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Problems when editing shipped map

Posted: Tue Oct 23, 2012 5:01 pm
by CreatorOfThings
I am trying to edit a shipped map using this tutorial: http://www.gametoast.com/forums/viewtop ... =27&t=8519

I follow the guide exactly as stated, and I then munge it to test and I run into problems. When I go to play, I cannot spawn and all I see is a black background behind the spawn screen. Obviously I'm missing a step here :cry:

Thanks for any help you can give,
-Creator


EDIT: Added info: When I open _LVL_PC, there is only a "side" folder with the "ABC" map folder. As well as the core.lvl and mission.lvl

Re: Problems when editing shipped map

Posted: Tue Oct 23, 2012 5:13 pm
by Cleb
LUA please?

Re: Problems when editing shipped map

Posted: Tue Oct 23, 2012 8:32 pm
by CreatorOfThings
Here's the error log when munging. Thanks in advance :)

Code: Select all

ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
   1 Errors    0 Warnings

WARNING[PC_modelmunge msh\all_1st_hothtrooper.msh]:all_1st_hothtrooper has 1028 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_snowtrooper.msh]:all_inf_snowtrooper has 1479 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_1st_weap_inf_bowcaster.msh]:all_1st_weap_inf_bowcaster has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_bothanspy.msh]:all_inf_bothanspy has 2272 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_chewbacca.msh]:all_inf_chewbacca has 1460 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_deathstarleia.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_inf_deathstarleia.msh]:all_inf_deathstarleia has 1872 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_engineer.msh]:all_inf_engineer has 2573 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_hothlukeskywalker.msh]:all_inf_hothlukeskywalker has 1262 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_luke.msh]:all_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_marksperson.msh]:all_inf_marksperson has 1534 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_markspersonsnow.msh]:all_inf_markspersonsnow has 1286 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_pilot.msh]:all_inf_pilot has 1330 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_stormtrooperhansolo.msh]:all_inf_stormtrooperhansolo has 2176 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_stormtrooperlukeskywalker.msh]:all_inf_stormtrooperlukeskywalker has 2192 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_tatooinehansolo.msh]:all_inf_tatooinehansolo has 1334 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
.
.
.

Re: Problems when editing shipped map

Posted: Tue Oct 23, 2012 8:47 pm
by Cleb
Cleb wrote:LUA please?
:?
But yeah, none of those errors mean anything except for the top one. Seems you don't have a shell.req. :| Could we see your LUA and error log?

Re: Problems when editing shipped map

Posted: Tue Oct 23, 2012 8:54 pm
by CreatorOfThings
Sorry about that! Long day... :faint:

Here's the error log:
Hidden/Spoiler:
Opened logfile BFront2.log 2012-10-23 1528

Message Severity: 3
.\Source\GameState.cpp(1562)
Could not open core.lvl

Message Severity: 3
.\Source\GameState.cpp(1609)
Could not open common.lvl

Message Severity: 3
.\Source\ShellLoop.cpp(281)
Could not open shell.lvl

Message Severity: 3
.\Source\LuaScript.cpp(435)
Script file shell_interface not found
And the LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}

--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:AddCommandPost(cp5)

conquest:Start()

EnableSPHeroRules()
end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(700*1024) -- steal from art heap

-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(4087000)
ReadDataFile("ingame.lvl")

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


-- Memory settings ---------------------------------------------------------------------
SetMemoryPoolSize("Combo::Condition", 100)
SetMemoryPoolSize("Combo::State", 160)
SetMemoryPoolSize("Combo::Transition", 100)
local weaponCnt = 190
SetMemoryPoolSize("ActiveRegion", 8)
SetMemoryPoolSize("Aimer", 10)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 105)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 17)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityLight", 141)
SetMemoryPoolSize("EntitySoundStatic", 3)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 50)
SetMemoryPoolSize("MountedTurret", 1)
SetMemoryPoolSize("Navigator", 35)
SetMemoryPoolSize("Obstacle", 200)
SetMemoryPoolSize("PathNode", 196)
SetMemoryPoolSize("PathFollower", 35)
SetMemoryPoolSize("RedOmniLight", 146)
SetMemoryPoolSize("SoundSpaceRegion", 80)
SetMemoryPoolSize("TentacleSimulator", 12)
SetMemoryPoolSize("TreeGridStack", 75)
SetMemoryPoolSize("UnitAgent", 35)
SetMemoryPoolSize("UnitController", 35)
SetMemoryPoolSize("Weapon", weaponCnt)
----------------------------------------------------------------------------------------


