Random sky errors crashing map

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Dakota
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Random sky errors crashing map

Post by Dakota »

once again here i am wondering again what a random error is that is causing my map to crash.

i got these in my error log

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1010)
Data in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\VBM\Data\_lvl_pc\VBM\sky.lvl is not a binary UCF file.

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk clear in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\VBM\Data\_lvl_pc\VBM\sky.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk  in dc:VBM\sky.lvl
and these in my munge log

Code: Select all

ERROR[levelpack clear.req]:munged\pc\clear.config is not a binary UCF file!ERROR[levelpack clear.req]:munged\pc\clear.config is not a binary UCF file! [continuing]
ERROR[levelpack fog.req]:munged\pc\fog.config is not a binary UCF file!ERROR[levelpack fog.req]:munged\pc\fog.config is not a binary UCF file! [continuing]
ERROR[levelpack rain.req]:munged\pc\rain.config is not a binary UCF file!ERROR[levelpack rain.req]:munged\pc\rain.config is not a binary UCF file! [continuing]
ERROR[levelpack snow.req]:munged\pc\snow.config is not a binary UCF file!ERROR[levelpack snow.req]:munged\pc\snow.config is not a binary UCF file! [continuing]
   8 Errors    0 Warnings

ERROR[levelpack sky.req]:Expecting bracket, but none was found.
File : munged\pc\rain.lvl.req(1)...

ucft <--
ERROR[levelpack sky.req]:Expecting bracket, but none was found.
File : munged\pc\rain.lvl.req(1)...

ucft <--
 [continuing]
   2 Errors    0 Warnings
i was following this tutorial: http://www.gametoast.com/forums/viewtop ... 27&t=18429

i made 5 different sky and fx files with 5 reqs, one for each and then had them all called in in a req file named "sky" like it said in the tutorial. here are my req files.

SKY
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"clear"
"fog"
"rain"
"snow"
"night"
}
}
CLEAR
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"clear"
}
}
REQN
{
"envfx"
"clear"
}
}
FOG
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"fog"
}
}
REQN
{
"envfx"
"fog"
}
}
RAIN
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"rain"
}
}
REQN
{
"envfx"
"rain"
}
}
NIGHT
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"night"
}
}
REQN
{
"envfx"
"night"
}
}
SNOW
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"snow"
}
}
REQN
{
"envfx"
"snow"
}
}

now i just need to know how to fix this and i'll be on my way.
Marth8880
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Re: error log questions

Post by Marth8880 »

Post your LUA.
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Dakota
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Re: error log questions

Post by Dakota »

Marth8880 wrote:Post your LUA.
wow forgot about that

heres my one for conquest, i have a second but its exactly the same except for unit ammount.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

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

function ScriptPostLoad()

WeatherMode = math.random(1,5)
weather()

--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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp10 = CommandPost:New{name = "cp10"}
cp11 = CommandPost:New{name = "cp11"}
cp12 = CommandPost:New{name = "cp12"}



--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:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp10)
conquest:AddCommandPost(cp11)
conquest:AddCommandPost(cp12)

conquest:Start()

EnableSPHeroRules()

AddDeathRegion("death")

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"teleportnode")
end,
"teleport"
)
ActivateRegion("teleport")

end

function weather()
if WeatherMode == 1 then
ReadDataFile("dc:VBM\\sky.lvl", "clear")
elseif WeatherMode == 2 then
ReadDataFile("dc:VBM\\sky.lvl", "snow")
elseif WeatherMode == 3 then
ReadDataFile("dc:VBM\\sky.lvl", "rain")
elseif WeatherMode == 4 then
ReadDataFile("dc:VBM\\sky.lvl", "night")
elseif WeatherMode == 5 then
ReadDataFile("dc:VBM\\sky.lvl", "fog")
end
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(500)
SetMaxPlayerFlyHeight(500)


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\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_short",
"all_inf_medium",
"disk",
"drone",
"hoverboat",
"all_hover_combatspeeder",
"cis_hover_mtt",
"cis_fly_geofighter",
"cis_fly_droidfighter_sc",
"cis_fly_greviousfighter",
"rep_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"all_inf_long",
"all_inf_antiveh",
"all_inf_support",
"all_inf_scout",
"all_inf_builder",
"all_inf_heavy",
"all_inf_jettrooper",
"all_inf_trapper")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_short",
"imp_inf_medium",
"disk",
"drone",
"hoverboat",
"all_hover_combatspeeder",
"cis_hover_mtt",
"cis_fly_geofighter",
"cis_fly_droidfighter_sc",
"cis_fly_greviousfighter",
"rep_fly_gunship_sc",
"imp_hover_speederbike",
"imp_walk_atst_jungle",
"imp_inf_long",
"imp_inf_antiveh",
"imp_inf_support",
"imp_inf_scout",
"imp_inf_builder",
"imp_inf_heavy",
"imp_inf_jettrooper",
"imp_inf_trapper")

ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_bldg_laser",
"tur_ball",
"tur_missile",
"ship",
"shipturret",
"tur_bldg_recoilless_kas",
"tur_bldg_beam")

SetupTeams{
all = {
team = ALL,
units = 28,
reinforcements = 150,
soldier = { "all_inf_short",2, 4},
assault = { "all_inf_medium",2,4},
engineer = { "all_inf_long",2,4},
sniper = { "all_inf_antiveh",1,4},
officer = { "all_inf_support",1,4},
special = { "all_inf_scout",1,4},
},
imp = {
team = IMP,
units = 28,
reinforcements = 150,
soldier = { "imp_inf_short",2, 4},
assault = { "imp_inf_medium",2,4},
engineer = { "imp_inf_long",2,4},
sniper = { "imp_inf_antiveh",1,4},
officer = { "imp_inf_support",1,4},
special = { "imp_inf_scout",1,4},
},
}

AddUnitClass(ALL, "all_inf_heavy",1,4)
AddUnitClass(ALL, "all_inf_trapper",1,4)
AddUnitClass(IMP, "imp_inf_heavy",1,4)
AddUnitClass(IMP, "imp_inf_trapper",1,4)
AddUnitClass(ALL, "all_inf_jettrooper",1,4)
AddUnitClass(IMP, "imp_inf_jettrooper",1,4)
AddUnitClass(ALL, "all_inf_builder",1,4)
AddUnitClass(IMP, "imp_inf_builder",1,4)
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 4) -- 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 ("CommandFlyer", 0)
SetMemoryPoolSize("CommandHover", 2)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityPortableTurret", 100)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 50)
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:VBM\\VBM.lvl", "VBM_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_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
--Tat2 Mos Eisley
AddCameraShot(-0.183421, 0.008836, -0.981856, -0.047301, 80.499405, 16.076069, -182.363266);
AddCameraShot(-0.008016, -0.000455, -0.998358, 0.056723, 3.043169, 0.558543, -101.840515);
AddCameraShot(0.560121, 0.002220, 0.828401, -0.003283, 201.553299, 146.771896, 339.987915);
AddCameraShot(0.869401, -0.152894, 0.462755, 0.081381, 298.221039, 208.937500, 190.929596);
AddCameraShot(0.998099, -0.011542, 0.060536, 0.000700, 459.016510, 220.070145, 224.873260);
AddCameraShot(0.667471, -0.241863, 0.662132, 0.239929, 466.459656, 203.884048, -24.004618);
AddCameraShot(-0.053353, -0.001641, -0.998102, 0.030698, -7.980296, 8.008338, -408.731384);
AddCameraShot(0.995022, 0.007934, -0.099340, 0.000792, -69.071739, 8.008338, -180.297836);
AddCameraShot(0.271931, 0.003857, -0.962212, 0.013649, -153.336151, 3.333042, -154.761856);
AddCameraShot(0.412112, 0.017516, -0.910143, 0.038685, -70.896126, 16.535452, 201.669312);
AddCameraShot(0.955300, 0.187302, 0.224463, -0.044010, 117.662910, 5.700094, 341.462006);
AddCameraShot(-0.498050, -0.058892, -0.859161, 0.101592, 117.662910, 5.700094, 341.462006);
AddCameraShot(-0.453023, -0.176574, -0.814179, 0.317341, 117.662910, 5.700094, 341.462006);
end

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
EDIT: i also changed my reqs to look like this for the 5 reqs for weather and skyboxes, they are all set up the same except for the name and names called for in the req and i still get the same error as before
Hidden/Spoiler:
ucft
{
REQN
{
"config"
"clear"
}
REQN
{
"envfx"
"clear"
}
}
User avatar
DarthD.U.C.K.
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Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Random sky errors crashing map

Post by DarthD.U.C.K. »

there is a problem with your .sky files, maybe you forgot a bracket or something similiar in all of them. (or did you try having two precipitations?) could you post one file or all of them?
User avatar
Dakota
Field Commander
Field Commander
Posts: 991
Joined: Mon Dec 06, 2010 8:21 pm
Projects :: making random weapon assets
Games I'm Playing :: SWBF2 and more
xbox live or psn: PS3 beats xbox
Location: at a computer desk floating around in space

Re: Random sky errors crashing map

Post by Dakota »

i read your post and checked my sky files and found just looking at them that they are missing brackets at some points, probably because i made them at 2 in the morning by copy and pasting other sky files into it.

i just revised them and am going to test them, if they don't work i'll post any different problems and the sky files themselves.

EDIT: it works great, thanks duck.

now i'm going to just be replacing the kasyyyk skybox with a dagobah skybox for the rainy one, i thought kasyyyk was a bit more cloudy but it looks nice >.>

EDIT: ok i was testing my map and it turns out that there is a problem, when i fly into the sky boosting with a ship the game crashes, maybe i'll have to just lower the max fly height, i'll test that then edit back a response.

EDIT: ok its working, i set the max height to 325 from 500
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