My map is crashing

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Dakota
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My map is crashing

Post by Dakota »

i finally got a profile here and have so many problems on my mods. i will start with the most recent one. i am making a sniper war map and it has mountains with bunkers and snow capped hills. i changed the skins of units. i changed some weapons. i tested the units and guns by moving the ***.lvl files to the side folder in DATA in the SWBF2 folder and they all work fine. I know it must be the map. please can some one help me with this?
AQT
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Re: almost too many mod problems to count...

Post by AQT »

Welcome to Gametoast. What's wrong with your map exactly? Does it crash after loading? Are you not able to spawn? Or is it something else? If got any munge errors, please post them. Also, try getting an error log for your map (See topic: http://www.gametoast.com/forums/viewtop ... 27&t=13806, fourth question and answer).
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Dakota
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Re: almost too many mod problems to count...

Post by Dakota »

i have had the BF2_modtools.exe working since i downloaded modtools about a year ago.
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Fiodis
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Re: almost too many mod problems to count...

Post by Fiodis »

Alright, but can you answer AQT's questions?
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Dakota
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Re: almost too many mod problems to count...

Post by Dakota »

i thought i already answered it must have forgot to press send....
so anyway it crashes on the second to last dot of loading i think it may be the LUA or maybe a munge error. I also added custom music (or at least tryed) (couldn't test that due to the crash)

EDIT
also can some one tell me how to get the munge log up IT WON"T WORK :(

i think each mod i have made has had a different problem like once it was targa 10 (fixed)
then crash due to weapons (fixed, untill the next uber weapon i make :D)
then a crash due to custom colors in ZE
then a crash due to objects
then a crash due to water
then one due to folage (idk if i spelled that right)
then i have had no cps appear
then some times it crashes right when i spawn
random LUA, REQ, AND ODF problems
ONLY SBDs Assault driods and Driodekas appear in my mods...
i have had tons of problems but i think for this one it is the LUA.

wow i feel as though i am writing too much without reply inbetween but i also put 20 CPs on the map but i set it up in the LUA for 20 cps. just adding more info...

Double posting, let alone triple posting, is against the RULES, please EDIT your post instead -Staff
Last edited by Dakota on Tue Dec 07, 2010 6:09 pm, edited 1 time in total.
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Firefang
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Re: almost too many mod problems to count...

Post by Firefang »

I'm pretty sure battlefront2 cannot handle 20 cps. I think 16 is the max
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tnt_1992
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Re: almost too many mod problems to count...

Post by tnt_1992 »

isnt 20 a little to much

but anyway could you post ur bflog and lua?
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SAMofBIA
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Re: almost too many mod problems to count...

Post by SAMofBIA »

omg 20 cps! thats definately an error there....also, why would you need 20 cps? how large could this map possibly be?
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Dakota
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Re: almost too many mod problems to count...

Post by Dakota »

the map is extremely hugh but i think i could remove some cps so i'll do that
and can some one tell me how to add the munge log here it won't let me... at least not yet...
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Fiodis
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Re: almost too many mod problems to count...

Post by Fiodis »

Type this:

Code: Select all

[Hide]Copy and paste your munge log or error log or LUA or any other large block of text into here.[/Hide]
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Dakota
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Re: almost too many mod problems to count...

Post by Dakota »

Code:
Hidden/Spoiler:
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)!
WARNING[PC_modelmunge msh\all_inf_wookie.msh]:all_inf_wookie has 1925 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
0 Errors 23 Warnings

WARNING[PC_modelmunge msh\cis_1st_droideka.msh]:cis_1st_droideka has 2908 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_tread_hailfire.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_1st_bdroid.msh]:cis_1st_bdroid has 1509 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_1st_jangofett.msh]:cis_1st_jangofett has 1102 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_1st_magnaguard.msh]:cis_1st_magnaguard has 1961 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_droideka_idle_low1.msh]:cis_droideka_idle_low1 has 1164 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_droideka_roll_low1.msh]:cis_droideka_roll_low1 has 1166 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_bdroid.msh]:cis_inf_bdroid has 2633 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_countdooku.msh]:cis_inf_countdooku has 1575 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_darthmaul.msh]:cis_inf_darthmaul has 1575 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_darthsidious.msh]:cis_inf_darthsidious has 2429 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_generalgrevious.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_inf_generalgrevious.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_inf_generalgrevious.msh]:cis_inf_generalgrevious has 5784 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_generalgrevious_low1.msh]:cis_inf_generalgrevious_low1 has 1769 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_jangofett.msh]:cis_inf_jangofett has 2949 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_magnaguard.msh]:cis_inf_magnaguard has 3527 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_sbdroid.msh]:cis_inf_sbdroid has 2894 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_walk_droideka.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\cis_walk_droideka.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\cis_walk_droideka_low1.msh]:cis_walk_droideka_low1 has 1188 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 24 Warnings

