How do I install this skin?

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Pie015
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Posts: 21
Joined: Mon Feb 13, 2012 8:41 am
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How do I install this skin?

Post by Pie015 »

I've been trying to install this Clone Commando Mod by Majin Revan
The mod includes these folders:
effects
msh
odf
sound

I dropped the files from odf into my rep\odf folder
and effects into the rep\effect folder
and for Sound, I just dragged that in into the rep folder
and for msh I looked inside and found the files etc so I dragged those in into the 'rep\msh' folder but they were two other folders: Imperial Clone Commando Files and Republic Clone Commando Files

So I went inside into the Republic Commando folder and dropped those into 'rep\msh' folder and edited my .LUA
Hidden/Spoiler:
ReadDataFile("sound\\kas.lvl;kas2cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_sniper_felucia",
"rep_inf_ep2_engineer",
"rep_inf_ep2_jettrooper",
"rep_inf_clone_commando",
"rep_hero_yoda",
"rep_hover_fightertank",
"rep_fly_cat_dome",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_tread_snailtank",
"cis_inf_rifleman",
-- "cis_fly_gunship_dome",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_stap",
"cis_inf_officer",
-- "cis_walk_spider",
"cis_hero_jangofett",
"cis_inf_droideka")
ReadDataFile("SIDE\\wok.lvl",
"wok_inf_basic")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_beam",
"tur_bldg_recoilless_kas")

SetupTeams{

rep={
team = REP,
units = 29,
reinforcements = 150,
soldier = {"rep_inf_ep2_rifleman",10, 25},
assault = {"rep_inf_ep2_rocketeer",1, 4},
engineer = {"rep_inf_ep2_engineer",1, 4},
sniper = {"rep_inf_ep2_sniper_felucia",1, 4},
officer = {"rep_inf_clone_commando",1, 4},
special = {"rep_inf_ep2_jettrooper",1, 4},


},
So, how did I go wrong?
AQT
Gametoast Staff
Gametoast Staff
Posts: 4910
Joined: Sat Nov 03, 2007 4:55 pm
Location: SoCal, USA

Re: How do I install this skin?

Post by AQT »

http://www.gametoast.com/forums/viewtop ... 39#p263339

And don't forget to list this new REQ in your rep.req file.
User avatar
Pie015
Private Recruit
Posts: 21
Joined: Mon Feb 13, 2012 8:41 am
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2 BF3 AC
xbox live or psn: No gamertag set

Re: How do I install this skin?

Post by Pie015 »

