Sides help thread...
Moderator: Moderators
-
PAN-Fnord
yodam - You can't load a side from another mod level directly with dc:, because dc: just adds your mod's directory to the front of the filename you give. However, since you know it ends up in your mod's directory, you can do a relative path:
"dc:..\\..\\..\\..\\theirModName\\data\\_LVL_PC\\SIDE\\whatever.lvl"
I may have gotten the number of ..\\ wrong, but you get the idea. The problem with this is that if they don't have the other mod, it'll crash upon loading the level.
Alternatively, you could just paste that side's LVL into your mod's munged SIDE folder (inside the Addon dir)...or add their side to your mod and munge both. :^)
00M-9 - I can't help with campaign scripting, but Kaiser can. Sorry...
[RDH]Zerted - which Properties an ODF can have depends on which ClassLabel it is - weapons can't have a JumpHeight, for example. We don't even have such a list (^.^) but since you're a programmer, if you wanted to compile a list of all the properties that are ever used, it's not hard: Make a program that loops through every ODF file in all the ODF folders, reading each one until the [Properties] tag, then for every line keep track of whatever's before the = sign. Presto, all the properties ever used.
If you wanted, you could even keep track of which ClassLabel that ODF has, or the label of the ClassParent, and group the properties according to ClassLabel.
Mike Z
"dc:..\\..\\..\\..\\theirModName\\data\\_LVL_PC\\SIDE\\whatever.lvl"
I may have gotten the number of ..\\ wrong, but you get the idea. The problem with this is that if they don't have the other mod, it'll crash upon loading the level.
Alternatively, you could just paste that side's LVL into your mod's munged SIDE folder (inside the Addon dir)...or add their side to your mod and munge both. :^)
00M-9 - I can't help with campaign scripting, but Kaiser can. Sorry...
[RDH]Zerted - which Properties an ODF can have depends on which ClassLabel it is - weapons can't have a JumpHeight, for example. We don't even have such a list (^.^) but since you're a programmer, if you wanted to compile a list of all the properties that are ever used, it's not hard: Make a program that loops through every ODF file in all the ODF folders, reading each one until the [Properties] tag, then for every line keep track of whatever's before the = sign. Presto, all the properties ever used.
If you wanted, you could even keep track of which ClassLabel that ODF has, or the label of the ClassParent, and group the properties according to ClassLabel.
Mike Z
-
PAN-Fnord
Lord Bandu - in the SoldierAnimationBank folder (of assets), there's the sidious animation set. (Or we might have called him Emperor, but I doubt it.) Open that, and get rid of sidious_sabre_stand_walkforward*, runforward, walkbackward, and runbackward. Then munge that animation set (into the sides\imp\munged folder), and munge the imp side. That'll give him default (read: Luke's) walks. Or you can replace those with vader or dooku walk and runs, which I would think are more appropriate for Sidious.
He might have a _sprint, as well, which you should simply delete.
Slayer - if you run the game with bf2_modtools.exe, then you should get an error screen instead of a crash. Most likely he's missing an animation - you might want to try getting rid of any Offhand (WeaponChannel = 1) weapons, because those have a tendancy to crash if the animation wasn't found. Also, if he's black that means it's not finding his texture. If you could be more specific....
Mike Z
He might have a _sprint, as well, which you should simply delete.
Slayer - if you run the game with bf2_modtools.exe, then you should get an error screen instead of a crash. Most likely he's missing an animation - you might want to try getting rid of any Offhand (WeaponChannel = 1) weapons, because those have a tendancy to crash if the animation wasn't found. Also, if he's black that means it's not finding his texture. If you could be more specific....
Mike Z
-
DFYX
OK, I finally got a custom side file working, but the OverrideTexture thing you described in the first post doesn't work. This is one of my ODFs:
What I get is the trooper model with its default texture. Is there anything else I have to do?
