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Custom Vehicles

Posted: Sun Jun 28, 2009 4:52 pm
by General_Nate
How do you make your own vehicles? Please help! :runaway:

Re: Custom Vehicles

Posted: Sun Jun 28, 2009 5:25 pm
by MandeRek
1. Make a model and skin
2. Make a side
3. Load in lua

3 simple steps, all to be subdivided into loads of problems.. I recommened you look through the sides making tuts, model making tuts and loads of other tuts, before you start thinking about making that kind of new content :)

Re: Custom Vehicles

Posted: Sun Jun 28, 2009 5:29 pm
by Fiodis
If you want, use a shipped model.

Re: Custom Vehicles

Posted: Sun Jun 28, 2009 8:38 pm
by General_Nate
Fiodis wrote:If you want, use a shipped model.
Wait? What does that mean? :oops:

Re: Custom Vehicles

Posted: Mon Jun 29, 2009 3:41 am
by DarthD.U.C.K.
a model thats included in the original game

Re: Custom Vehicles

Posted: Mon Jun 29, 2009 4:06 am
by AceMastermind
General_Nate wrote:Wait? What does that mean?
It means you weren't clear as to what you wanted so we're throwing anything at you to find out.
Do you want to modify a vehicle that came with the game or create a completely new one?

Re: Custom Vehicles

Posted: Mon Jun 29, 2009 9:37 am
by General_Nate
Sorry, I would like to make my own. Also, what is the max size for a Vehicle?

Re: Custom Vehicles

Posted: Mon Jun 29, 2009 10:09 am
by mswf
General_Nate wrote:Sorry, I would like to make my own. Also, what is the max size for a Vehicle?
I don't think there really is one. You must consider the fact that your vehicle will be moving around, and a huge vehicle may come with collision issues.
There is a limit to the "size" in an other way; namely tri count.
(If you don't know what that means, they are the amount of triangles that your model is made of. One square = 2 tri's, one pentagon = 3 tri's etc)

Re: Custom Vehicles

Posted: Mon Jun 29, 2009 10:23 am
by General_Nate
Thanks, I would like to be able to fly an assault ship in space. Like, using the .msh but make my own odf and req files. Is that possible? And if so how????? Thanks!

Re: Custom Vehicles

Posted: Mon Jun 29, 2009 10:30 am
by mswf
General_Nate wrote:Thanks, I would like to be able to fly an assault ship in space. Like, using the .msh but make my own odf and req files. Is that possible? And if so how????? Thanks!
Tutorials to that can be, if I'm right, found here: http://www.gametoast.com/forums/viewtop ... 27&t=13806

Re: Custom Vehicles

Posted: Mon Jun 29, 2009 11:31 am
by General_Nate
Thanks for your help!!!!!!!!!!! :thumbs:

Re: Custom Vehicles

Posted: Mon Jun 29, 2009 11:52 am
by mswf
You're welcome.

Re: Custom Vehicles

Posted: Thu Jul 02, 2009 11:09 am
by General_Nate
Hey it's me again. The I've been trying to make a blockade runner that you can fly, but it dosn't show up. Here is my odf:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "flyer"
GeometryName = "all_prop_blockaderunner.msh"

[Properties]
FLYERSECTION = "BODY"

ReserveOneForPlayer = "0"

VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 6.0

GeometryName = "all_prop_blockaderunner"
//FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"

PathFollowerClass = "rep"
PathFollowerBranchMaxAngle = "60"
PathFollowerFlyerVsFlyer = "0"

CollisionScale = "2.5"
CollisionThreshold = "5.0"

CollisionInflict = "0.1"

MaxHealth = 9984.28
HealthType = "vehicle"
//HitLocation = "p_crithit 0"


PilotSkillRepairScale = 0.001

Acceleraton = 20.0
MinSpeed = 30.0
MidSpeed = 45.0
MaxSpeed = 60.0
StrafeSpeed = 0.0

PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75

//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle = 0.2
//StrafeRollAngle = 0.1
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

TakeoffTime = 5.5
TakeoffSpeed = 2.0
LandingTime = 5.5
LandingSpeed = 4.0
TakeoffHeight = 5.0

EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"

AimTension = "30.0"
MoveTension = "4.5"

WEAPONSECTION = "1"

WeaponName = "rep_weap_fly_gunship_cannon"
WeaponAmmo = "0"

AimerNodeName = "front_gun_1"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

NextAimer = "-"

AimerNodeName = "front_gun_2"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_fly_gunship_missile"
WeaponAmmo = "0"

AimerNodeName = "hp_cannon_1"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "hp_cannon_2"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.pilot"


///////////////////////////////////////////////////////////////


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gunship_chunk1"
ChunkNodeName = "all_prop_blockaderunner_chunk1"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_prop_blockaderunner_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"


ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke3"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "55"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct = "all_fly_blockaderunner_exp"


