commando issues
Moderator: Moderators
- valiant
- 1st Lieutenant

- Posts: 449
- Joined: Fri Sep 16, 2005 6:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
commando issues
Ok so I am munging majins commando files into a mapmod as a test and I get to _CreateShadowMesh(lod:0): created hires shadow (226 verts 1322 edges)
then it freezes. Is that natural? How do I get these files to work?
I was trying to see about it working for my naboo:midnight map and it wont.
Then I see this:
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings
ERROR[levelpack req\rep_inf_ep3_engineer.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_commando.model.req(1)...
ucft <--
ERROR[levelpack req\rep_inf_ep3_engineer.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_commando.model.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_ep3_engineer.lvl.req(1)...
ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_ep3_engineer.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_NNT\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_NNT\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
How do I fix this?
then it freezes. Is that natural? How do I get these files to work?
I was trying to see about it working for my naboo:midnight map and it wont.
Then I see this:
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings
ERROR[levelpack req\rep_inf_ep3_engineer.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_commando.model.req(1)...
ucft <--
ERROR[levelpack req\rep_inf_ep3_engineer.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_commando.model.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_ep3_engineer.lvl.req(1)...
ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_ep3_engineer.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_NNT\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_NNT\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_NNT\Sound\shell\shell.sfx
How do I fix this?
-
DakkerDB
RE: commando issues
It doesn't get stuck at "_CreateShadowMesh(lod:0): created hires shadow (226 verts 1322 edges)", it just take a REALLY long time for it to munge...
I know it's kinda bad, took like over an hour for me.
I know it's kinda bad, took like over an hour for me.
-
Dragon93
- Rebel Warrant Officer

- Posts: 315
- Joined: Tue Mar 14, 2006 2:55 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Contact:
RE: commando issues
ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
Don't know about the rest but Majin told me yesterday that the commando takes about 30-40 minutes to munge, literally.
ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
- Dragon93
Don't know about the rest but Majin told me yesterday that the commando takes about 30-40 minutes to munge, literally.
ֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱֱ
- Dragon93
- valiant
- 1st Lieutenant

- Posts: 449
- Joined: Fri Sep 16, 2005 6:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: commando issues
oh...... that could be it. hmm.
-
Darth_Z13
- Jedi High Council

- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
RE: commando issues
Well if you want (and if it's okay with MajinRevan) I can package up his commando that worked for me and send it to you. I just munged and it worked....
- [RDH]Zerted
- Gametoast Staff

- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
RE: commando issues
Why are you munging the shell? Do a clean, then remunge.
- valiant
- 1st Lieutenant

- Posts: 449
- Joined: Fri Sep 16, 2005 6:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: commando issues
Darth, you are awesome. [email protected] is my email.
-
Darth_Z13
- Jedi High Council

- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
RE: commando issues
Ok I'll send it to you soon. However, do I need MajinRevan's permission to do that? If so, should I ask him in his release thread for the commando or PM him?
- PR-0927
- Old School Staff
- Posts: 844
- Joined: Fri Dec 31, 2004 9:15 pm
- Location: Kent, OH, U.S.A.
RE: commando issues
No permissions needed for such a silly thing.

But, valiant, I think you just need to try again and wait for it to munge 30-45 minutes. Slower computers may require over an hour (mine's pretty good).
- Majin Revan
But, valiant, I think you just need to try again and wait for it to munge 30-45 minutes. Slower computers may require over an hour (mine's pretty good).
- Majin Revan
- valiant
- 1st Lieutenant