Didn't work, the munging process gets stuck here:
Hidden/Spoiler:
Munging rep_weap_fly_jedifighter_cannon_ord.odf
Munging rep_weap_fly_jedifighter_missile.odf
Munging rep_weap_fly_jedifighter_missile_exp.odf
Munging rep_weap_fly_jedifighter_missile_ord.odf
Munging rep_weap_fly_vwing_cannon.odf
Munging rep_weap_fly_vwing_cannon_exp.odf
Munging rep_weap_fly_vwing_cannon_ord.odf
Munging rep_weap_fly_vwing_ptorpedo.odf
Munging rep_weap_fly_vwing_ptorpedo_exp.odf
Munging rep_weap_fly_vwing_ptorpedo_ord.odf
Munging rep_weap_hover_fightertankt_cannon.odf
Munging rep_weap_hover_fightertank_cannon.odf
Munging rep_weap_hover_fightertank_cannon1.odf
Munging rep_weap_hover_fightertank_cannon1_exp.odf
Munging rep_weap_hover_fightertank_cannon1_ord.odf
Munging rep_weap_hover_fightertank_cannon_exp.odf
Munging rep_weap_hover_fightertank_cannon_ord.odf
Munging rep_weap_hover_fightertank_laser.odf
Munging rep_weap_hover_fightertank_laser_ord.odf
Munging rep_weap_hover_fightertank_launcher.odf
Munging rep_weap_hover_fightertank_launcher_exp.odf
Munging rep_weap_hover_fightertank_launcher_ord.odf
Munging rep_weap_hover_fightertank_missile.odf
Munging rep_weap_hover_fightertank_missile_exp.odf
Munging rep_weap_hover_fightertank_missile_ord.odf
Munging rep_weap_hover_speederbike_cannon.odf
Munging rep_weap_hover_speederbike_cannon_exp.odf
Munging rep_weap_hover_speederbike_cannon_ord.odf
Munging rep_weap_inf_anti_armor.odf
Munging rep_weap_inf_anti_armor_exp.odf
Munging rep_weap_inf_anti_armor_ord.odf
Munging rep_weap_inf_arccaster.odf
Munging rep_weap_inf_arccaster_exp.odf
Munging rep_weap_inf_arccaster_ord.odf
Munging rep_weap_inf_autoturret.odf
Munging rep_weap_inf_autoturret_dispenser.odf
Munging rep_weap_inf_autoturret_ord.odf
Munging rep_weap_inf_binoculars.odf
Munging rep_weap_inf_buff_defense.odf
Munging rep_weap_inf_buff_defense_ord.odf
Munging rep_weap_inf_chaingun.odf
Munging rep_weap_inf_chaingun_ord.odf
Munging rep_weap_inf_commando_pistol.odf
Munging rep_weap_inf_commando_pistol_ord.odf
Munging rep_weap_inf_dc15s_side_arm.odf
Munging rep_weap_inf_dc15s_side_arm_ord.odf
Munging rep_weap_inf_dcrifle.odf
Munging rep_weap_inf_dcrifle_ord.odf
Munging rep_weap_inf_dcsniper.odf
Munging rep_weap_inf_dcsniper_ord.odf
Munging rep_weap_inf_detpack.odf
Munging rep_weap_inf_detpack_destroyed_exp.odf
Munging rep_weap_inf_detpack_dispenser.odf
Munging rep_weap_inf_detpack_dispenser_exp.odf
Munging rep_weap_inf_detpack_dispenser_ord.odf
Munging rep_weap_inf_detpack_exp.odf
Munging rep_weap_inf_detpack_ord.odf
Munging rep_weap_inf_emp_launcher.odf
Munging rep_weap_inf_emp_launcher_exp.odf
Munging rep_weap_inf_emp_launcher_ord.odf
Munging rep_weap_inf_forcepull_ord.odf
Munging rep_weap_inf_forcepush.odf
Munging rep_weap_inf_forcepush_ord.odf
Munging rep_weap_inf_fusioncutter.odf
Munging rep_weap_inf_mine_dispenser.odf
Munging rep_weap_inf_orbital_attack_salvo_exp.odf
Munging rep_weap_inf_orbital_attack_salvo_ord.odf
Munging rep_weap_inf_pistol.odf
Munging rep_weap_inf_pistol_ord.odf
Munging rep_weap_inf_powerup_dispenser.odf
Munging rep_weap_inf_remotedroid.odf
Munging rep_weap_inf_remotedroid_blaster.odf
Munging rep_weap_inf_remotedroid_blaster_ord.odf
Munging rep_weap_inf_remotedroid_destruct.odf
Munging rep_weap_inf_remotedroid_exp1.odf
Munging rep_weap_inf_remotedroid_exp2.odf
Munging rep_weap_inf_remotedroid_ord.odf
Munging rep_weap_inf_rifle.odf
Munging rep_weap_inf_rifle_ord.odf
Munging rep_weap_inf_rocket_launcher.odf
Munging rep_weap_inf_rocket_launcher_exp.odf
Munging rep_weap_inf_rocket_launcher_ord.odf
Munging rep_weap_inf_shotgun.odf
Munging rep_weap_inf_shotgun_ord.odf
Munging rep_weap_inf_sniper_rifle.odf
Munging rep_weap_inf_sniper_rifle_ord.odf
Munging rep_weap_inf_thermaldetonator.odf
Munging rep_weap_inf_thermaldetonator_exp.odf
Munging rep_weap_inf_thermaldetonator_ord.odf
Munging rep_weap_inf_timebomb.odf
Munging rep_weap_inf_timebomb_destroyed_exp.odf
Munging rep_weap_inf_timebomb_exp.odf
Munging rep_weap_inf_timebomb_ord.odf
Munging rep_weap_laser_pulse_heavy_ord.odf
Munging rep_weap_laser_pulse_medium_ord.odf
Munging rep_weap_lightsaber.odf
Munging rep_weap_lightsaber_aalya.odf
Munging rep_weap_lightsaber_anakin.odf
Munging rep_weap_lightsaber_kiyadi.odf
Munging rep_weap_lightsaber_obiwan.odf
Munging rep_weap_lightsaber_obiwanv.odf