Btw: yes, the texture is in the msh folder, it there is a rep_inf_trooper_91st.tga.option and the file is not corrupted (Works if I rename it to rep_inf_ep3trooper.tga)
Code: Select all
[GameObjectClass]
ClassParent = "rep_inf_default_sniper"
[Properties]
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
OverrideTexture = "rep_inf_trooper_91st"
FirstPerson = "REP\reptroop;rep_1st_trooper"Btw: yes, the texture is in the msh folder, it there is a rep_inf_trooper_91st.tga.option and the file is not corrupted (Works if I rename it to rep_inf_ep3trooper.tga)
-
Jawa_Killer
- Brigadier General

- Posts: 629
- Joined: Thu Jun 23, 2005 6:06 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Dragonum
- 2nd Lieutenant

- Posts: 405
- Joined: Tue Nov 16, 2004 4:08 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
i have the same problem.DFYX wrote:OK, I finally got a custom side file working, but the OverrideTexture thing you described in the first post doesn't work. This is one of my ODFs:
What I get is the trooper model with its default texture. Is there anything else I have to do?Code: Select all
[GameObjectClass] ClassParent = "rep_inf_default_sniper" [Properties] GeometryName = "rep_inf_ep3trooper" GeometryLowRes = "rep_inf_ep3trooper_low1" OverrideTexture = "rep_inf_trooper_91st" FirstPerson = "REP\reptroop;rep_1st_trooper"
Btw: yes, the texture is in the msh folder, it there is a rep_inf_trooper_91st.tga.option and the file is not corrupted (Works if I rename it to rep_inf_ep3trooper.tga)
no one knows the answer? i mean there are a few new side pics with new textures.
it would be nice to know where we have to place
OverrideTexture = "new_texture"
- Dragonum
- 2nd Lieutenant

- Posts: 405
- Joined: Tue Nov 16, 2004 4:08 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
i tryed a few things.
first i did this in the trooper odf.
but the texture didnt change.
if i play in first view, the arms are white, like the white/blue EP3 trooper.
bevore i munge, i clean and select my side.
any help would be great
first i did this in the trooper odf.
Code: Select all
[GameObjectClass]
ClassParent = "kas_inf_default_trooper1"
[Properties]
GeometryName = "rep_inf_feluciatrooper"
GeometryLowRes = "rep_inf_feluciatrooper_low1"
OverrideTexture = "kas_inf_trooper1"
FirstPerson = "REP\reptroop;rep_1st_trooper"if i play in first view, the arms are white, like the white/blue EP3 trooper.
bevore i munge, i clean and select my side.
any help would be great
-
saberhagen
I posted a lot of stuff about weapon ODFs in BF1 here:[RDH]Zerted wrote:I am working on some tools to help the modders mod. I am creating a graphical interface to help users create new units and edit the ODF files. Progress is slow because there really isn't much information on them in the mod tool's documentation. The list of ODF ClassLabels is helpful, but is there any more information that can be released about the ODF files? How about a list of the different Properties that are used? Thanks for any help.
http://www.gametoast.com/index.php?name ... pic&t=2889
Obviously some things will have changed in BF2, but it should still be some use.
-
PAN-Fnord
Weeeeell...it was explained to me by our graphics programmer that OverrideTexture as a feature is model-specific. Turns out, if you want to be able to use OverrideTexture (or Texture2) with a model, that model has to have in the MSH file a node called "override_texture" (or _texture2). Then you have to specify in the model's .msh.option file "-keepmaterial override_texture" (or _texture2). This tells the munge process not to collapse that node. Then you can use OverrideTexture in the ODF.
Basically, OverrideTexture will only work on models that have been prepped this way, so I guess I'll list which models have the node in their MSH:
all_inf_marksperson (and low1)
all_inf_soldier (and low1)
all_inf_vanguard (and low1)
all_inf_wookiee (and low)
cis_inf_bdroid (and low1)
ewk_inf2_low1 and ewk_inf_low1 (not sure why these only)
nab_inf_gungan (and low1)
jed_inf_jedi (and low1)
jed_inf_sith (and low1)
rep_inf_arctrooper (and low1)
rep_inf_jettrooper (and low1)
rep_inf_pilot_low1 (not high res though...)
rep_inf_trooper (and low1)
wok_inf_wookiee (and low1)
all_inf_snowtrooper (and low1)
gar_inf_nabooguard (and low1)
For all others, you do indeed need to either hex edit the file or change the actual texture.