VOUnitType = 131
EngineSound = "wrong_gunship_loaded"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
BoostSound = "rep_fly_gunship_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_gunship_shift_up_property 0.47 1"
BoostSound = "rep_fly_gunship_shift_up_high_property 0.62 1"
BoostSound = "rep_fly_gunship_shift_down_low_property 0.11 0"
//BoostSound = "rep_fly_gunship_shift_down_high_property 0.17 0"
BoostSound = "rep_fly_gunship_shift_down_property 0.34 0"
[/code]
Any ideas? Thanks! :wink:

Re: Custom Vehicles

Posted: Thu Jul 02, 2009 11:59 am
by Super_Clone
General_Nate wrote:Hey it's me again. The I've been trying to make a blockade runner that you can fly, but it dosn't show up. Here is my odf:
Hidden/Spoiler:
[code][GameObjectClass]
ClassLabel = "flyer"
GeometryName = "all_prop_blockaderunner.msh"

[Properties]
FLYERSECTION = "BODY"

ReserveOneForPlayer = "0"

VehicleType = "transport"
MapTexture = "gunship_icon"
HealthTexture = "HUD_rep_gunship_icon"
MapScale = 6.0

GeometryName = "all_prop_blockaderunner"
//FirstPerson = "REP\repgunsh;rep_1st_cockpit_gunship"
FirstPersonFOV = "60"
CockpitTension = "12"
ThirdPersonFOV = "55"

PathFollowerClass = "rep"
PathFollowerBranchMaxAngle = "60"
PathFollowerFlyerVsFlyer = "0"

CollisionScale = "2.5"
CollisionThreshold = "5.0"

CollisionInflict = "0.1"

MaxHealth = 9984.28
HealthType = "vehicle"
//HitLocation = "p_crithit 0"


PilotSkillRepairScale = 0.001

Acceleraton = 20.0
MinSpeed = 30.0
MidSpeed = 45.0
MaxSpeed = 60.0
StrafeSpeed = 0.0

PitchRate = 0.8
PitchFilter = 1.75
TurnRate = 1.0
TurnFilter = 5.75

//TurnRate = 1.25 // Max turn //3.25 mouse!
//TurnFilter = 5.75 // Speed of turn //5.75 mouse!


//ThrustPitchAngle = 0.2
//StrafeRollAngle = 0.1
BankAngle = 0.55
BankFilter = 5.5
LevelFilter = 2.0

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

TakeoffTime = 5.5
TakeoffSpeed = 2.0
LandingTime = 5.5
LandingSpeed = 4.0
TakeoffHeight = 5.0

EyePointOffset = "0.0 0.0 10.0"
TrackCenter = "0.0 10.0 -24.0"
TrackOffset = "0.0 0.0 0.0 "
TiltValue = "4.0"

AimTension = "30.0"
MoveTension = "4.5"

WEAPONSECTION = "1"

WeaponName = "rep_weap_fly_gunship_cannon"
WeaponAmmo = "0"

AimerNodeName = "front_gun_1"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

NextAimer = "-"

AimerNodeName = "front_gun_2"
AimerYawLimits = "-20.0 20.0"
AimerPitchLimits = "-20.0 20.0"
BarrelLength = "1.0"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "rep_weap_fly_gunship_missile"
WeaponAmmo = "0"

AimerNodeName = "hp_cannon_1"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "hp_cannon_2"
AimerYawLimits = "-0.0 0.0"
AimerPitchLimits = "-0.0 0.0"
BarrelLength = "1.0"

VehiclePosition = "common.vehiclepositions.pilot"


///////////////////////////////////////////////////////////////


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "gunship_chunk1"
ChunkNodeName = "all_prop_blockaderunner_chunk1"
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "all_prop_blockaderunner_chunk2"
ChunkNodeName = "main_backdoor_R"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"


ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke2"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke3"

ChunkSmokeEffect = "com_sfx_smokeplume"
ChunkSmokeNodeName = "hp_smoke4"

//////////////////////////
////DAMAGE///////////
///////////////

// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "55"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"



//ExplosionCritical = "rep_fly_gunship_exp"
ExplosionDestruct = "all_fly_blockaderunner_exp"


VOUnitType = 131
EngineSound = "wrong_gunship_loaded"
TakeoffSound = "rep_fly_gunship_takeoff"
LandSound = "rep_fly_gunship_land"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
TurnOnSound = ""
TurnOffSound = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = ".30"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
BoostSound = "rep_fly_gunship_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_gunship_shift_up_property 0.47 1"
BoostSound = "rep_fly_gunship_shift_up_high_property 0.62 1"
BoostSound = "rep_fly_gunship_shift_down_low_property 0.11 0"
//BoostSound = "rep_fly_gunship_shift_down_high_property 0.17 0"
BoostSound = "rep_fly_gunship_shift_down_property 0.34 0"
[/code]
Any ideas? Thanks! :wink:
It appears you have everything set up right, but i didn't study with immense detail, so i dunno what might be wrong, when i get more time, ill look at it some more.