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

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

ucft <--
[continuing]
2 Errors 0 Warnings

WARNING[PC_modelmunge msh\tat_inf_jawa.msh]:tat_inf_jawa has 1338 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat_inf_tusken.msh]:tat_inf_tusken has 1463 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings

WARNING[PC_modelmunge msh\ewk_inf.msh]:ewk_inf has 1096 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\ewk_inf2.msh]:ewk_inf2 has 1096 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings

WARNING[PC_modelmunge MSH\gam_inf_gamorreanguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge MSH\gam_inf_gamorreanguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge MSH\gam_inf_gamorreanguard.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge MSH\gam_inf_gamorreanguard.msh]:gam_inf_gamorreanguard has 1731 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 4 Warnings

WARNING[PC_modelmunge msh\gar_inf_nabooguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\gar_inf_nabooguard.msh]:gar_inf_nabooguard has 1227 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\gar_inf_jediguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\gar_inf_jediguard.msh]:gar_inf_jediguard has 1234 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\gar_inf_nabooqueen.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\gar_inf_nabooqueen.msh]:gar_inf_nabooqueen has 2112 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 6 Warnings

WARNING[PC_modelmunge msh\gen_inf_geonosian.msh]:gen_inf_geonosian has 1439 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\geo_inf_acklay.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\geo_inf_acklay.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\geo_inf_acklay.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\geo_inf_acklay_low1.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\geo_walk_acklay.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\geo_walk_acklay.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
0 Errors 7 Warnings

WARNING[PC_modelmunge msh\gun_walk_kaadu.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\nab_inf_gungan.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\nab_inf_gungan.msh]:nab_inf_gungan has 1610 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_kaadu.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
0 Errors 4 Warnings

WARNING[PC_modelmunge msh\imp_1st_darktrooper.msh]:imp_1st_darktrooper has 1368 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_1st_bobafett.msh]:imp_1st_bobafett has 1102 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_1st_snowtrooper.msh]:imp_1st_snowtrooper has 1202 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_droid_probe.msh]:imp_droid_probe has 2032 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_atatcommander.msh]:imp_inf_atatcommander has 1518 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_atatpilot.msh]:imp_inf_atatpilot has 1785 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_atstpilot.msh]:imp_inf_atstpilot has 1280 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_bobafett.msh]:imp_inf_bobafett has 2765 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_darktrooper.msh]:imp_inf_darktrooper has 1936 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_darthsidious.msh]:imp_inf_darthsidious has 2625 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_darthvader.msh]:imp_inf_darthvader has 2062 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_gunner.msh]:imp_inf_gunner has 1672 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_officer.msh]:imp_inf_officer has 1110 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_pilot.msh]:imp_inf_pilot has 1570 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_scout.msh]:imp_inf_scout has 1329 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_shocktrooper.msh]:imp_inf_shocktrooper has 2442 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_snowtrooper.msh]:imp_inf_snowtrooper has 1566 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_inf_stormtrooper.msh]:imp_inf_stormtrooper has 2031 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\imp_walk_atat.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\imp_walk_atat.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
0 Errors 20 Warnings

WARNING[PC_modelmunge msh\jed_inf_jedi.msh]:jed_inf_jedi has 1732 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\jed_inf_sith.msh]:jed_inf_sith has 1478 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 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\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_ep3cloakedanakin.msh]:rep_inf_ep3cloakedanakin has 3896 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_ep3trooper.msh]:rep_inf_ep3trooper has 1963 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)!
0 Errors 35 Warnings

WARNING[PC_modelmunge msh\hot_inf_wampa.msh]:hot_inf_wampa has 1672 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings

WARNING[PC_modelmunge msh\wok_inf_wookie.msh]:wok_inf_wookie has 1250 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\wok_inf_wookiewarrior.msh]:wok_inf_wookiewarrior has 2109 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings

ERROR[PC_modelmunge msh\geo_bldg_geoturret.msh]:AddSegment(geo_bldg_geoturret:shadowvolume): shadow mesh edge 216 / 226 is invalid (edge next == twin == 217)
WARNING[PC_modelmunge msh\com_icon_spaceflag_carried.msh]:com_icon_spaceflag_carried has 1160 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\Cor1_bldg_Youngling_Room_inside.msh]:Cor1_bldg_Youngling_Room_inside has 2109 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\Cor1_bldg_Youngling_Room_outside.msh]:Cor1_bldg_Youngling_Room_outside has 1383 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\Cor_jedi_temple.msh]:Cor_jedi_temple has 3264 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\geo_bldg_hangar.msh]:geo_bldg_hangar has 3981 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\hoth_bldg_ioncannon.msh]:hoth_bldg_ioncannon has 1089 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\mus1_prop_proto.msh]:mus1_prop_proto has 1137 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_prop_CZ1droid_parts.msh]:tat3_prop_CZ1droid_parts has 1588 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
1 Errors 14 Warnings

soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging C:\BF2_ModTools\data_SWM\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 C:\BF2_ModTools\data_SWM\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\all_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\AOCOM0069.wav - while munging C:\BF2_ModTools\data_SWM\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 C:\BF2_ModTools\data_SWM\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\all_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\CI1COM527.wav - while munging C:\BF2_ModTools\data_SWM\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 C:\BF2_ModTools\data_SWM\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\cis_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\COCOM0076.wav - while munging C:\BF2_ModTools\data_SWM\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 C:\BF2_ModTools\data_SWM\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\cis_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\cor\streams\Objective_VO\ROCOR0006.wav - while munging C:\BF2_ModTools\data_SWM\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 C:\BF2_ModTools\data_SWM\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\cor_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : File ID3 has not extension. Unable to determine file type - while munging C:\BF2_ModTools\data_SWM\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\cw_music.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\dea\streams\Objective_VO\IODEA0010.wav - while munging C:\BF2_ModTools\data_SWM\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 C:\BF2_ModTools\data_SWM\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\dea_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\desert_battlechatter_vo\jawa_01.wav - while munging C:\BF2_ModTools\data_SWM\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 C:\BF2_ModTools\data_SWM\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\des_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\fel\streams\Objective_VO\ROFEL0005.wav - while munging C:\BF2_ModTools\data_SWM\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 C:\BF2_ModTools\data_SWM\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\fel_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gamorian_guard_battlechatter_vo\gamoreanGuard_01.wav - while munging C:\BF2_ModTools\data_SWM\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 C:\BF2_ModTools\data_SWM\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\gam_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : File ID3 has not extension. Unable to determine file type - while munging C:\BF2_ModTools\data_SWM\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\gcw_music.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\geo\streams\Objective_VO\ROGEO0011.wav - while munging C:\BF2_ModTools\data_SWM\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 C:\BF2_ModTools\data_SWM\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\geo_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\ui_objComplete_1.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\global_vo_quick.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\global_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\gungan_battlechatter_vo\GI1COM007.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\gun_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\hot\streams\Objective_VO\CVHOT0004.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\hot_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\II1COM751.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\imp_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\IOCOM0078.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\imp_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kam\streams\Objective_VO\IOKAM0002.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\kam_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\kas\streams\Objective_VO\ROKAS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\KAS_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\mus\streams\Objective_VO\IOMUS0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\mus_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\myg\streams\Objective_VO\ROMYG0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\myg_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\nab\streams\Objective_VO\IONAB0013.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\nab_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\pol\streams\Objective_VO\IOPOL0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\pol_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\PlayerCommands_vo\RI1COM628.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\rep_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\GAL\streams\metagame_vo\ROCOM0066.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\rep_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\spa\streams\Objective_VO\IOSB50028.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\spa1_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\tan\streams\Objective_VO\IOTAN0001.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\tan_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\uta\streams\Objective_VO\ROUTA0020.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\uta_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_babyCry_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\wok_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file streams\wookiee_battlechatter_vo\crtr_wookiee_die_07.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\wok_vo_quick.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav - while munging C:\BF2_ModTools\data_SWM\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\worlds\yav\streams\Objective_VO\IOYAV0008.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\global\yav_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_SWM\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\shell\shell_music.stm - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file ..\global\effects\crtr_wookiee_chatter_01.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\shell\shell_vo.stm - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file streams\ui_amb_cis_CtrlShip_lp_fnt.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\shell\shell_ui.st4 - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SWM\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_SWM\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_SWM\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_SWM\Sound\shell\shell.sfx
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: almost too many mod problems to count...

Post by Fiodis »

Heh, you don't need to type code. I was just using a code box to show you what the hide tags looked like. Anyway, are you trying to munge sound and the shell? In all likelyhood you don't need to do that. Also, are you attempting to munge every single side?
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: almost too many mod problems to count...

Post by Dakota »

i am munging everything and sounds and shells but when i get to the end i will remove unneeded things and munge again with only things i need. i just like to munge everything in the beginning and wear away at it untill i have only things i need.

i just found out how to edit and here are my luas

GCW:
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()


--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"}
cp13 = CommandPost:New{name = "CP13"}
cp14 = CommandPost:New{name = "CP14"}
cp15 = CommandPost:New{name = "CP15"}
cp16 = CommandPost:New{name = "CP16"}


--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:AddCommandPost(cp13)
conquest:AddCommandPost(cp14)
conquest:AddCommandPost(cp15)
conquest:AddCommandPost(cp16)

conquest:Start()

EnableSPHeroRules()

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(1000)
SetMaxPlayerFlyHeight(1000)


