CTD After Simple Color Reskin to Clone Trooper [Solved]

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RC-1309
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CTD After Simple Color Reskin to Clone Trooper [Solved]

Post by RC-1309 »

i'm back with my 3rd question...

(lets start with saying my map name is RWN)

ok... i wanted to change the skins of the default republic clone trooper so i copied the...

rep_inf_ep3trooper.tga
rep_inf_ep3trooper.msh

... from the folder...

C:\BF2_ModTools\data_RWN\Sides\rep\msh

...then i edited the tga file and did a simple change... i made all the blue, red...
then in C:\BF2_ModTools\data_RWN\Sides\rep\msh i replaced the rep_inf_ep3trooper.tga (ONLY THAT ONE WAS CHANGED) with my new one...

then in this directory...

C:\BF2_ModTools\data_RWN\Common\scripts\RWN

...with the RWNc_con file i changed the SIDE to dc:SIDE... it now looks like this...

Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:RWN\\RWN.lvl", "RWN_conquest")
ReadDataFile("dc:RWN\\RWN.lvl", "RWN_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
... i then copied all of rep into...

C:\BF2_ModTools\data_RWN\_BUILD\Sides


... i then munged WITHOUT checking any boxes only changing Sides to rep...

when i play the map... it loads half way then CTD

any ideas on what i did wrong...

(P.S. With the default classes it works fine)
Last edited by RC-1309 on Sat Aug 01, 2009 3:10 pm, edited 1 time in total.
Executer94
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by Executer94 »

what did you copied into \_Build\sides ?
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by RC-1309 »

Executer94 wrote:what did you copied into \_Build\sides ?


i copied the edited rep folder from C:\BF2_ModTools\data_RWN\Sides
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by Executer94 »

just remove it clean one time and munge your rep folder with visual munge.
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by Xavious »

I noticed you have this

Code: Select all

ReadDataFile("dc:SIDE\\cis.lvl",
Do you have a custom CIS side built, and have you munged it? Also, it would help if you posted your error log from bf2_modtools.exe.
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RC-1309
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by RC-1309 »

Xavious wrote:I noticed you have this

Code: Select all

ReadDataFile("dc:SIDE\\cis.lvl",
Do you have a custom CIS side built, and have you munged it? Also, it would help if you posted your error log from bf2_modtools.exe.
No i do not have a custom side for the cis... should i remove the dc:??
and when i run BF2_modtools.exe it says.... it can't find binkw32.dll

Executer94 wrote:I noticed you have this
so... delete the rep folder in _BUILD/Sides and to a manual clean then munge...
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by vegati »

RC-1309 wrote:
Xavious wrote:I noticed you have this

Code: Select all

ReadDataFile("dc:SIDE\\cis.lvl",
Do you have a custom CIS side built, and have you munged it? Also, it would help if you posted your error log from bf2_modtools.exe.
No i do not have a custom side for the cis... should i remove the dc:??
and when i run BF2_modtools.exe it says.... it can't find binkw32.dll
1. Yes, you should
2. The mod tools should be in Gamedata
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by RC-1309 »

C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
in that directory there is not .exe file



and when you said yes... u meant to remove the dc:
or manual clean and remove rep then munge
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by vegati »

RC-1309 wrote:C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
in that directory there is not .exe file



and when you said yes... u meant to remove the dc:
or manual clean and remove rep then munge
1. Your BF2 modtools .exe MUST be there or it won't work

2. I meant yes to removing dc: and if that doesn't work do the manual clean
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by RC-1309 »

vegati wrote:
RC-1309 wrote:C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
in that directory there is not .exe file



and when you said yes... u meant to remove the dc:
or manual clean and remove rep then munge
1. Your BF2 modtools .exe MUST be there or it won't work

2. I meant yes to removing dc: and if that doesn't work do the manual clean
C:\BF2_ModTools..
that is the only place with BF2_modtools and it doesn;t work

and should i delete the rep folder
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by vegati »

No, you misunderstand me. There is a .exe inside of that folder. That is what you are to copy to Gamedata. It is called something along the lines of mod tools
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by Frisbeetarian »

Feel free to copy BF2_modtools.exe from there and paste it in the correct folder. That is what everyone else has done.

Or if you bothered to read the FAQ:
Question - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - Copy the BF2_modtools.exe from the main BF2_modtools folder and paste it in the same folder as your battlefront2.exe, usually:
\LucasArts\Star Wars Battlefront II\GameData
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by RC-1309 »

i have the DVD version and it says insert CD 1????
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by Frisbeetarian »

Please go to the FAQ and actually read the full question, it address that exact problem. This is why we have an FAQ, so people read it to answer frequently asked questions.
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Re: CTD After Simple Color Resikin to Clone Trooper

Post by RC-1309 »

ok i got it... did it... put it in gamedata ran it.. the game opened up my map then i closed and nothing new happen... no new files

EDIT: i checked out this topic
http://www.gametoast.com/forums/viewtop ... 27&t=19759

and vegati... had answered a very similar question...


all i had to do was copy common to sides..... :shock:

really sorry for the trouble and time lost for you guys
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