- Posts: 449
- Joined: Fri Sep 16, 2005 6:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: commando issues
maybe. i will try and let it run, but tommorow if it doesnt work ill need the files.
this is a concern:
C:\BF2_ModTools\data_NNT\_BUILD\Common>levelpack -inputfile core.req -writefiles MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_NNT\_BUILD\PC_MungeLog.txt"
Munging core.req
C:\BF2_ModTools\data_NNT\_BUILD\Common>levelpack -inputfile common.req -writefiles MUNGED\PC\common.files -common MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_NNT\_BUILD\PC_MungeLog.txt"
C:\BF2_ModTools\data_NNT\_BUILD\Common>levelpack -inputfile ingame.req -writefiles MUNGED\PC\ingame.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_NNT\_BUILD\PC_MungeLog.txt"
C:\BF2_ModTools\data_NNT\_BUILD\Common>levelpack -inputfile inshell.req -writefiles MUNGED\PC\inshell.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_NNT\_BUILD\PC_MungeLog.txt"
C:\BF2_ModTools\data_NNT\_BUILD\Common>levelpack -inputfile MISSION\*.req -common MUNGED\PC\core.files MUNGED\PC\common.files MUNGED\PC\ingame.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir MUNGED\PC 2>>"C:\BF2_ModTools\data_NNT\_BUILD\PC_MungeLog.txt"
And this:
_CreateShadowMesh(lod:0): created hires shadow (226 verts 1322 edges)
this is a concern:
C:\BF2_ModTools\data_NNT\_BUILD\Common>levelpack -inputfile core.req -writefiles MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_NNT\_BUILD\PC_MungeLog.txt"
Munging core.req
C:\BF2_ModTools\data_NNT\_BUILD\Common>levelpack -inputfile common.req -writefiles MUNGED\PC\common.files -common MUNGED\PC\core.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_NNT\_BUILD\PC_MungeLog.txt"
C:\BF2_ModTools\data_NNT\_BUILD\Common>levelpack -inputfile ingame.req -writefiles MUNGED\PC\ingame.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_NNT\_BUILD\PC_MungeLog.txt"
C:\BF2_ModTools\data_NNT\_BUILD\Common>levelpack -inputfile inshell.req -writefiles MUNGED\PC\inshell.files -common MUNGED\PC\core.files MUNGED\PC\common.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_NNT\_BUILD\PC_MungeLog.txt"
C:\BF2_ModTools\data_NNT\_BUILD\Common>levelpack -inputfile MISSION\*.req -common MUNGED\PC\core.files MUNGED\PC\common.files MUNGED\PC\ingame.files -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir MUNGED\PC 2>>"C:\BF2_ModTools\data_NNT\_BUILD\PC_MungeLog.txt"
And this:
_CreateShadowMesh(lod:0): created hires shadow (226 verts 1322 edges)
-
Darth_Z13
- Jedi High Council

- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
RE: commando issues
Hey I've got it. The commando is called maj_inf_clone_commando so that's what you need to enter into the LUA. The file is called maj.lvl and you need to make a side munge folder in your _BUILD/ SIDES folder called maj and copy over a munge.bat and clean.bat from one of the other sides. Be patient because it takes a while to muge the models. But you know about that already probably.... the only problem is that for some reason there is no firts person, so you can shoot your weapon and stuff but it's not there. Doesn't effect gameplay though. Anybody else who needs these files you may have them and use them. Make sure you credit MajinRevan and the rest of the people who created it in the first place though.
Finally, valiant, the createshadowmesh thing, it means nothing. Just leave it and let it run and you will be fine. Here is the Republic section of my LUA for reference.
ReadDataFile("dc:SIDE\\maj.lvl",
"maj_inf_clone_commando")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 400,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
},
}
AddUnitClass(REP,"maj_inf_clone_commando", 1,4)
LINK: http://files.filefront.com/Commando_Wor ... einfo.html
Finally, valiant, the createshadowmesh thing, it means nothing. Just leave it and let it run and you will be fine. Here is the Republic section of my LUA for reference.
ReadDataFile("dc:SIDE\\maj.lvl",
"maj_inf_clone_commando")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 50,
reinforcements = 400,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
},
}
AddUnitClass(REP,"maj_inf_clone_commando", 1,4)
LINK: http://files.filefront.com/Commando_Wor ... einfo.html
- valiant
- 1st Lieutenant