(^.^)
I'll update my first post as well.
Mike Z
Basically, OverrideTexture will only work on models that have been prepped this way, so I guess I'll list which models have the node in their MSH:
all_inf_marksperson (and low1)
all_inf_soldier (and low1)
all_inf_vanguard (and low1)
all_inf_wookiee (and low)
cis_inf_bdroid (and low1)
ewk_inf2_low1 and ewk_inf_low1 (not sure why these only)
nab_inf_gungan (and low1)
jed_inf_jedi (and low1)
jed_inf_sith (and low1)
rep_inf_arctrooper (and low1)
rep_inf_jettrooper (and low1)
rep_inf_pilot_low1 (not high res though...)
rep_inf_trooper (and low1)
wok_inf_wookiee (and low1)
all_inf_snowtrooper (and low1)
gar_inf_nabooguard (and low1)
For all others, you do indeed need to either hex edit the file or change the actual texture.
(^.^)
I'll update my first post as well.
Mike Z
-
Slayer_Hunter_J
Here's a pic of what he looks like.PAN-Fnord wrote:Slayer - if you run the game with bf2_modtools.exe, then you should get an error screen instead of a crash. Most likely he's missing an animation - you might want to try getting rid of any Offhand (WeaponChannel = 1) weapons, because those have a tendancy to crash if the animation wasn't found. Also, if he's black that means it's not finding his texture. If you could be more specific....
Mike Z

My hero is no longer black, i'll post a pic after i eat dinner.
This is what my PC_MungeLog looks like:
ERROR[levelpack gnj.req]:Expecting bracket, but none was found.
File : munged\pc\gnj_gunganjedi.lvl.req(1)...
(Not in it, just a comment. This is what the fiel looks like, anything wrong?
"ucft" without quotes (there's also a rectangle in front of the ucft, but it isnt being pasted for some reason.))
ucft <--
ERROR[levelpack gnj.req]:Expecting bracket, but none was found.
File : munged\pc\gnj_gunganjedi.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
-
Slayer_Hunter_J
This is my jedi without the blackness. Note: The weirdness of his ears and wrists are a glitch with my computer, not the game and hero.
[img=http://img506.imageshack.us/img506/3792/gunganjedi8zb.th.jpg]
FOr some reason, i cant enlarge this pic any more, so just look very hard.
[EDIT]Got a better pic.
[img=http://img506.imageshack.us/img506/3792/gunganjedi8zb.th.jpg]
FOr some reason, i cant enlarge this pic any more, so just look very hard.
[EDIT]Got a better pic.
- Dragonum
- 2nd Lieutenant

- Posts: 405
- Joined: Tue Nov 16, 2004 4:08 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
PAN-Fnord
Max number of classes is 12, you can add up to that many with AddUnitClass (look at Mos Eisley Assault for an example...) Max number of units on the field is whatever your computer can handle, that's why PC has the XL maps.
Slayer - it appears his ears and things are weird because his basepose doesn't have the bones for his ears defined - you need the Gungan basepose.msh from their animation set, and you should add the Tentacle bits to his ODF if they aren't already there.
The munge errors you got mean that your side's or unit's .req file has an error in it (missing a bracket) somewhere, or one of your files has an error that caused it not to munge properly. Extremely helpful error, isn't it...
That wouldn't cause the crash generally, though - just a not-found texture or some such.
Mike Z
Slayer - it appears his ears and things are weird because his basepose doesn't have the bones for his ears defined - you need the Gungan basepose.msh from their animation set, and you should add the Tentacle bits to his ODF if they aren't already there.