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_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_engineer",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_officer",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rifleman",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_sniper",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 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("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
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:SWM\\SWM.lvl", "SWM_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("dc: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(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
CW:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

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


function ScriptPostLoad()


--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"}
cp13 = CommandPost:New{name = "CP13"}
cp14 = CommandPost:New{name = "CP14"}
cp15 = CommandPost:New{name = "CP15"}
cp16 = CommandPost:New{name = "CP16"}

--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:AddCommandPost(cp13)
conquest:AddCommandPost(cp14)
conquest:AddCommandPost(cp15)
conquest:AddCommandPost(cp16)

conquest:Start()

EnableSPHeroRules()

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(1000)
SetMaxPlayerFlyHeight (1000)

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\\yav.lvl;yav1cw")
ReadDataFile("dc: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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rifleman",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_officer",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rocketeer",9, 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_officer",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 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("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
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:SWM\\SWM.lvl", "SWM_conquest")
ReadDataFile("dc:SWM\\SWM.lvl", "SWM_conquest")
SetDenseEnvironment("false")




-- Sound

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

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_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("dc:sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)

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

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
User avatar
tnt_1992
Rebel Sergeant
Rebel Sergeant
Posts: 180
Joined: Mon Feb 18, 2008 4:48 pm
Games I'm Playing :: SWBF2 and ts3
Location: Georgia, usa
Contact:

Re: almost too many mod problems to count...

Post by tnt_1992 »

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

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

ucft <--
[continuing]
2 Errors 0 Warnings
if u havnt already fixed this do so and that should help with the crash

ERROR[PC_modelmunge msh\geo_bldg_geoturret.msh]:AddSegment(geo_bldg_geoturret:shadowvolume): shadow mesh edge 216 / 226 is invalid (edge next == twin == 217)
as for that i have not had this before so im not really sure
User avatar
Dakota
Field Commander
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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: almost too many mod problems to count...

Post by Dakota »

how would i fix the Cis sniper thing and also the sniper, magna guard, and engineer are not showing up. also did i get the hide code right... also i must go now...


Thank you staff for telling me how to edit i have it minimized so i didn't see the button that was a fail on my part
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tnt_1992
Rebel Sergeant
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Posts: 180
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Re: almost too many mod problems to count...

Post by tnt_1992 »

you would have to go into the rep and place the bracket it is looking for in the right place. if you dont know where to place it post the req

as for the teams, make them look like this(its kind of unnecessary to list the same class twice)
cw
Hidden/Spoiler:
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rocketeer",9, 25},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
special = { "cis_inf_officer",1, 4},
}
}
Hidden/Spoiler:
gcw
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
officer = { "all_inf_officer",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
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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: almost too many mod problems to count...

Post by Dakota »

Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"cis_fly_droidfighter_sc"
"cis_fly_droidfighter_dome"
"cis_fly_droidgunship"
"cis_fly_fedlander_dome"
"cis_fly_gunship_dome"
"cis_fly_greviousfighter"
"cis_fly_maf"
"cis_fly_tridroidfighter"
"cis_hero_countdooku"
"cis_hero_darthmaul"
"cis_hero_grievous"
"cis_hero_jangofett"
"cis_hover_aat"
"cis_hover_stap"
"cis_inf_droideka"
"cis_inf_rifleman"
"cis_inf_rocketeer"
"cis_inf_sniper"
"cis_inf_engineer"
"cis_inf_officer"
"cis_inf_officer_hunt"
"cis_inf_pilot"
"cis_inf_marine"
"cis_tread_hailfire"
"cis_tread_snailtank"
"cis_walk_spider"
"cis_walk_spiderkas"
}
}
there is the cis.req i don't really know what is wrong with it as i have never changed this req

unrelated to the sides but... i got the map to load up and i can see it and there are cps but it won't let me spawn at them i can click on them but they won't select so i can't spawn and also the custom music i tryed to put in didn't work i heard something about the .bat not working and needing SWBF1 modtools...
Last edited by Dakota on Tue Dec 07, 2010 6:02 pm, edited 1 time in total.
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acryptozoo
Master Bounty Hunter
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Re: almost too many mod problems to count...

Post by acryptozoo »

you try a manual clean ?
AQT
Gametoast Staff
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Re: almost too many mod problems to count...

Post by AQT »

Off-topic: @Dakota: You've been using Hide tags incorrectly with your last few posts, which I've been fixing. You need a / between [ and h with the closing [/hide] tag. Keep that in mind for future uses of Hide tags (or any other tag for that matter).
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Dakota
Field Commander
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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: almost too many mod problems to count...

Post by Dakota »

I never did a manuel clean before. Isn't it where you go in to the _BUILD folder and then the MUNGED folder then clean out the stuff in the folders in MUNGED?
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