Munging rep_weap_lightsaber_yoda.odf
Munging rep_weap_walk_atrt_laser.odf
Munging rep_weap_walk_atrt_laser_exp.odf
Munging rep_weap_walk_atrt_laser_ord.odf
Munging rep_weap_walk_atte_laser.odf
Munging rep_weap_walk_atte_laser_exp.odf
Munging rep_weap_walk_atte_laser_ord.odf
Munging rep_weap_walk_atte_rear_gun.odf
Munging rep_weap_walk_atte_rear_gun_ord.odf
Munging rep_weap_walk_atte_recoilless.odf
Munging rep_weap_walk_atte_recoilless_exp.odf
Munging rep_weap_walk_atte_recoilless_ord.odf
Munging rep_weap_walk_atte_turret_cannon.odf
Munging rep_weap_walk_atte_turret_cannon_exp.odf
Munging rep_weap_walk_atte_turret_cannon_ord.odf
Munging rep_weap_walk_oneman_atst_cannon.odf
Munging rep_weap_walk_oneman_atst_cannon_exp.odf
Munging rep_weap_walk_oneman_atst_cannon_ord.odf
Munging rep_weap_walk_oneman_atst_gun.odf
Munging rep_weap_walk_oneman_atst_gun_exp.odf
Munging rep_weap_walk_oneman_atst_gun_ord.odf
Munging uta_fly_ride_gunship.odf
Munging uta_fly_ride_gunshipmyg.odf
Done
Munging com_sfx_groundcrack.fx
Munging com_sfx_jedismash.fx
Munging rep_sfx_jetpack.fx
1 file(s) moved.
Munging rep_hero_aalya.combo
Munging rep_hero_ep3obiwan.combo
Munging rep_hero_kiyadi.combo
Munging rep_hero_macewindu.combo
Munging rep_hero_yoda.combo
1 file(s) moved.
rep_1st_cockpit_atte has 618 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_fightertank has 183 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_gunship has 682 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_securitycam has 131 vertices and no collision geometry - using normal geometry
rep_1st_sharpshooter has 978 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_fusioncutter has 323 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_pistol has 716 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_rifle has 666 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_sniperrifle has 714 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 11, 11 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 876 to 874
_ReduceShadowMesh: reduced edge count from 288 to 212
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (275 verts 1538 edges)
_ReduceShadowMesh: reduced edge count from 1086 to 1084
This Model has 44 Bones
SplitSkinnedSegments: Split segment with 25 bones (max 15) into 9, 16 (0 overlap)
SplitSkinnedSegments: Split segment with 31 bones (max 15) into 10, 21 (0 overlap)
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 1, 15 (0 overlap)
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 7, 14 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 86 to 84
_ReduceShadowMesh: reduced edge count from 84 to 80
_ReduceShadowMesh: reduced edge count from 80 to 76
_ReduceShadowMesh: reduced edge count from 66 to 36
_ReduceShadowMesh: reduced edge count from 168 to 122
_ReduceShadowMesh: reduced edge count from 96 to 48
_ReduceShadowMesh: reduced edge count from 228 to 134
_ReduceShadowMesh: reduced edge count from 36 to 30
_ReduceShadowMesh: reduced edge count from 108 to 72
_ReduceShadowMesh: reduced edge count from 96 to 48
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 60 to 54
_ReduceShadowMesh: reduced edge count from 252 to 210
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 72 to 42
_CreateShadowMesh(lod:0): created hires shadow (224 verts 848 edges)
rep_weap_inf_pistol has 605 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 848 to 846
_ReduceShadowMesh: reduced edge count from 456 to 372
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 60 to 54
_ReduceShadowMesh: reduced edge count from 240 to 170
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 282 to 216
_ReduceShadowMesh: reduced edge count from 348 to 254
_CreateShadowMesh(lod:0): created hires shadow (295 verts 1266 edges)
rep_weap_inf_rifle has 789 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 204 to 174
_ReduceShadowMesh: reduced edge count from 312 to 210
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 468 to 316
_CreateShadowMesh(lod:0): created hires shadow (175 verts 728 edges)
rep_weap_inf_sniperrifle has 428 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 15, 2 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 870 to 866
_CreateShadowMesh(lod:0): created hires shadow (225 verts 1322 edges)
... Exporting HW soft skinned/SW hard skinned