The munge errors you got mean that your side's or unit's .req file has an error in it (missing a bracket) somewhere, or one of your files has an error that caused it not to munge properly. Extremely helpful error, isn't it...
That wouldn't cause the crash generally, though - just a not-found texture or some such.
Mike Z
-
Slayer_Hunter_J
NO offence meant, but that didnt help at all. I have the gungan basepose.msh and the tentacle things are exaclty the same as a regualar gungan's.
[EDIT]I got the ears fixed (odf anim. were using human_sabre unstead of my custom ones), but it still crashes. BUt when I finish munging it doesnt present any errors to me.
Here's a pic of waht he looks like:
http://img474.imageshack.us/img474/4286 ... xed4ju.jpg
[EDIT]I got the ears fixed (odf anim. were using human_sabre unstead of my custom ones), but it still crashes. BUt when I finish munging it doesnt present any errors to me.
Here's a pic of waht he looks like:
http://img474.imageshack.us/img474/4286 ... xed4ju.jpg
- Epena
- Old School Staff
- Posts: 1176
- Joined: Fri Oct 21, 2005 2:33 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Arg.
I've been working on adding a simple skin to my map. You'd think that's easy, right? Well it isn't. I'm trying to replace all of the classes.
I've done everything here.
When I load the map all I got was what clones with no textures.
The more recent attempt led to no trooper or sniper. The rest had original textures.
I've been working on adding a simple skin to my map. You'd think that's easy, right? Well it isn't. I'm trying to replace all of the classes.
I've done everything here.
Am I missing something. In the munge log it says something about warning, 24 bit something. Do I need more info than that for you guys?ok...
Create a new map, copy the race you want to edit (example: republic) into the sides folder of the new map. Now Copy the “Common” folder from within the mod-tool “assets/sides” directory and place it in the sides folder of your new map, edit the texture, now, go into common > script > newmapname and open the LUA file named newmapnamec_con.lua (for me that was BS1c_con.lua ). Now if you look down the LUA file you will see ReadDataFile("SIDE\\rep.lvl", change this to ReadDataFile("dc:SIDE\\rep.lvl , then copy 2 .bat files in the side you got, these are: clean.bat and munge.bat , these can be aquired from the _BUILD >
Sides > ALL in the newmap you created. Finally we munge the your new map (see Jedi Creation doc for more info) we select the new race in the drop down menu on the left, and select the race you edited (mine was rep) you alos have to tick the "common" check box, then munge!
P.S: You can get the race from the assets > sides folder !
P. P.S: The textures are in the msh of your copied side folder.
When I load the map all I got was what clones with no textures.
The more recent attempt led to no trooper or sniper. The rest had original textures.
-
polardude1983
I have something wrong..i keep loading the map..then it loads and quits..and im pretty sure my animations are right..all im trying to do is reskin jango to look like jaster.. can i email someone my animations folder, and email my sides>cis folder with all the reqs and odf's? and my mission lua..just to make sure everything is right? all im wanting to do is just reskin him..and it has been a terrible pain..ive tried everything...as far as i know..please somebody help me..either help me or create it the mod for me thx
-
Darth_Plegueis
Well, as you can see my texture sucks, but can somone please tell me why I got these errors when I munged my map?
I got an error for every imp mesh not having collision objects?

I munged again and got no errors?!?
edit 2 - Agh, I make a new texture, munge and get errors.