SetTeamAggressiveness(CIS, 0.95)
SetTeamAggressiveness(REP, 0.95)

--ReadDataFile("dc:sound\\tat.lvl")
ReadDataFile("sound\\tat.lvl;tat3cw")
ReadDataFile("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_hero_aalya")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul")

---[[ Gamorrean Guards
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard")
SetTeamName(3, "locals")
AddUnitClass(3, "gam_inf_gamorreanguard",3)
SetUnitCount(3, 2)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
SetTeamAsEnemy(ATT, 3)
SetTeamAsEnemy(DEF, 3)
AddAIGoal(3,"Deathmatch",100)
--]]

SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",7, 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 = 30,
reinforcements = 150,
soldier = { "cis_inf_rifleman",7, 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(REP, "rep_hero_aalya")
SetHeroClass(CIS, "cis_hero_darthmaul")

SetSpawnDelay(10.0, 0.25)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- Droidekas
AddWalkerType(1, 0)
AddWalkerType(2, 0)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TA3\\tat3.lvl", "TA3_con")
SetDenseEnvironment("true")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
AISnipeSuitabilityDist(30)

-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "gam_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\\tat.lvl", "tat3")
OpenAudioStream("sound\\tat.lvl", "tat3")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\tat.lvl", "tat3_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

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

SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_tat_amb_defeat")

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

-- Camera Stats
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444)
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551)
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990)
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519)
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025)
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255)
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096)
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620)
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437)
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003)
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054)
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029)
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563)
end

Re: Problems when editing shipped map

Posted: Thu Oct 25, 2012 4:02 pm
by Nedarb7
I'm not sure about the error log but I think this is a problem:

ReadDataFile("TA3\\tat3.lvl", "TA3_con") <---------------TA3_con

I dont think you change the "tat3_con" part. Read the tutorial over you will see that it shouldn't
be changed. And there should be "dc:" before TA3.
It should look like this:

ReadDataFile("dc:TA3\\tat3.lvl", "tat3_con")

Also why is there this 8) in it?

Re: Problems when editing shipped map

Posted: Thu Oct 25, 2012 6:58 pm
by Cleb
Nedarb7 wrote:Also why is there this 8) in it?
It's all just good fun. 8)
But yeah, that's probably your problem, but it should look like this:

Code: Select all

ReadDataFile("dc:ABC\\tat3.lvl", "tat3_con")
like in the tutorial.

Re: Problems when editing shipped map

Posted: Thu Oct 25, 2012 8:07 pm
by Nedarb7
Just so you don't get confused ABC is your map ID, TA3(which, based on the LUA, one would
assume is your map ID).

Re: Problems when editing shipped map

Posted: Sat Oct 27, 2012 4:49 pm
by CreatorOfThings
Thanks everyone for your help :) Once I get back to my desktop later I'll try it.

EDIT
Ok I fixed the naming issues as suggested, but still only getting empty blackness. Does it have to do with the errorof the shell.req not being created?

Thanks!

Double posting is against the RULES; please EDIT your post instead -Staff

Re: Problems when editing shipped map

Posted: Sat Oct 27, 2012 5:59 pm
by AQT
The shell.req error can be ignored. What is your three-character map ID, and what is the name your LUA file? Also, can you post the line you just changed in its current form?

Re: Problems when editing shipped map

Posted: Sat Oct 27, 2012 6:41 pm
by CreatorOfThings
AQT wrote:The shell.req error can be ignored. What is your three-character map ID, and what is the name your LUA file? Also, can you post the line you just changed in its current form?
My 3 letter name is "TA3" and I changed the line to "ReadDataFile("TA3\\tat3.lvl", "tat3_con")"

Also, the LUA file name is "TA3g_con"

I realize I'm probably just missing something simple, but I can't seem to figure out what it is I'm missing... Thank you everyone for your help so far :)

Re: Problems when editing shipped map

Posted: Sat Oct 27, 2012 6:49 pm
by Cleb
I belive even though your map has the same name, it should still be

Code: Select all

ReadDataFile("dc:TA3\\tat3.lvl", "tat3_con")
Either that or you have to have a different name for your map.

Re: Problems when editing shipped map

Posted: Sat Oct 27, 2012 8:08 pm
by CreatorOfThings
Cleb wrote:I belive even though your map has the same name, it should still be

Code: Select all

ReadDataFile("dc:TA3\\tat3.lvl", "tat3_con")
Either that or you have to have a different name for your map.
It worked!! :) Thank you :)