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Converting the Jedi Starfighter from SWBFI
Posted: Thu Jun 15, 2006 2:11 pm
by Darth-Derkie
I'm trying to get the Jedi Starfighter in-game, but it doesn't spawn.
Mungelog:
ERROR[levelpack req\rep_fly_jedifighter.req]:Could not open munged\pc\rep_fly_jedifighter.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_jedifighter.req]:Could not open munged\pc\rep_fly_jedifighter.anims for input. DOS reports:
No such file or directory
2 Errors 0 Warnings
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_fly_jedifighter.lvl.req(1)...
ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_fly_jedifighter.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
BFront2.log:
Message Severity: 3
.\Source\LoadUtil.cpp(1002)
Data in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl is not a binary UCF file.
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_gunship in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_jedifighter in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl
RE: Converting the Jedi Starfighter from SWBFI
Posted: Thu Jun 15, 2006 2:48 pm
by fat_walrus
1)It doesn't have an animation file
2) You're missing a bracket somewhere in your req
3) Dunno
4) you don't have the rep_fly_gunship chunk, make one or copy it.
5) You're again missing a chunk, this time it's the rep_fly_jedifighter.
RE: Converting the Jedi Starfighter from SWBFI
Posted: Thu Jun 15, 2006 3:02 pm
by Kyross
I had a nice post typed up about howyou might be able to fix this but then it got deleted. So you'll have to wait until I feel like typing it again.
Posted: Thu Jun 15, 2006 3:08 pm
by Darth-Derkie
Is a bracket a "}" ? I think I have everything placed right:
rep.req:
Code: Select all
ucft
{
REQN
{
"lvl"
"rep_fly_gunship"
"rep_fly_jedifighter"
}
}
rep_fly_jedifighter.req:
Code: Select all
ucft
{
REQN
{
"class"
"rep_fly_jedifighter"
}
}
Kyross wrote:I had a nice post typed up about howyou might be able to fix this but then it got deleted. So you'll have to wait until I feel like typing it again.
I hope it's going to be soon

Posted: Fri Jun 30, 2006 4:32 pm
by Darth-Derkie
Can someone help me with this? I think Teancum made a space map with a Jedi Starfighter in it.
Posted: Fri Jun 30, 2006 4:38 pm
by MasterSkywalker
I also got the Delta-7 JFS back in-game. Just copy the files from the SWBF1 assets and then tweak the SWBF1 ODF a bit, but copying stuff over from the Eta-2 Actis Jedi Starfighter (rep_fly_anakinstarfighter_sc).
Posted: Fri Jun 30, 2006 5:17 pm
by Darth-Derkie
Thanks, that worked. Now I need to figure out how to get those rolls faster...
Posted: Sat Jul 01, 2006 4:20 am
by busterkinkade
Sorry, but could you also try to change its skin for me? For some reason when I tried to change its skin it didn't work.
Posted: Sat Jul 01, 2006 5:09 am
by MasterSkywalker
Darth Derkie:
If it can help you, here is my SWBFII Delta-7 JFS ODF and everything works, even the cockpit works
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "rep_fly_jedifighter.msh"
[Properties]
FLYERSECTION = "BODY"
VehicleType = "fighter"
MapTexture = "jedi_starfighter_icon"
HealthTexture = "HUD_rep_jedistarfighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
GeometryName = "rep_fly_jedifighter"
AnimationName = "rep_fly_jedifighter"
FirstPerson = "REP\repjedfi;rep_1st_cockpit_jedistarfighter"
FirstPersonFOV = "65"
CollisionScale = 1.5
CollisionThreshold = 5.0
MaxHealth = 1800.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"
PilotSkillRepairScale = 0.04
Acceleraton = 30.0
MinSpeed = 20.0
MidSpeed = 45.0
MaxSpeed = 72.0
//StrafeSpeed = 6.5
//StrafeRollAngle = 0.1
PitchRate = 1.00 // 1.75
PitchFilter = 2.90 // 2.75
TurnRate = 1.25 // Max turn //3.25 mouse!
