Few new problems.....

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Zocker2

Few new problems.....

Post by Zocker2 »

hi it's me again..
i've got a few new problems ..i've read hte tutorials but found no good answer..
the probs:
1. when i load my munged world in Battlefront 2 the objects are all moved a bit, which means e.g. that a big hill is in a hangar , eventhough the hill should be a few meters further left (not in the hangar).

2. my new characters (geonosians) don't have sound.

3. how can i build things ( e.g. like hangars) into terrain(like in a wall) . when i open a world in the assets folder ,e.g. , there are these pink objects. I'm pretty sure they have something to do with it. but do i get them into zero editor??
please help :D
thx
Aman/Pinguin
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Re: Few new problems.....

Post by Aman/Pinguin »

Zocker2 wrote: 1. when i load my munged world in Battlefront 2 the objects are all moved a bit, which means e.g. that a big hill is in a hangar , eventhough the hill should be a few meters further left (not in the hangar).
Did you change the map size?
Zocker2

Re: Few new problems.....

Post by Zocker2 »

yes once.. but i had to ..it was just to small for a stardestroyer

current map size: 1024
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Re: Few new problems.....

Post by Aman/Pinguin »

Thats a good size ( 128x128, 256x256, 512x512, 1024x1024, 2048x2048 etc.) but NEVER change the mapsize after placing your objects, it will mess up everything.
Fix: Sorry forgot how :| Guess you need to wait for someone else to explain it. :?
Zocker2

Re: Few new problems.....

Post by Zocker2 »

thx anyway....but then it's actually too late :? ...did exactly what you told me not to do.....
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Re: Few new problems.....

Post by Teancum »

Actually, you should never, ever use 2048x2048. That's like 10 square miles. 1024x1024 is really huge as well to be honest. Huge is cool for looks, but makes for ultra-slow gameplay. I personally would never go over 512x512. Some of the original maps are as small as 128x128
Zocker2

Re: Few new problems.....

Post by Zocker2 »

i know ..but i need the space for the stardestroyer...
anyway ..has anyone an ideo to solve problems 2+3 ?
thx
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Re: Few new problems.....

Post by trainmaster611 »

Models need to have terrain cutters built into them to be able to go into hill.

Only certain models have them, like the bunkers and the ditches on Hoth.

In ZE, these objects have a funny little purple box around them in the area in which they can cut through terrain.
Zocker2

Re: Few new problems.....

Post by Zocker2 »

thx ...ok now does anyone have a solution to the last problem?-- i have also noticed that this happens with other new characters, vehicles and turrets as well.
please help. thx
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Re: Few new problems.....

Post by woner11 »

To fix the first problem, you'll have to move your objects back around I presume. As for sound you can add it in the odf. Remember that the terrain is only cut at the pink part, not the whole object.
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Re: Few new problems.....

Post by Taivyx »

Teancum wrote:Actually, you should never, ever use 2048x2048. That's like 10 square miles.
Actually it's about 1.27 square miles :wink: XD
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Re: Few new problems.....

Post by woner11 »

Either way, its too big.
Zocker2

Re: Few new problems.....

Post by Zocker2 »

ok. well what exactly do i have to add in which odf? :)
thx

EDIT
for the sound...

EDIT2
you there right now , woner11?
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Re: Few new problems.....

Post by woner11 »

You modify it in this section.
Hidden/Spoiler:
//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_mundi_spawn"
SndHeroDefeated = "hero_mundi_exhausted"
SndHeroKiller = "hero_mundi_exhausted"

VOSound = "hero_mundi_AcquiredTarget AcquiredTarget"
VOSound = "hero_mundi_KillingSpree4 KillingSpree4"

VOUnitType = 187
SoldierMusic = "rep_hero_Mundi_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"
I'm no expert at this though, as I have never done much with sounds, so this is as far as I can get you.
Zocker2

Re: Few new problems.....

Post by Zocker2 »

ok , and in which folder etc. is this ? do you mean the scripts of the data_***, or the geo_inf_geonosian.odf?
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Re: Few new problems.....

Post by woner11 »

This would be your odf. Did you read the Jedi Creation Guide or the Getting started guide, because then you would know where this info is.
Zocker2

Re: Few new problems.....

Post by Zocker2 »

i read both of them but the getting started.doc doesn't say anything about the side's sounds and i only get to a certain point in the jedi creation.doc...after that it doesn't make any sence to me anymore.
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Re: Few new problems.....

Post by Taivyx »

True the getting started documentation doesn't say anything about sounds, however the only tut on that, has unfortunately, been lost in the deep bowels of Gametoast for the time being, since the FAQ is down.

At what point in the jedi creation guide do you get lost?
(just as a helpful reminder, be specific when you've got problems)
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Re: Few new problems.....

Post by Maveritchell »

If it's stock sounds, it shouldn't be a big issue. Just load in the stock Geonosis map's sounds.

Above the rest of your ReadDataFiles:

Code: Select all

ReadDataFile("sound\\geo.lvl;geo1cw")
Zocker2

Re: Few new problems.....

Post by Zocker2 »

thx maveritchell ..that was it.
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