WARNING[PC_modelmunge msh\imp_1st_darktrooper.msh]:imp_1st_darktrooper has 1368 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_1st_bobafett.msh]:imp_1st_bobafett has 1102 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_1st_snowtrooper.msh]:imp_1st_snowtrooper has 1202 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_droid_probe.msh]:imp_droid_probe has 2032 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_atatcommander.msh]:imp_inf_atatcommander has 1518 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_atatpilot.msh]:imp_inf_atatpilot has 1785 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_atstpilot.msh]:imp_inf_atstpilot has 1280 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_bobafett.msh]:imp_inf_bobafett has 2765 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_darktrooper.msh]:imp_inf_darktrooper has 1936 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_darthsidious.msh]:imp_inf_darthsidious has 2625 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_darthvader.msh]:imp_inf_darthvader has 2062 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_gunner.msh]:imp_inf_gunner has 1672 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_officer.msh]:imp_inf_officer has 1110 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_pilot.msh]:imp_inf_pilot has 1570 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_scout.msh]:imp_inf_scout has 1329 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_shocktrooper.msh]:imp_inf_shocktrooper has 2442 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_snowtrooper.msh]:imp_inf_snowtrooper has 1566 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_stormtrooper.msh]:imp_inf_stormtrooper has 2031 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_walk_atat.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\imp_walk_atat.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
0 Errors 20 Warnings
I got an error for every imp mesh not having collision objects?
I munged again and got no errors?!?
edit 2 - Agh, I make a new texture, munge and get errors.
WARNING[PC_modelmunge msh\imp_1st_darktrooper.msh]:imp_1st_darktrooper has 1368 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_1st_bobafett.msh]:imp_1st_bobafett has 1102 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_1st_snowtrooper.msh]:imp_1st_snowtrooper has 1202 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_droid_probe.msh]:imp_droid_probe has 2032 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_atatcommander.msh]:imp_inf_atatcommander has 1518 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_atatpilot.msh]:imp_inf_atatpilot has 1785 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_atstpilot.msh]:imp_inf_atstpilot has 1280 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_bobafett.msh]:imp_inf_bobafett has 2765 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_darktrooper.msh]:imp_inf_darktrooper has 1936 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_darthsidious.msh]:imp_inf_darthsidious has 2625 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_darthvader.msh]:imp_inf_darthvader has 2062 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_gunner.msh]:imp_inf_gunner has 1672 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_officer.msh]:imp_inf_officer has 1110 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_pilot.msh]:imp_inf_pilot has 1570 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_scout.msh]:imp_inf_scout has 1329 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_shocktrooper.msh]:imp_inf_shocktrooper has 2442 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_snowtrooper.msh]:imp_inf_snowtrooper has 1566 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_stormtrooper.msh]:imp_inf_stormtrooper has 2031 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_walk_atat.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\imp_walk_atat.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
0 Errors 20 Warnings
-
dreadlordnyax
i have gotten similar warnings the first time i munge a new map (or side, i think). it worked for me anyways, but i'm curious as to whats causing it and how to fix it...
i think i remember seeing somewhere that the tga's for skins/textures had to be saved as 32 bit, you might wanna check on that.Am I missing something. In the munge log it says something about warning, 24 bit something. Do I need more info than that for you guys?
When I load the map all I got was what clones with no textures.
-
polardude1983
ok..as i said im trying to resking jango to jaster..i got jango to load...only because i redid the whole side fo the cis again..though thats not the problem...it did not load my texture.msh jango's texture is called cis_inf_jangofett and my reskinned version of that file is also cis_inf_jangofett..so basically its the same file.but it does not replace...do i need to have option files for this? or how would i get this to work?
-
PAN-Fnord
"NO COLLISION GEOMETRY (WILL BE SLOW)!" warning means: that particular mesh had collision generated for it by the munge process, and it's an unavoidable error for soldiers and weapons (even if you put -nocollision in the .msh.option file, it will still happen due to a bug in modelmunge). However, the collision in a soldier's mesh is not used by the game - instead, the collision is generated from code. What this does mean is that the soldier takes up a bit more memory, but other than that it doesn't break anything. The collision for weapons meshes isn't used either - they will also have this problem.
The reason you only see it once (or when you clean) is because the first time you munge, it munges everything. After that, it only munges what changed - and if those meshes don't change, it won't munge them again, hence no error the 2nd time.
What the warning means is - collision data wasn't provided by XSI, so the munge process duplicated the visible mesh and made it a collision mesh for the object. Collision meshes are very slow to evaluate in-game, especially big ones, so the warning is telling you that your model was given a very high-poly collision mesh. The -nocollision flag in the msh.option file is supposed to prevent the collision mesh from being created, but sometimes it just plain doesn't work.
