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Posted: Tue May 30, 2006 9:48 am
by Teancum
Comment out the AnimationName = "rep_fly_anakinstarfighter". If there's only one problem with crashing, that would be it. My guess is that there's more than that giving you problems though. Why not post a bfront2.log so we can see what errors are appearing?

Posted: Tue May 30, 2006 3:53 pm
by Moving_Target
Ok i took out the AnimationName line, but go figure it still crashes and from the bfront2.log i have alot of work to do (if i read/skimed correctly). Here it is....
Opened logfile BFront2.log 2006-05-30

EDIT: removed Bfront2.log for space and convenience. and that fact it's obsolete.

Posted: Tue May 30, 2006 6:34 pm
by jangoisbaddest
Any error with severity 3 is enough to crash the map. I spot at least five in there, all relating to missing ODF files. You might want to just copy all the assets from the space template into your world's world1/ODF folder, and any others missing (the items starting with tur are in the tur side folder in the assets). And by the way, I love your attitude! Keep up your work - it will pay off, believe me. Good luck with this crazy project!

Posted: Tue May 30, 2006 6:42 pm
by Moving_Target
Thanks! I've just added the tur odf and mshs and a few other things awhile ago. The only problem is i dont understand this line..
Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "rep_fly_repassaultship_sc" missing geometry "rep_fly_repassaultship"

Im munging now.

Postmunge edit: still crashes...o well...i'll try tommorrow.

Posted: Tue May 30, 2006 6:48 pm
by jangoisbaddest
Geometry usually refers to a .msh file, in this case rep_fly_repassaultship.msh. Find that in the space template folder, and whatever files that go along with it (ex: the msh.option file, lowrez mshd if any) and put it in your world1/msh folder (unless you're making a new side, in which case you should put it in your side's msh folder). Debugging is a gas, ain't it?

Posted: Wed May 31, 2006 5:31 pm
by Moving_Target
Muhahahahah Victory is mine!!!! and all your bases belong to me!!!! I'll be back!! with screenshots!!!

EDIT!!!! Here are teh screens!!!
Image

Image

How do you like the cockpit?
Image

It's working now how do i change the camera distance?

Posted: Wed May 31, 2006 6:39 pm
by Teancum
EyePointOffset = "0.0 1.0 -2.0"
TrackCenter = "0.0 0.0 0.0"
//TrackOffset = "0.0 2.5 8.0"
TiltValue = "5.0"

These are the values you need to change: Here's a 'doc' on what they mean:

http://www.secretsociety.com/forum/down ... mented.txt

Posted: Wed May 31, 2006 10:46 pm
by Tuskenjedi
that's so beatiful...

Posted: Sat Jun 03, 2006 3:50 pm
by Moving_Target
Hello and welcome to your Imperial News Network Update. Progress has slowed on getting the new frigates flyable, due to final paperwork. The current problem is the crew miss read the plans and placed the command bay at teh wrong section of the ship. Fixes are being made, but the command bay section changes are not showing. We expect progress to start back up anywhere between 4-7 days. Thank you for tuning in to INN.

Posted: Wed Jun 07, 2006 2:20 pm
by Captain_Mazda
Good luck bud.

Posted: Sat Jun 10, 2006 4:01 pm
by Moving_Target
Ok im a little confused here... i change the -2.0 to -150.0 and i see no if not very little change. Here's what i have currently. I dont know what change. I'd thought all that needed to be change is the Eyepointoffset Z-axis. Any help?
EyePointOffset = "0.0 1.0 -150.0"
TrackCenter = "0.0 0.0 0.0"
//TrackOffset = "0.0 2.5 8.0"
TiltValue = "5.0"

Thanks!

Posted: Sun Jun 11, 2006 2:01 pm
by Moving_Target
I looked in the Bfront2 thing and i found a few interesting things that i dont completely under stand.
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'tur_weap_laser_auto' is not localized for stats page

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [fa5a36fb] has no hardpoint 'hp_enginelt2_1' [522fe620]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [fa5a36fb] has no hardpoint 'hp_enginelt2_4' [45ea8d4b]

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "all_fly_blockaderunner"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=2a68769c: trying to replace "spa1_prop_imp_shipturret" with "spa1_prop_imp_shipturret2"

Now i still have the camera problem, but i started working on the banking clan and blockaderunner and they wont spawn. Now the Bfront2 thing is only after starting hte GCW assault so there is nothing on the Banking clan ships.

Posted: Sun Jun 11, 2006 3:07 pm
by xwingguy
Moving_Target wrote:I looked in the Bfront2 thing and i found a few interesting things that i dont completely under stand.
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'tur_weap_laser_auto' is not localized for stats page
means that it hasn't been given a name for hud usage in the EditLocalize. If this weapon is only used by autoturrets, don't worry about it.
Moving_Target wrote:Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [fa5a36fb] has no hardpoint 'hp_enginelt2_1' [522fe620]
Moving_Target wrote:Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [fa5a36fb] has no hardpoint 'hp_enginelt2_4' [45ea8d4b]
Your trying trying to attach an engine effect to a point that doesn't exist. (Frigates don't have any hardpoints except for damage effects.)
Moving_Target wrote:Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "all_fly_blockaderunner"
You haven't properly called it in your lua or it isn't mentioned in that side's req.
Moving_Target wrote:Message Severity: 2
.\Source\StringDB.cpp(48)
ID=2a68769c: trying to replace "spa1_prop_imp_shipturret" with "spa1_prop_imp_shipturret2"
Happens to me all the time and it doesn't seem to do anything bad.

Posted: Sun Jun 11, 2006 3:24 pm
by MasterSkywalker
Nice you got the frigates working, but I already got them working back in April when I was bored lol :P Its pretty wierd when a blockade runner rolls lol.

Posted: Fri Jun 16, 2006 10:20 am
by Moving_Target
Im not seeing where i havent placed the blockaderunner in the lua or side req, but ill post them aways.

EDIT: REmoved because it's out of date and a waste of space.

Thanks agian 4 all teh help!!

Posted: Fri Jun 16, 2006 11:05 am
by xwingguy
Moving_Target wrote:
ReadDataFile("dc:SIDE\\cbr.lvl","all_fly_blockaderunner_sc")
You've got a "sc" space combat extension to the name here.
Moving_Target wrote: Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "all_fly_blockaderunner"
While you don't have it here.

Posted: Fri Jun 16, 2006 12:43 pm
by Moving_Target
would removing the sc from the lua fix the problem? either way im about to find out!

EDIT: Woot that fixed it!

Posted: Fri Jun 16, 2006 4:11 pm
by Kyross
You can make anything flyable, too. I tink it was steve who made a flying R2 unit ship in swbf1...Imma remake that...

Posted: Fri Jun 16, 2006 4:37 pm
by Moving_Target
Cool! Argh! i dont know what im doing wrong but the camera will not move. The cockpit camera angle. Anyone know how to change this? Thanks!

Posted: Fri Jun 16, 2006 6:11 pm
by Kyross
Maybe it's just too big? I wanted to make a flyable star desroyer for swbf1...Massive, and one object.

There is a bunch of values right? Just try changing different ones.