bone_head"
LightSaberLength = "0.0"
LightSaberWidth = "0.08"
//LightSaberTexture = "bluelightsabre"
//LightSaberTrailColor = "82 255 7 255"
The Combo File I have(same as wampa combo) is renamed : all_inf_default_wookie

Posted: Thu Aug 24, 2006 1:38 pm
by Hebes24
I think this might fix it, but I'm not sure:

1. Copy the wampa's animation bank from the address above into data_***\animations\soldieranimationbank. (*** = 3 letter mod ID ) and rename it to name_of_wookie's_odf (substitute for the name of the wookie's odf)

2. Then, go into that file and right click on the Munge.bat file and click "edit" (no quotes, obviously). You should see this:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest wampa.zaf" Sides\SNW
Change it to this:

Code: Select all

@call ..\munge_animation.bat "/keepframe0 /dest name_of_wookie's_odf.zaf" Sides\***
(*** = 3 letter SIDE ID )

4. Save, exit, then go to your side folder, and create a filder called munged if you haven't already. Then double click on the munge.bat file. It just munged the animations to your side folder. Now, look in [3 letter side ID folder]\munged. you should see somewhere a name_of_wookie's_odf.anims, and some zafbins and zaabins files of the same name.

5. go into the wookie's odf and then change it to look like a jedi's odf I suggest copying another jedi's odf, renaming it, and changing the values of the mshs, and textures, and anything else that needs to be changed. then on this line:

Code: Select all

AnimationName        = "animation_xxxx"
(it won't really say animation_xxxx, but, you know what i mean.)

6. Substitute the animation name to the name of the file that is in the soldieranimationbank that you just created.

save, munge commmon and your side, and it might work.

Posted: Thu Aug 24, 2006 5:13 pm
by Kaos4
I tried that, I am getting lvl 3 errors now:

Message Severity: 3
.\Source\WeaponMelee.cpp(3191)
WeaponMelee "all_weap_lightsaber_inf_default" invalid combo definition file "all_inf_default_wookie"

Message Severity: 3
.\Source\WeaponMelee.cpp(3196)
WeaponMelee[all_weap_lightsaber_inf_default]::ComboAnimationBank invalid params "human_sabre melee all_inf_default_wookie"

Message Severity: 3
.\Source\EntitySoldier.cpp(10536)
EntitySoldier "all_inf_default_wookiee" missing lowres animation bank "wampalz"

all_inf_default_wookie is the name of a base odf, the combo file, and the animations.

Posted: Thu Aug 24, 2006 5:15 pm
by Rekubot
Find the animation bank "wampalz" and put it with all the other animations. That will solve one problem at least.

Posted: Fri Aug 25, 2006 10:13 am
by Hebes24
this line sems to be the problem:

Code: Select all

ComboAnimationBank = "human_sabre melee all_inf_wookie"
I think that is what the first two messages are referring to. try changing it back to what it was before you changed it, and see what happens.

Posted: Fri Aug 25, 2006 10:39 am
by Kaos4
IT WORKS!!! Thank you all for your help, it looks awesome! If i figure out how to post screenshots I will.

Posted: Fri Aug 25, 2006 10:46 am
by GosoxJ
Kaos4 wrote:IT WORKS!!! Thank you all for your help, it looks awesome! If i figure out how to post screenshots I will.
Screen Shots are a rather simple afair. There are several ways to go about obtaining them. If you have the FRAPS program u can use that but if not u can just hit the Print Screen button (located above the right hand number pag area, across from all the F# keys and above Insert) Then Just paste it into MS Paint and upload it.

Posted: Fri Aug 25, 2006 11:22 am
by Kaos4

Posted: Fri Aug 25, 2006 11:27 am
by Moving_Target
Hmmm...it says URL not found.

Posted: Fri Aug 25, 2006 11:29 am
by Hebes24
Glad to be of service! :D

Press the print screen button to take screenshots. then they will be in tga format in Star wars battlefront II/gamedata/screenshots. then convert them to .jpg with a program like XnView (download it, it's free). then upload to photobucket or imageshack.

Posted: Fri Aug 25, 2006 11:38 am
by Kaos4
New question: how do I give my unit a name, so on the select unit menu the I will see the name?

I want to create a hero for my wookie side, Is it possible to make a wookie that uses double gamorean axes, like aayla?

Posted: Fri Aug 25, 2006 11:58 am
by Maveritchell
Kaos4 wrote:New question: how do I give my unit a name, so on the select unit menu the I will see the name?
To name your unit, open up the editlocalize tool in your dataMAPNAME folder. Look in the "Entity" tree to see your sides, then go to the side you put the wampookie in. Click on it, change the name, save in the localize tool, then munge. Use the same thing to change the names of the attack/weapon, as well.

And congrats on getting your wookie working!

Posted: Fri Aug 25, 2006 12:01 pm
by GosoxJ
Kaos4 wrote:New question: how do I give my unit a name, so on the select unit menu the I will see the name?
Wampa animations to Wookie nice, it's like the big monster type thing that excaped the zoo.

So what are u looking to do? Change it's name or add it?

Posted: Fri Aug 25, 2006 12:48 pm
by Kaos4
Hmm..My side doesn't seem to be showing in the localize tool.

Posted: Fri Aug 25, 2006 1:03 pm
by Maveritchell
Kaos4 wrote:Hmm..My side doesn't seem to be showing in the localize tool.
Try remunging before using the tool, this time with the "localize" checkbox checked. I am by no means the final authority on this topic; if that doesn't work, see if Rends' Localize tool guide (viewtopic.php?f=27&t=971) helps.

EDIT: \/ What he said. I've never localized an original side, so there you go.