Slayer - Well then, I was right about the ears - it was indeed not getting the Gungan basepose. (^.^) If you're still having problems with it crashing, PM me and I'll have you email me your side, I guess.
polardude - Are you creating the cis.lvl again, or your own custom side? If you are creating the cis.lvl again, make sure you are loading from your version and only your version, not the shipped version:
If the new cis.lvl is in your mod's directory, remember to use "dc:" on the front of the filename in your mission script. If you're just copying your cis.lvl over the game's cis.lvl and it doesn't work...then....um...? Something's not munging your new texture correctly.
If you are creating your own side, then the problem is: If you load cis.lvl in addition to your own side's lvl file, both have the cis_inf_jangofett texture inside, and depending on which one is read first (or last) the normal texture will be loaded instead of yours. Try loading Jango, but not loading anything from cis.lvl. This means NO ReadDataFile("SIDE\\cis.lvl etc), not just that you don't put them on a team. See if you still have the problem. An easier way to do this is load Jango in the Rep vs Imp mission.
Hopefully I helped this time, or else Slayer's going to hit me with a pipe,
Mike Z
The reason you only see it once (or when you clean) is because the first time you munge, it munges everything. After that, it only munges what changed - and if those meshes don't change, it won't munge them again, hence no error the 2nd time.
What the warning means is - collision data wasn't provided by XSI, so the munge process duplicated the visible mesh and made it a collision mesh for the object. Collision meshes are very slow to evaluate in-game, especially big ones, so the warning is telling you that your model was given a very high-poly collision mesh. The -nocollision flag in the msh.option file is supposed to prevent the collision mesh from being created, but sometimes it just plain doesn't work.
Slayer - Well then, I was right about the ears - it was indeed not getting the Gungan basepose. (^.^) If you're still having problems with it crashing, PM me and I'll have you email me your side, I guess.
polardude - Are you creating the cis.lvl again, or your own custom side? If you are creating the cis.lvl again, make sure you are loading from your version and only your version, not the shipped version:
If the new cis.lvl is in your mod's directory, remember to use "dc:" on the front of the filename in your mission script. If you're just copying your cis.lvl over the game's cis.lvl and it doesn't work...then....um...? Something's not munging your new texture correctly.
If you are creating your own side, then the problem is: If you load cis.lvl in addition to your own side's lvl file, both have the cis_inf_jangofett texture inside, and depending on which one is read first (or last) the normal texture will be loaded instead of yours. Try loading Jango, but not loading anything from cis.lvl. This means NO ReadDataFile("SIDE\\cis.lvl etc), not just that you don't put them on a team. See if you still have the problem. An easier way to do this is load Jango in the Rep vs Imp mission.
Hopefully I helped this time, or else Slayer's going to hit me with a pipe,
Mike Z
-
Mikey_bizzle441
how can i make it so more units spawn at once? i changed the units value and the max/min amount of each unit on the map at once. can you tell me what im doing wrong?
EDIT: Also if i want to add a new unit to a side im editing how would i do it?
EX: I want to add Jed_sith_01 to the shipped IMP side on my map. I have the common folder (the right one i checked) and eveything needed to edit the side. i replace the imp_inf_rifleman to Jed_sith_01 in the LUA, i have all the assets of jed_sith_01 in the right folder along with his name in the Imp.req file , and have him mentioned in the part where you specify the maximum and minimum amount of that unit on the battlefield at a time, but he still wont show up.
EDIT: Also if i want to add a new unit to a side im editing how would i do it?
EX: I want to add Jed_sith_01 to the shipped IMP side on my map. I have the common folder (the right one i checked) and eveything needed to edit the side. i replace the imp_inf_rifleman to Jed_sith_01 in the LUA, i have all the assets of jed_sith_01 in the right folder along with his name in the Imp.req file , and have him mentioned in the part where you specify the maximum and minimum amount of that unit on the battlefield at a time, but he still wont show up.