TurnFilter = 5.75 // Speed of turn //5.75 mouse!
BankAngle = 0.9 // 0.9
BankFilter = 2.0 // 2.5
LevelFilter = 2.0 // 5.0
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
CockpitTension = 25
TakeoffTime = 0.5
TakeoffSpeed = 3.0
LandingTime = 0.5
LandingSpeed = 5.0
TakeoffHeight = 2.5
LandedHeight = 1.1
EyePointCenter = "0.0 1.0 -2.0"
TrackCenter = "0.0 1.0 -2.75"
TrackOffset = "0.0 2.5 8.0"
// = "0.0 0.0 5.0"
TiltValue = "5.0"
AimTension = "8.0"// 20 how much the reticule swims
MoveTension = "5.0"// 4.25 how much swim the craft has from the center of the screen
TerrainCollision = "p_spherefront1"
TerrainCollision = "p_spherefront2"
TerrainCollision = "p_spherefront3"
BuildingCollision = "p_spherefront1"
BuildingCollision = "p_spherefront2"
BuildingCollision = "p_spherefront3"
VehicleCollision = "p_spherefront1"
VehicleCollision = "p_spherefront2"
VehicleCollision = "p_spherefront3"
WEAPONSECTION = 1
WeaponName = "rep_weap_fly_jedifighter_cannon"
WeaponAmmo = 0
AimerNodeName = "hp_gun_2"
NextAimer = "-"
AimerNodeName = "hp_gun_4"
WEAPONSECTION = 2
WeaponName = "rep_weap_fly_jedifighter_missile"
WeaponAmmo = 5
AimerNodeName = "hp_gun_1"
NextAimer = "-"
AimerNodeName = "hp_gun_3"
PilotPosition = "hp_active"
PilotAnimation = "drive"
IsPilotExposed = "0"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_fly_jedifighter_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_fly_jedifighter_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_fly_jedifighter_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
ThrustEffect = "com_sfx_exhaust_jedistarfighter"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "0.7368 -0.3585 -2.4618"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"
ThrustEffect = "com_sfx_exhaust_jedistarfighter"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "-0.7368 -0.3585 -2.4618"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.7368 -0.3585 -2.4618"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.7368 -0.3585 -2.4618"
ContrailEffectMinSpeed = "0.2"
ContrailEffectMaxScale = "0.8"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.7368 -0.3585 -2.4618"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.2"
ContrailEffectMaxScale = "1.8"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.7368 -0.3585 -2.4618"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinSpeed = "1.2"
ContrailEffectMaxScale = "1.8"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"
//DamageStartPercent = 19.0
//DamageStopPercent = 0.0
//DamageEffect = "vehicleflame"
//DamageEffectScale = 1.0
//DamageInheritVelocity = 0.75
//DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"
//ExplosionCritical = "rep_fly_jedifighter_exp"
ExplosionDestruct = "rep_fly_jedifighter_exp"
EngineSound = "rep_fly_jedifighter_engine_parameterized"
TakeoffSound = "r2_take_off"
LandSound = "r2_land"
HurtSound = "r2_damage"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "r2_turn_on"
TurnOffSound = ""
TurnOffTime = ""
TurningOffSound = "r2_turn_off"
Music = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
FoleyFXGroup = "metal_foley"
BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15
//SOUNDS*******************8
VOUnitType = 128
EngineSound = "rep_fly_anakinfighter_engine_parameterized"
TakeoffSound = "rep_fly_anakinfighter_take_off"
LandSound = "rep_fly_anakinfighter_land"
HurtSound = "r2_damage"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "rep_fly_anakinfighter_turn_on"
TurnOffSound = "rep_fly_anakinfighter_turn_off"
TurnOffTime = "1.5"
TurningOffSound = "rep_fly_anakinfighter_airbrakes_off"
Music = ""
CISMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