all_inf_luke_low1 has 329 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 96 to 60
_CreateShadowMesh(lod:0): created hires shadow (18 verts 60 edges)
all_weap_inf_lightsabre has 50 vertices and no collision geometry - using normal geometry
hud_arc170_shape has 91 vertices and no collision geometry - using normal geometry
hud_ATRT_shape has 86 vertices and no collision geometry - using normal geometry
hud_IFT_shape has 69 vertices and no collision geometry - using normal geometry
hud_jedistarfighter_shape has 62 vertices and no collision geometry - using normal geometry
hud_rep_defense_buff has 15 vertices and no collision geometry - using normal geometry
hud_rep_weap_defense_buff_icon has 15 vertices and no collision geometry - using normal geometry
hud_Vwing_shape has 52 vertices and no collision geometry - using normal geometry
rep_1st_arctrooper has 978 vertices and no collision geometry - using normal geometry
rep_1st_clonecommander has 978 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_combatspeeder has 354 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_gunshipgnr has 522 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_jedistarfighter has 448 vertices and no collision geometry - using normal geometry
rep_1st_cockpit_speederbike has 651 vertices and no collision geometry - using normal geometry
rep_1st_feluciatrooper has 871 vertices and no collision geometry - using normal geometry
rep_1st_gunner has 706 vertices and no collision geometry - using normal geometry
rep_1st_htrooper has 706 vertices and no collision geometry - using normal geometry
rep_1st_jettrooper has 978 vertices and no collision geometry - using normal geometry
rep_1st_pilot has 978 vertices and no collision geometry - using normal geometry
rep_1st_trooper has 978 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_chaingun has 834 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_landmine has 220 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_launcher has 554 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 948 to 808
_ReduceShadowMesh: reduced edge count from 330 to 326
_ReduceShadowMesh: reduced edge count from 48 to 44
_ReduceShadowMesh: reduced edge count from 60 to 58
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 58
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 48 to 44
_ReduceShadowMesh: reduced edge count from 90 to 74
_ReduceShadowMesh: reduced edge count from 90 to 74
_CreateShadowMesh(lod:0): created hires shadow (315 verts 1598 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 108 to 94
_ReduceShadowMesh: reduced edge count from 174 to 114
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 96 to 48
_ReduceShadowMesh: reduced edge count from 66 to 48
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 258 to 226
_ReduceShadowMesh: reduced edge count from 144 to 138
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 66 to 48
_ReduceShadowMesh: reduced edge count from 108 to 84
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 32
_ReduceShadowMesh: reduced edge count from 168 to 108
_ReduceShadowMesh: reduced edge count from 96 to 88
_Reduce_ReduceShadowMesh: reduced edge count from 1648 to 1638
rep_fly_arc170fighter_dome has 471 vertices and no collision geometry - using normal geometry
rep_fly_assault_dome has 286 vertices and no collision geometry - using normal geometry
rep_fly_cat_dome has 517 vertices and no collision geometry - using normal geometry
rep_fly_gunship_dome has 216 vertices and no collision geometry - using normal geometry
rep_fly_jedifighter_dome has 134 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 744 to 526
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 60 to 56
_ReduceShadowMesh: reduced edge count from 564 to 500
_ReduceShadowMesh: reduced edge count from 72 to 42
_ReduceShadowMesh: reduced edge count from 72 to 42
_ReduceShadowMesh: reduced edge count from 108 to 82
_ReduceShadowMesh: reduced edge count from 108 to 82
_ReduceShadowMesh: reduced edge count from 84 to 66
_ReduceShadowMesh: reduced edge count from 84 to 66
_CreateShadowMesh(lod:0): created hires shadow (343 verts 1518 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 360 to 300
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 48 to 42
_ReduceShadowMesh: reduced edge count from 48 to 42
_ReduceShadowMesh: reduced edge count from 48 to 34
