Ok, Im not sure if this has been reported in any of the other topics or whatever, but Im not reading them all to find out.
What is happening is that Im trying to get the geonosis bunkers and hangar in my map, but whenever I click on the bunker or hangar odf it doesnt do anything... Normally whenever I add a building it says something abotu loading collision geometry, but it doesnt even do that much, and I have checked to make sure its on place instead of select....
Any advice?
RE: Slight problem...
Posted: Sat Aug 26, 2006 9:58 pm
by archer01
That happens when the editor can't find the object's model mesh (the .msh file). Make sure all geometry files mentioned in the odf are in your map's "msh" folder.
Posted: Sun Aug 27, 2006 8:59 am
by Goblin014
So I need to copy the msh files of the geonosis bunker and hangar into world1 also?
Posted: Sun Aug 27, 2006 10:02 am
by Hebes24
And the tga's that go with it.
Posted: Sun Aug 27, 2006 3:07 pm
by Goblin014
gotcha, it works now... thanks.
EDIT
'nother problem, where do you guys find the names of all the tanks and other vehicles? It would be helpful if you could just give me like an index or something....
Posted: Sun Aug 27, 2006 3:11 pm
by Rekubot
Run editlocalize.bat in Data_ModID. That's where all the names are given to vehicles.
Posted: Sun Aug 27, 2006 3:12 pm
by RC-1290
Assets
If you have played Battlefront II enough times, you kinda get to know wich vehicle is used in wich side. So if you go to Assets/Sides and the proper side, you can see what different vehicles and units there are...
Posted: Wed Aug 30, 2006 4:13 pm
by Goblin014
thanks... Problem #3: Ive already asked target about this, but in my instant action thing I load my mod map, and it plays fine and stuff, but it's just the default crap map with none of the effects that Ive put in my map through zeroeditor... I munged according to the instructions in the "Getting Started" tutorial, and it made that default, crap map. Ive been opening zeroeditor under data_(three letters of map here) like it said. Then I edit the map and save it like Im supposed to, and I have loaded my map after Ive edited it and its the same as after my last saved edit. I have no idea why its not transferring all those edits to my map.....
Any suggestions as to why? and how to fix it?
Posted: Wed Aug 30, 2006 4:28 pm
by Rekubot
What sort of objects are you adding to the map? They might need to be mentioned in the .LUA file for them to show up if they're associated with sides.
Munging your new world
Posted: Wed Aug 30, 2006 5:31 pm
by AceMastermind
Munge your world again after making changes to your map, except this time go to:
data_ABC/_BUILD/Modtools VisualMunge.exe
and click on "munge".
Posted: Thu Aug 31, 2006 6:46 pm
by Goblin014
that worked....
Now to fix the strange issue Im having; its just having my guy stop in mid-step every few seconds... I suspect it has something to do with the geonosis hangar I put in. It said that it had some 1972 vertices in it and that itd be slow... Is this some kind of debugging problem? How do I fix it?
Also, need to take down nearly every object about a foot or 2... they are hovering in midair
Advice for placing objects
Posted: Fri Sep 01, 2006 12:05 am
by AceMastermind
From what i've learned about placing objects in ZE, if you open ZE with the intentions on adding objects, make sure you "check" the box "Build accurate object collision", by doing this it makes placing objects alot easier, and places them "flush" on other objects so they don't appear "floating" or "sunk" in-game
Once you place your object, if you try to move it side to side or forward or backward(using "C") it will lift slightly off of the object that you placed it on and it will appear floating in-game, but you can rotate it(using "Z") and it won't lift, if your object is off the mark then disable grid snapping to get it where you want it.
Posted: Sat Sep 02, 2006 3:05 pm
by Goblin014
Next questions: How do I get my bots to actually walk towards the battle field rather than go rock climbing? In other words: I need a "Path making for dummies" instruction manual...
Also, what do I open lua scripts with?
And, what do I need to do to get vehicles other than the rep tank to spawn? I added all the tank names to the "properties for this region" thing or whatever but all it ever spawns ingame is the rep tank... Do I need to add the odf and msh versions of tanks to my odf and msh folders? I tried adding the odfs of the tanks staight onto my map and ZE crashed.
Posted: Sat Sep 02, 2006 3:12 pm
by Hebes24
for your first question, I will quote darthpingu:
darthpingu wrote:Read before doing it.
Go to the planning TAB in ZE(ZeroEditor). A hub is a post as in baseball.
Place a hub, and move your mouse to the desired size and click.
If you want to move the hub, click on edit/move hubs on the left.
Then we need connections. A connection is where the AI actually moves.
