Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1379)
Hero class "rep_hero_anakin" not found for team 1 (check the side's .req file)
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(658)
Team missing hero class "0x5c130786" (check the side's .req file)
utility_functions2: ReadDataFile(): This map's code, mode: gbc gbc_conquest
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk GBC_conquest in G:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\GBC\Data\_lvl_pc\GBC\GBC.lvl
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:GBC\GBC.lvl
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(3776)
Command Post "cp1" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'
No in this case we need to see you munge log. From that log though I think you had a munge error. You'll need to look in the munge log and fix any errors that appear. Then clean and munge again.
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings
WARNING[PC_modelmunge msh\rep_inf_jettrooper.msh]:rep_inf_jettrooper has 2379 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_inf_ep3cloakedanakin.msh]:rep_inf_ep3cloakedanakin has 3896 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\rep_inf_aaylasecura.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:Mesh rep_inf_aaylasecura segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169.
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:rep_inf_aaylasecura has 1597 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:Mesh rep_inf_aaylasecura segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169.
WARNING[PC_modelmunge msh\rep_inf_arctrooper.msh]:rep_inf_arctrooper has 2031 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_clonecommander.msh]:rep_inf_clonecommander has 1560 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3anakin.msh]:rep_inf_ep3anakin has 2900 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3armoredpilot.msh]:rep_inf_ep3armoredpilot has 2193 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3heavytrooper.msh]:rep_inf_ep3heavytrooper has 2280 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3jettrooper.msh]:rep_inf_ep3jettrooper has 2368 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3obiwan.msh]:rep_inf_ep3obiwan has 2936 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3sniper.msh]:rep_inf_ep3sniper has 4737 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3spacepilot.msh]:rep_inf_ep3spacepilot has 1797 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_feluciatrooper.msh]:rep_inf_feluciatrooper has 1364 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_kiadimundi.msh]:rep_inf_kiadimundi has 1713 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_luke.msh]:rep_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_macewindu.msh]:rep_inf_macewindu has 2866 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_pilot.msh]:rep_inf_pilot has 2418 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_pilot_low1.msh]:rep_inf_pilot_low1 has 1060 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_trooper.msh]:rep_inf_trooper has 1807 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_yoda.msh]:rep_inf_yoda has 2283 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_weap_inf_chaingun.msh]:rep_weap_inf_chaingun has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3trooper.msh]:rep_inf_ep3trooper has 1560 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\com_weap_VF5_chaingun.msh]:com_weap_VF5_chaingun has 1232 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_weap_inf_T21.msh]:rep_weap_inf_T21 has 1292 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 37 Warnings
ERROR[PC_modelmunge world1\msh\geo_bldg_geoturret.msh]:AddSegment(geo_bldg_geoturret:shadowvolume): shadow mesh edge 216 / 226 is invalid (edge next == twin == 217)
WARNING[PC_modelmunge world1\msh\geo_bldg_hangar.msh]:geo_bldg_hangar has 3981 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\hoth_bldg_ioncannon.msh]:hoth_bldg_ioncannon has 1089 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\hoth_bldg_ioncannon (2).msh]:hoth_bldg_ioncannon (2) has 1089 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
1 Errors 3 Warnings
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\all_unit_vo_quick.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\all_unit_vo_slow.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\cis_unit_vo_quick.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\cis_unit_vo_slow.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\cor_objective_vo_slow.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\cw_music.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\dea_objective_vo_slow.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\des_unit_vo_slow.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\fel_objective_vo_slow.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\gam_unit_vo_slow.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\gcw_music.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list E:\BF2_ModTools\data_GBC\Sound\global\geo_objective_vo_slow.stm - while munging E:\BF2_ModTools\data_GBC\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav - while munging E:\BF2_ModTools\data_GBC\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav, format may be invalid - while munging E:\BF2_ModTools\data_GBC\Sound\global\global_vo_quick.stm
sim-al2 wrote:No in this case we need to see you munge log. From that log though I think you had a munge error. You'll need to look in the munge log and fix any errors that appear. Then clean and munge again.
No, I think we can see the problems in his error log:
Hidden/Spoiler:
[code]Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk GBC_conquest in G:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\GBC\Data\_lvl_pc\GBC\GBC.lvl
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:GBC\GBC.lvl
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(3776)
Command Post "cp1" not found
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'[/code]
The first two look like REQ errors (missing or incorrect), and the last two look like some CP problems like Duck mentioned.
Can we see your LUA? Oh, and please put it in hide tags and a code box - it makes it easier to look at.
The shell error results from trying to munge the shell, which you shouldn't be doing right now. Come to think of it, are you checking every single munge option? Don't; you only need to check what you need (check Common at least once, etc.).
I don't see any errors in your log, and if there were any grammar errors, they would show up in the munge log. As DarthD.U.C.K. said, have you changed the cp names or any settings in ZE? The only other thing i can suggest is try a manual clean and munge, as your last munge mightn't have worked properly.
Well if you haven't restarted yet, I know what your problem is... and you should but dont have to restart your map to fix it...
The problem is that when you started your map up you clicked the New Terrain button didn't you? If so that deletes everything off your map, even the map itself, and replaces it with a new land mass with no texture on it (thats why it appears black) and all you see when you play your map is the trooper list, but you cant spawn...
I know about this because my brother did this about 2 months ago when he tried to restart his modding days. He clicked on the New Terrain button and it stuffed his map up, so I told him to restart and to never push that button unless you know what your doing, not to be harsh or anything but I'm telling you the same thing...
Just for future reference, you only ever use that button if you want a bigger terrain size for your map, although you will have to re-add all the cp's, regions, and paths to get it to work again.
You could try doing that to fix your map, but I don't think you should worry if you haven't made any changes to the terrain, or adding buildings or vehicles.