_ReduceShadowMesh: reduced edge count from 48 to 34
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 42 to 40
_ReduceShadowMesh: reduced edge count from 42 to 40
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 96 to 88
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh_ReduceShadowMesh: reduced edge count from 190 to 186
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 70 to 64
_ReduceShadowMesh: reduced edge count from 70 to 64
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 28 bones (max 15) into 15, 15 (2 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 22 bones (max 15) into 13, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 972 to 968
_CreateShadowMesh(lod:0): created hires shadow (242 verts 1424 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 1392 to 1388
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
rep_inf_aaylasecura_low1 has 520 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
_ReduceShadowMesh: reduced edge count from 894 to 892
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (290 verts 1692 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_arctrooper_low1 has 773 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 13, 9 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (197 verts 1158 edges)
... Exporting hard skinned
rep_inf_clonecommander_low1 has 446 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 864 to 860
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_ep3anakin_low1 has 497 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 19 bones (max 15) into 5, 15 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (229 verts 1346 edges)
... Exporting hard skinned
rep_inf_ep3armoredpilot_low1 has 473 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 864 to 860
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
... Exporting hard skinned
rep_inf_ep3cloakedanakin_low1 has 361 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 17 bones (max 15) into 4, 14 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (221 verts 1302 edges)
... Exporting hard skinned
rep_inf_ep3heavytrooper_low1 has 766 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 1032 to 1012
_CreateShadowMesh(lod:0): created hires shadow (252 verts 1468 edges)
... Exporting hard skinned
rep_inf_ep3jettrooper_low1 has 900 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 864 to 860
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_ep3obiwan_low1 has 492 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 19 bones (max 15) into 10, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 12 (1 overlap)
_ReduceShadowMesh: reduced edge count from 894 to 890
_CreateShadowMesh(lod:0): created hires shadow (229 verts 1346 edges)
... Exporting hard skinned
rep_inf_ep3sniper_low1 has 748 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 966 to 962
_CreateShadowMesh(lod:0): created hires shadow (243 verts 1430 edges)
... Exporting hard skinned
rep_inf_ep3spacepilot_low1 has 376 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (229 verts 1350 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_ep3trooper_low1 has 954 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 22 bones (max 15) into 11, 12 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
_ReduceShadowMesh: reduced edge count from 942 to 938
_ReduceShadowMesh: reduced edge count from 468 to 458
_CreateShadowMesh(lod:0): created hires shadow (239 verts 1396 edges)
... Exporting hard skinned
rep_inf_feluciatrooper_low1 has 546 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
rep_inf_jettrooper_low1 has 973 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (229 verts 1350 edges)
... Exporting hard skinned
rep_inf_kiadimundi_low1 has 484 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 15, 2 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 870 to 866
_CreateShadowMesh(lod:0): created hires shadow (225 verts 1322 edges)
... Exporting hard skinned
rep_inf_luke_low1 has 328 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 864 to 860
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_macewindu_low1 has 505 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 11, 11 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (229 verts 1350 edges)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 11, 11 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 876 to 874