Re: Custom Vehicles

Posted: Thu Jul 02, 2009 12:08 pm
by General_Nate
Thanks for the support! I think that the ship to to big.....
There is a limit to the "size" in an other way; namely tri count.
(If you don't know what that means, they are the amount of triangles that your model is made of. One square = 2 tri's, one pentagon = 3 tri's etc)
I'm not shure what the max tri count is, and if the blockaderunner has to many of them, or what... any way, thanks!

Re: Custom Vehicles

Posted: Thu Jul 02, 2009 12:12 pm
by DarthD.U.C.K.
it doesnt have too many tri's

maybe you are just referencing to too many nonexistant hardpoints (the blockaderunner has none of them)

Re: Custom Vehicles

Posted: Thu Jul 02, 2009 12:13 pm
by Maveritchell
General_Nate wrote:Thanks for the support! I think that the ship to to big.....
There is a limit to the "size" in an other way; namely tri count.
(If you don't know what that means, they are the amount of triangles that your model is made of. One square = 2 tri's, one pentagon = 3 tri's etc)
I'm not shure what the max tri count is, and if the blockaderunner has to many of them, or what... any way, thanks!
That is not the case. The model already works in game, unless there is a very strange deception going on in most GCW space maps. You have simply set something up wrong. Please post your Bfront2.log file.

@above: Referencing nonexistant hardpoints will spit up errors, but they won't be crashing errors. If a model can't reference a specific hardpoint, it will default to its root.

Re: Custom Vehicles

Posted: Thu Jul 02, 2009 2:40 pm
by General_Nate
The log is to long to post. Should I post it in tiny (tiny) bits? All the errors were at the severity of 2, no higher, no lower.

However..... I think I read somewere that in order to get space props in conquest you had to do something weird, well I've been putting the spawn for the ship in my test map which is conquest. Would that mess it up??? Thanks!

Re: Custom Vehicles

Posted: Thu Jul 02, 2009 3:16 pm
by Frisbeetarian
Read the BFront2.log errors explained sticky to find out what bits you can remove from your log. You should do this every time you post a BFront2.log on this site.
General_Nate wrote:I think I read somewhere that in order to get space props in conquest you had to do something weird
I'd like to see where.
General_Nate wrote:Would that mess it up?
No

Re: Custom Vehicles

Posted: Thu Jul 02, 2009 4:07 pm
by General_Nate
Hidden/Spoiler:
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (0e2103a1)!



Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (acb15032)!

Message Severity: 2
.\Source\Weapon.cpp(2119)
Weapon "rep_weap_inf_repairkit" missing fire point "hp_fire"


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (0e2103a1)!


Message Severity: 3
.\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!



Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!



Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!



Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!



Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!



Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!



Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1932)
Memory pool "WeaponDispenser" not found





Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk geo1_xl in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\BOG\Data\_lvl_pc\BOG\geo1.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:BOG\geo1.lvl


Message Severity: 2
.\Graphics\Pc\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'rep_weap_fly_cloaking_device' is not localized for stats page


Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]


Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]


Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]


Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]


Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]



Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -65.195290, z = -168.709061




Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -113.460518, z = -166.401978



Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -105.983948, z = -163.030380




Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [12afdbc2] has no hardpoint '' [f1bb7ab7]
There! Can you make anything out of it? Thanks! (That was hard :cpu: )

EDIT: I'm very sorry if it's to long, I didn't want to delete anything that might be importaint...

Hmmmm. I think That Darth DUCK might be on to somthing.
maybe you are just referencing to too many nonexistant hardpoints (the blockaderunner has none of them)
Here is a pice from the log file:
Hidden/Spoiler:
Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]
This might not be the case, but you never know.... :cpu:

I know that Maveritchell said,
@above: Referencing nonexistant hardpoints will spit up errors, but they won't be crashing errors. If a model can't reference a specific hardpoint, it will default to its root.
I'm just spittng stuff out there...... (again, thanks guys for your help.)

-------------------EDIT------------

Never mind, I got it to work! But........... When I get in the blockade runner, it crashes to my desktop........ :cpu: Sooooo.... Out with the old problems and in with the new..... :faint:
MandeRek wrote: 1. Make a model and skin
2. Make a side
3. Load in lua

3 simple steps, all to be subdivided into loads of problems.


EDIT2
I hate to Double post, but the last messege was so long I had to start a new post. Any way, here it the .log file:
Hidden/Spoiler:
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\Combo.cpp(2475)
Combo[ba944832]::State[JUMPATTACK_FALL2]::InputLock unknown input '!Strafe'


Message Severity: 3
.\Source\OrdnanceBullet.cpp(583)
Ordnance bullet "rep_weap_force_bubble_ord" missing geometry "bubble"


Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1932)
Memory pool "WeaponDispenser" not found


Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [aed39d05] has no hardpoint 'hp_fire1' [3b7773cb]

\Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [aed39d05] has no hardpoint 'hp_fire1' [3b7773cb]


Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [3ec81eb5] has no hardpoint 'hp_dust' [81143f7e]


Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [aed39d05] has no hardpoint 'hp_fire1' [3b7773cb]



Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:BOG\geo1.lvl


Message Severity: 2
.\Graphics\Pc\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]


Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]


Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]


Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]


Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]


Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]
There's some odd stuff in there. Thanks for the help and support!