- Posts: 449
- Joined: Fri Sep 16, 2005 6:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: commando issues
This shows up:
ERROR[levelpack mission\NNTc_con.req]:Expecting bracket, but none was found.
File : munged\pc\nntc_con.script.req(1)...
ucft <--
ERROR[levelpack mission\NNTc_con.req]:Expecting bracket, but none was found.
File : munged\pc\nntc_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
WARNING[PC_modelmunge msh\rep_1st_dc15st.msh]:rep_1st_dc15st has 1220 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_weap_dc15st.msh]:rep_weap_dc15st has 1220 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_weap_dc17sniper.msh]:rep_weap_dc17sniper has 1129 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 3 Warnings
ERROR[levelpack req\maj_inf_clone_commando.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
ERROR[levelpack req\maj_inf_clone_commando.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[levelpack maj.req]:Expecting bracket, but none was found.
File : munged\pc\maj_inf_clone_commando.lvl.req(1)...
ucft <--
ERROR[levelpack maj.req]:Expecting bracket, but none was found.
File : munged\pc\maj_inf_clone_commando.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
WARNING[PC_modelmunge msh\rep_inf_jettrooper.msh]:rep_inf_jettrooper has 2379 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_weap_dc15st.msh]:rep_weap_dc15st has 1220 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_weap_dc17sniper.msh]:rep_weap_dc17sniper has 1129 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
ERROR[PC_modelmunge msh\rep_weap_inf_dc15carbine.msh]:computing tangent vectors: determinant is zero!
ERROR[PC_modelmunge msh\rep_weap_inf_dc15carbine.msh]:computing tangent vectors: determinant is zero!
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)!
2 Errors 37 Warnings
ERROR[levelpack req\Copy of rep_inf_ep3_officer.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
ERROR[levelpack req\Copy of rep_inf_ep3_officer.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
[continuing]
ERROR[levelpack req\rep_inf_ep3_officer.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
ERROR[levelpack req\rep_inf_ep3_officer.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
[continuing]
4 Errors 0 Warnings
WARNING[PC_modelmunge msh\nab2_prop_statue04.msh]:nab2_prop_statue04 has 1074 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\nab_inf_nabooguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\nab_inf_nabooguard.msh]:nab_inf_nabooguard has 1232 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
ERROR[levelpack mission\NNTc_con.req]:Expecting bracket, but none was found.
File : munged\pc\nntc_con.script.req(1)...
ucft <--
ERROR[levelpack mission\NNTc_con.req]:Expecting bracket, but none was found.
File : munged\pc\nntc_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
WARNING[PC_modelmunge msh\rep_1st_dc15st.msh]:rep_1st_dc15st has 1220 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_weap_dc15st.msh]:rep_weap_dc15st has 1220 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_weap_dc17sniper.msh]:rep_weap_dc17sniper has 1129 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 3 Warnings
ERROR[levelpack req\maj_inf_clone_commando.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
ERROR[levelpack req\maj_inf_clone_commando.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[levelpack maj.req]:Expecting bracket, but none was found.
File : munged\pc\maj_inf_clone_commando.lvl.req(1)...
ucft <--
ERROR[levelpack maj.req]:Expecting bracket, but none was found.
File : munged\pc\maj_inf_clone_commando.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
WARNING[PC_modelmunge msh\rep_inf_jettrooper.msh]:rep_inf_jettrooper has 2379 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_weap_dc15st.msh]:rep_weap_dc15st has 1220 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_weap_dc17sniper.msh]:rep_weap_dc17sniper has 1129 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
ERROR[PC_modelmunge msh\rep_weap_inf_dc15carbine.msh]:computing tangent vectors: determinant is zero!
ERROR[PC_modelmunge msh\rep_weap_inf_dc15carbine.msh]:computing tangent vectors: determinant is zero!
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)!
2 Errors 37 Warnings
ERROR[levelpack req\Copy of rep_inf_ep3_officer.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
ERROR[levelpack req\Copy of rep_inf_ep3_officer.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
[continuing]
ERROR[levelpack req\rep_inf_ep3_officer.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
ERROR[levelpack req\rep_inf_ep3_officer.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
[continuing]
4 Errors 0 Warnings
WARNING[PC_modelmunge msh\nab2_prop_statue04.msh]:nab2_prop_statue04 has 1074 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\nab_inf_nabooguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\nab_inf_nabooguard.msh]:nab_inf_nabooguard has 1232 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
-
Hebes24
- Sith Master