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (226 verts 1326 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_trooper_low1 has 667 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 13, 9 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 19 bones (max 15) into 5, 15 (1 overlap)
_ReduceShadowMesh: reduced edge count from 762 to 756
_ReduceShadowMesh: reduced edge count from 102 to 94
_ReduceShadowMesh: reduced edge count from 102 to 94
_CreateShadowMesh(lod:0): created hires shadow (223 verts 1232 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 828 to 822
_ReduceShadowMesh: reduced edge count from 102 to 92
_ReduceShadowMesh: reduced edge count from 102 to 92
_CreateShadowMesh(lod:0): created hires shadow (215 verts 1192 edges)
rep_inf_yoda_low1 has 470 vertices and no collision geometry - using normal geometry
This Model has 33 Bones
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 348 to 290
_ReduceShadowMesh: reduced edge count from 144 to 104
_ReduceShadowMesh: reduced edge count from 144 to 104
_ReduceShadowMesh: reduced edge count from 84 to 60
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 84 to 60
_ReduceShadowMesh: reduced edge count from 84 to 48
_CreateShadowMesh(lod:0): created hires shadow (176 verts 714 edges)
SplitSkinnedSegments: Split segment with 26 bones (max 15) into 10, 16 (0 overlap)
SplitSkinnedSegments: Split segment with 26 bones (max 15) into 13, 13 (0 overlap)
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 1, 15 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 24 bones (max 15) into 7, 17 (0 overlap)
SplitSkinnedSegments: Split segment with 17 bones (max 15) into 2, 15 (0 overlap)
_ReduceShadowMesh: reduced edge count from 384 to 346
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 72 to 62
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 48 to 40
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 96 to 80
_ReduceShadowMesh: reduced edge count from 84 to 60
_ReduceShadowMesh: reduced edge count from 72 to 64
_ReduceShadowMesh: reduced edge count from 96 to 80
_ReduceShadowMesh: reduced edge count from 84 to 60
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceSrep_weap_aalya_lightsabre has 50 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 2016 to 1576
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 12 to 8
_CreateShadowMesh(lod:0): created hires shadow (368 verts 1716 edges)
_ReduceShadowMesh: reduced vertex count from 368 to 353 (coincident)
_ReduceShadowMesh: reduced edge count from 132 to 88
_ReduceShadowMesh: reduced edge count from 108 to 60
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 108 to 60
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 108 to 60
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 156 to 100
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMesh: reduced edge count from 108 to 60
_ReduceShadowMesh: reduced edge count from 348 to 234
_ReduceShadowMesh: reduced edge count from 180 to 104
_CreateShadowMesh(lod:0): created hires shadow (289 verts 994 edges)
rep_weap_dc17antia has 736 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 132 to 88
_ReduceShadowMesh: reduced edge count from 60 to 50
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 156 to 100
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 156 to 70
_ReduceShadowMesh: reduced edge count from 348 to 234
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 180 to 104
_CreateShadowMesh(lod:0): created hires shadow (263 verts 930 edges)
rep_weap_dc17blast has 702 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 132 to 92
_ReduceShadowMesh: reduced edge count from 144 to 104
_ReduceShadowMesh: reduced edge count from 108 to 44
_ReduceShadowMesh: reduced edge count from 144 to 106
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 156 to 100
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMesh: reduced edge count from 84 to 48
_ReduceShadowMesh: reduced edge count from 132 to 104
_ReduceShadowMesh: reduced edge count from 132 to 110
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 24 to 20
_ReduceShadowMesh: reduced edge count from 36 to 24
_Redu_ReduceShadowMesh: reduced edge count from 108 to 66
_ReduceShadowMesh: reduced edge count from 108 to 70
