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Prop Light Problem [Solved]

Posted: Mon Mar 10, 2014 8:53 pm
by LukeBenVader1
I am making a mod map called Ultimate Laser Tag and the obstacles in the map are the Tantive IV Engine Room Containers:
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So I re-textured them and attached an odf that makes them have an omni-light coming from them. So I munge it to my original BF2 (meaning no zerted 1.3v patch installed) game and play it, and everything seems fine:
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But then I put it in my other BF2 game with the 1.3 patch installed, and look at what happens:
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For some reason the 1.3 patch can't read the light I attached to the odf. So I check the error logs from both BF2 games and they both have this line all over:
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Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(463)
Attach: model '' [3e494cb8] has no hardpoint 'hp_fire' [b3ea0ee8]
The object doesn't have this hardpoint but the original BF2 game seems to display it anyway. I've removed the line from the odf but the red hue doesn't show up in the 1.3 patch.
Does anybody have a solution?

Re: Prop Light Problem

Posted: Mon Mar 10, 2014 9:58 pm
by Kingpin
Just saying, you may have not put light bloom on. I know it is obvious, but just check it out.

Re: Prop Light Problem

Posted: Tue Mar 11, 2014 4:41 am
by Anakin
Does it work without 1,3 and the removed line??

Why are you sure this log means the prop and not something else??

Re: Prop Light Problem

Posted: Tue Mar 11, 2014 7:34 am
by LukeBenVader1
Because it's the only prop that has this specific line:
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[GameObjectClass]

ClassLabel = "prop"
GeometryName = "tan4_bldg_techbottles.msh"
FoleyFXGroup = "metal_foley"

[Properties]

GeometryName = "tan4_bldg_techbottles"
FoleyFXGroup = "metal_foley"

AttachOdf = "red_light"
AttachToHardPoint = "hp_fire"
The bottom line is the one I removed, but if I play it in the original BF2 Game it seems to work just fine.

EDIT: I feel pretty stupid now, I never had my BF2 options on high. The lighting is now working, and the hp_fire error log is probably something else.