- Posts: 2594
- Joined: Sat Jun 03, 2006 5:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: In An Epic Space Battle!
- Contact:
RE: commando issues
The no collision geometry doesn't seem to affect anything (at least, it never has for me) the other errors is what you need to worry about.
-
t551
- General

- Posts: 791
- Joined: Sat Jul 16, 2005 3:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: commando issues
No unit model has collision geometry, except for cloth collision.
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: commando issues
The Commando is MAJORLY over the poly limit, so it takes forever to munge. On my 2ghz machine it takes 90+ minutes. My suggestion, hit munge before you go to sleep, then wake up to a munged model.
-
Darth_Z13
- Jedi High Council

- Posts: 2275
- Joined: Sat Jun 17, 2006 9:51 am
- xbox live or psn: Xanthius Wylon
- Location: Canada
RE: commando issues
All right. I've uploaded the maj.lvl file to filefront. Download it, put it in your maps's sides folder and load it in the LUA. If that doesn't work then... I don't know. http://files.filefront.com/majlvl/;5508 ... einfo.html
-
Hebes24
- Sith Master

- Posts: 2594
- Joined: Sat Jun 03, 2006 5:15 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: In An Epic Space Battle!
- Contact:
RE: commando issues
My commando only took about 5 minutes to munge. Wierd. (it OWNS :twisted:). Thanks Majin'
Hmm. Maybe it's because I had already tried munging before.... (with no results.)
Off-topic: How do you get a signature to appear? I know you need to make one in the profile, and check the box to attach it in the post, but it never works for me.
Hmm. Maybe it's because I had already tried munging before.... (with no results.)
Off-topic: How do you get a signature to appear? I know you need to make one in the profile, and check the box to attach it in the post, but it never works for me.
-
Ipodzanyman
- Sith

- Posts: 1304
- Joined: Fri Feb 03, 2006 12:16 am
- Contact:
RE: commando issues
My computer isn't slow and it takes about 1-2 hours munging......But, valiant, I think you just need to try again and wait for it to munge 30-45 minutes. Slower computers may require over an hour (mine's pretty good).
-
Syth
- General

- Posts: 784
- Joined: Thu Apr 13, 2006 8:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: happy fun island
RE: commando issues
ha, I had a similar problem. I had the below error too.
The game doesnt understand how to texure the model (probally cause the high poly) so you have to add the texure commands in its req.
This is my clone_commando.req
ERROR[levelpack req\maj_inf_clone_commando.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
ucft <--
ERROR[levelpack req\maj_inf_clone_commando.req]:Expecting bracket, but none was found.
File : munged\pc\rc_inf.model.req(1)...
The game doesnt understand how to texure the model (probally cause the high poly) so you have to add the texure commands in its req.
This is my clone_commando.req
ucft
{
REQN
{
"class"
"maj_inf_clone_commando"
}
REQN
{
"texture"
"ammocan"
}
REQN
{
"texture"
"comammo"
}
REQN
{
"texture"
"comhands"
}
REQN
{
"texture"
"comhelm"
}
REQN
{
"texture"
"compack"
}
REQN
{
"texture"
"comset"
}
REQN
{
"texture"
"comshells"
}
REQN
{
"texture"
"comtorso"
}
}
-
Jawa_Killer
- Brigadier General

- Posts: 629
- Joined: Thu Jun 23, 2005 6:06 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: commando issues
for our coruscant map i munged over 6 hours...............!