_ReduceShadowMesh: reduced edge count from 108 to 70
_ReduceShadowMesh: reduced edge count from 108 to 66
_ReduceShadowMesh: reduced edge count from 108 to 58
_ReduceShadowMesh: reduced edge count from 108 to 66
_ReduceShadowMesh: reduced edge count from 306 to 160
_ReduceShadowMesh: reduced edge count from 276 to 198
_ReduceShadowMesh: reduced edge count from 72 to 46
_ReduceShadowMesh: reduced edge count from 468 to 228
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 138 to 86
_ReduceShadowMesh: reduced edge count from 120 to 66
_ReduceShadowMesh: reduced edge count from 120 to 66
_ReduceShadowMesh: reduced edge count from 36 to 24
_ReduceShadowMesh: reduced edge count from 48 to 30
_ReduceShadowMesh: reduced edge count from 48 to 30
_ReduceShadowMesh: reduced edge count from 48 to 30
_R_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 12 to 8
_ReduceShadowMesh: reduced edge count from 180 to 140
_ReduceShadowMesh: reduced edge count from 168 to 104
_ReduceShadowMesh: reduced edge count from 96 to 60
_ReduceShadowMesh: reduced edge count from 78 to 72
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 24 to 18
_ReduceShadowMesh: reduced edge count from 84 to 48
_CreateShadowMesh(lod:0): created hires shadow (135 verts 488 edges)
rep_weap_inf_fusioncutter has 323 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 378 to 256
_CreateShadowMesh(lod:0): created hires shadow (65 verts 256 edges)
rep_weap_inf_landmine has 113 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 42 to 32
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 432 to 216
_ReduceShadowMesh: reduced edge count from 42 to 32
_ReduceShadowMesh: reduced edge count from 36 to 28
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 60 to 44
_ReduceShadowMesh: reduced edge count from 600 to 308
_ReduceShadowMesh: reduced edge count from 120 to 90
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 48 to 30
_CreateShadowMesh(lod:0): created hires shadow (262 verts 916 edges)
rep_weap_inf_launcher has 543 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 96 to 60
_CreateShadowMesh(lod:0): created hires shadow (18 verts 60 edges)
rep_weap_inf_lightsabre has 50 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 720 to 464
_ReduceShadowMesh: reduced edge count from 72 to 60
_CreateShadowMesh(lod:0): created hires shadow (136 verts 524 edges)
rep_weap_inf_thermaldetonator has 343 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 242 to 238
_ReduceShadowMesh: reduced edge count from 1578 to 1562
SplitSkinnedSegments: Split segment with 18 bones (max 15) into 10, 9 (1 overlap)
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 1, 15 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 876 to 870
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (226 verts 1322 edges)
Added the .req file
Hidden/Spoiler:
ucft
{
REQN
{
"class"
"rep_inf_clone_commando"
}
}
And finally the REP.req file
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"rep_bldg_forwardcenter"
"rep_fly_anakinstarfighter_sc"
"rep_fly_arc170fighter_dome"
"rep_fly_arc170fighter_sc"
"rep_fly_assault_dome"
"rep_fly_cat_dome"
"rep_fly_gunship"
"kam_fly_ride_gunship"
"rep_fly_gunship_sc"
"rep_fly_gunship_dome"
"rep_fly_jedifighter_dome"
"rep_fly_jedifighter_sc"
"rep_fly_ride_gunship"
"rep_fly_vwing"
"rep_hero_aalya"
"rep_hero_anakin"
"rep_hero_cloakedanakin"
"rep_hero_kiyadimundi"
"rep_hero_macewindu"
"rep_hero_macewindu_obi"
"rep_hero_obiwan"
"rep_hero_yoda"
"rep_hover_fightertank"
"rep_hover_barcspeeder"
"rep_inf_ep2_engineer"
"rep_inf_ep2_jettrooper"
"rep_inf_ep2_jettrooper_training"
"rep_inf_ep2_jettrooper_rifleman"
"rep_inf_ep2_jettrooper_sniper"
"rep_inf_ep2_officer"
"rep_inf_ep2_officer_training"
"rep_inf_ep2_pilot"
"rep_inf_ep2_rifleman"
"rep_inf_clone_commando"
"rep_inf_ep2_rocketeer"
"rep_inf_ep2_rocketeer_chaingun"
"rep_inf_ep2_sniper"
"rep_inf_ep2_marine"
"rep_inf_ep3_engineer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_officer"
"rep_inf_ep3_pilot"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_marine"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_sniper"
"rep_inf_ep3_sniper_felucia"
"rep_walk_atte"
"rep_walk_atte_nospawn"
"rep_walk_oneman_atst"
"rep_veh_remote_terminal"
"uta1_prop_gunship"
"uta_fly_ride_gunship"
"uta_fly_ride_gunshipmyg"