To place a connection, click on place connection on the left, then click on a hub and on another hub.
If you want just soldiers to follow a path, click on: flyer, huge, medium, and light, so only hover and soldier are yellow.
For some reason the jettrooper are the hover-class.
Congratulations, you have just made your first plan.
To move a connection, click edit/move connections on the left, click on a connection, move the mouse over one of the connected hubs and hold down the right mouse button. now you will see that the connection turned blue(?), and a black line is between the other hub and the mouse pointer.
Release the mouse pointer over another hub to connect it to that one instead. Note that a plan start must have the hub over a CP, aswell as the end, due to that AI always aim for CPs in conquest mode.
Replace the CP with the flag or whatever is in that mode.
To make the hubs ground to an object instead of the terrain, go into you world 1 folder, and right click on ***.ter and properties, then tick ReadOnly
then you may raise the terrain to the ground of the building. Place a hub there, and connect it. Then click save, you will get an error message, but that doesn't matter.
Remember to untick the ReadOnly after you saved, otherwise you won't be able to make any height on the terrain.
And remember to put it in the right layer,
so if you have other modes than conquest in your map, they won't go the long ways i.e. to the flag.
For your second question about LUA scripts, just use notepad.
To get vehicles to spawn, you need to mention them in the LUA under this line:
"ReadDataFile("SIDE\\rep.lvl","
If you need help, post the LUA and I'll show you what to do.
I also suggest reading the vehicle spawn section of the "Getting Started" doc, they will tell you what the values mean in the "Object Instance" box
Posted: Wed Sep 06, 2006 5:44 pm
by Goblin014
Ok I added the tanks name in the LUa thing where you told me. Still doesnt work... heres the Lua script:
the heroes work... the vehicles (except the rep tank, which only spawned once) arent spawning. As to the vehicle object instance, I filled in the names of the corresponding tanks to each of the team's ATT and DEF box.
EDIT
never mind... figured it out, had the cps mixed up on all of them...
EDIT2
new problem: Well, I already mentioned something like it... Anyways, I am trying to add a polis massa hanger, however, its not loading its collision geometry. I know the problem is wiht msh files, but I added all the msh's that said they were parts of hangars and its still not working. I was wondering if anyone had come across this problem before and knew what msh's the polis massa hangar uses that I havent got. I thought about just copying every polis massa msh file over but that would be kinda annoying...
Posted: Wed Sep 06, 2006 6:03 pm
by Hebes24
In what folders are said hangers' odfs and mshs? did you check the box at the loading box that says "build accurate object collision"?
Posted: Tue Sep 12, 2006 6:57 pm
by Goblin014
the msh's are in my msh folder and my odfs are in my odf folder...
yes, I did do accurate object collision....
EDIT: btw that doesnt mean its been solved guys... Im still trying to get the hangar to work and I just found that none of the gcw tanks work, although I have just deleted the spaces that happened to be after all the tank names... although I doubt that was the problem.
EDIT2
more questions, then Ill be releasing my map: How do you add at-sts? That means full step by baby step instructions, or modding for dummies ro something. Ive tried everything I know to try, short of copying the entire msh folder of vehicles into my msh folder.
Next, how do I get rid of this wierd lag that my map gets after a few minutes on it? It doesnt kill me, it just annoys me by making everything seem to be moving faster...
EDIT2 I acknowledge this is bumping...
Answer me someone!!! I dont care if you think this question is stupid, I just want an answer to how to add an atst because I DONT know and have done everything I can think to do! Ive added every single msh file that has anything to do with atsts... except the atst pilot mshs because it recieved a warning. Target said it had soemthing to do with the leg geometry and moving... where do I find that if its the problem?
Posted: Tue Sep 12, 2006 6:58 pm
by t551
You need to change the walker memory pools in order for an atst to show up, there are several topics on it...
Posted: Tue Sep 12, 2006 7:15 pm
by Maveritchell
Go to this part of your mission .lua:
MAPNAMEg_con.lua wrote: -- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
Under the "1 pair of legs" entry, change the second number from a 0 to the number of AT-STs you're adding.
EDIT: Additionally, it has nothing to do with leg geometry and moving, and you don't need a whole bunch of extra files. Just change that for any of the following vehicles (but obviously, match the leg pairs):
droidekas (0 pairs)
AT-PTs, AT-STs (1 pairs)
Spider Walkers, AT-ATs (2 pairs)
AT-TEs (3 pairs)
Posted: Tue Sep 12, 2006 8:39 pm
by Goblin014
Thank you very much
nwo that wasnt os hard now was it?