FoleyFXGroup = "metal_foley"
BoostSound = "rep_fly_anakinfighter_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_anakinfighter_shift_up_high_property 0.15 1"
BoostSound = "rep_fly_anakinfighter_shift_up_property 0.53 1"
BoostSound = "rep_fly_anakinfighter_shift_up_high_property 0.66 1"
BoostSound = "rep_fly_anakinfighter_shift_down_property 0.17 0"
BoostSound = "rep_fly_anakinfighter_shift_down_property 0.41 1"
BoostSound = "rep_fly_anakinfighter_shift_down_high_property 0.9 0"
TrickSound = "rep_fly_anakinfighter_roll" //Played when the flyer performs a roll
FlipSound = "rep_fly_anakinfighter_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//Acceleraton = 50.0
//MinSpeed = 35.0 .21
//MidSpeed = 80 .47
//MaxSpeed = 105 .62
//BoostAcceleration = 80.0
//BoostSpeed = 170.0
// ***************************************************************************************
EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30
FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0
PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0
BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
EyePointOffset = "0.0 1.0 -2.0"
TrackCenter = "0.0 0.0 0.0"
//TrackOffset = "0.0 2.5 8.0"
TiltValue = "5.0"
AimTension = "20.0"
MoveTensionX = "3.7"
MoveTensionY = "3.2 15.0"
MoveTensionZ = "4.25"
BlurEffect = 0.9
BlurStart = 40.0
FOVEffect3rd = 90
FOVEFFectMinCamOffset3rd = "0.0 3.0 12.0"
FOVEFFectMaxCamOffset3rd = "0.0 6.0 -18.0"
FOVEffect1st = 90
Acceleraton = 50.0
MinSpeed = 35.0
MidSpeed = 80
MaxSpeed = 105
BoostAcceleration = 80.0
BoostSpeed = 170.0
TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48
busterkinkade: I looked through the tga files of thr REP side but was unable to find a tga file for the Delta-7 JFS, but maybe you can find a proper skin in the SWBF1 assets.
Posted: Sat Jul 01, 2006 4:19 pm
by busterkinkade
The skin is in the PC folder of the rep msh folder, however, I change that skin then munge it and the skin on the model ingame hasn't changed for some reason, could you try that and see if it changes the skin. Oh, one more thing, for some reason I can change its lowrez skin, but not the normal skin, it just seems odd.
Posted: Sun Jul 02, 2006 10:28 am
by MasterSkywalker
I had the same trouble with the normal Battledroid. Look in the Delta-7 or Eta-2 JFS odf (whatever your editing) and then change the OverrideTexture command to (example) rep_fly_jedifighter_new (whatever the name of your tga file is)
.
Posted: Sun Jul 02, 2006 11:21 am
by busterkinkade
Ah, what happens if they don't have an override texture?
Posted: Sun Jul 02, 2006 12:22 pm
by MasterSkywalker
Just make one

Put in the OverrideTexture = "(example)rep_fly_jedifighter" line in your ODF and normally you should be able to see your new skin ingame.
Posted: Mon Jul 03, 2006 11:58 am
by busterkinkade
Could you try that then and see if it works?
Posted: Mon Jul 03, 2006 12:07 pm
by Teancum
MasterSkywalker wrote:Just make one

Put in the OverrideTexture = "(example)rep_fly_jedifighter" line in your ODF and normally you should be able to see your new skin ingame.
Nope -- that is wrong. The model has to have an override_texture setup inside the model itself. No vehicles have it, and some infantry units don't either.
Posted: Mon Jul 03, 2006 2:18 pm
by MasterSkywalker
Oops

, but I couldn't think of another way to insert it into the game. If you converted the SWBF1 model I guess you will need to edit the SWBF1 texture to get your custom texture show ingame (don't know if it was the same as the SWBFII texture, but I will try it out if you want).
Any luck?
Posted: Thu Jul 06, 2006 10:48 am
by busterkinkade
Any luck? Have you got it to work?