}
}
ARCTroopaNate
Jedi
Jedi
Posts: 1161
Joined: Mon Mar 21, 2011 8:12 pm
Projects :: Star Wars Battlefront - Tides of War
Games I'm Playing :: SWBF2 RC EAW
xbox live or psn: I have ps4
Location: STALKER!
Contact:

Re: How do I install this skin?

Post by ARCTroopaNate »

This may not be it, but I reccomend putting the Clone Commando line in there alphabetically, it's how the rest of the reqs are listed.
User avatar
Locutus
1st Lieutenant
1st Lieutenant
Posts: 420
Joined: Fri Jun 04, 2010 10:08 am
Projects :: Stargate Battlefront Pegasus
Location: Germany
Contact:

Re: How do I install this skin?

Post by Locutus »

I'm pretty sure that the order doesn't matter.
Can't find anything wrong, though.
Make sure your odf has the same name as your req.

Mhh, but that wouldn't make the munger crash... Maybe your model is corrupted somehow?
ARCTroopaNate
Jedi
Jedi
Posts: 1161
Joined: Mon Mar 21, 2011 8:12 pm
Projects :: Star Wars Battlefront - Tides of War
Games I'm Playing :: SWBF2 RC EAW
xbox live or psn: I have ps4
Location: STALKER!
Contact:

Re: How do I install this skin?

Post by ARCTroopaNate »

The munging process is probabaly not stuck, munging new player models can sometimes take hours, just don't touch your computer and let the computer do it's work.
kinetosimpetus
Imperial Systems Expert
Imperial Systems Expert
Posts: 2381
Joined: Wed Mar 25, 2009 4:15 pm
Projects :: A secret project
Games I'm Playing :: Warframe STO

Re: How do I install this skin?

Post by kinetosimpetus »

try adding a msh.option for the playermodels with the line -nocollision.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: How do I install this skin?

Post by THEWULFMAN »

ARCTroopaNate wrote:This may not be it, but I reccomend putting the Clone Commando line in there alphabetically, it's how the rest of the reqs are listed.


It really doesn't matter, just for your future reference. The Munger munges things alphabetically, and then complies all the little .lvls it creates from the unit reqs into one big fat cake filled side.req in whatever order the req has listed.
ARCTroopaNate
Jedi
Jedi
Posts: 1161
Joined: Mon Mar 21, 2011 8:12 pm
Projects :: Star Wars Battlefront - Tides of War
Games I'm Playing :: SWBF2 RC EAW
xbox live or psn: I have ps4
Location: STALKER!
Contact:

Re: How do I install this skin?

Post by ARCTroopaNate »

Ah. Thanks for the information! :themoreyouknow:
Post Reply