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Object question

Posted: Fri Mar 18, 2011 3:30 pm
by Dakota
ok i got a problem. on any mod i make this happens. when i add objects to the map in zero editor they either don't show up or it crashes. this only happens to planetary objects (like some rocks from geonosis or a cave from hoth) and not with the objects in the common folder (like health driods and ammo driods and vehecals spawns). this happens on alot of mods i make if anyone else can tell me if i have to add something to luas, reqs, odfs, ETC. please tell me. thank you for any help u can offer.
Hidden/Spoiler:
no munge or bf log is due to the fact this isn't just one mod so i just don't have one to add right now. if u really need to see one i can generate one with one of my latest attempts at modding where this happened.

Re: object question

Posted: Fri Mar 18, 2011 3:53 pm
by CressAlbane
An error log would still be nice, also please post one of the LUAs, your data template luas might be wrong somehow.

Re: object question

Posted: Fri Mar 18, 2011 4:59 pm
by CalvaryCptMike
Did you put the objects into your data_ABC\Worlds\ABC\Msh and ODF folders?

Or are you placing them from the assets folder.

Re: object question

Posted: Fri Mar 18, 2011 9:04 pm
by Dakota
CalvaryCptMike wrote:Did you put the objects into your data_ABC\Worlds\ABC\Msh and ODF folders?

Or are you placing them from the assets folder.
yes i am, i put them in the folders for msh, odf, effects, and one other spot.
Hidden/Spoiler:
I am working on getting the munge log, for some reason my munge isn't producing one right now so i'll fix that soon and post it.

Re: Object question

Posted: Sat Mar 19, 2011 5:33 am
by DarthD.U.C.K.
the errorlog is more important than the mungelog. its the bfront2.log created by the bf_modtools.exe for more information about it visit the everythingyouneedthread.

Re: Object question

Posted: Sat Mar 19, 2011 10:35 am
by Dakota
ok i got the munge log again so i'll post it now
Hidden/Spoiler:
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

soundflmunge.exe : Error : Unable to open file ..\gcw\streams\PlayerCommands_vo\AI1COM474.wav - while munging C:\BF2_ModTools\data_DHM\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_DHM\Sound\global\all_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\all_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\all_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\all_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\cis_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\cis_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\cis_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\cis_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\cor_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\Sound\global\cor_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav - while munging C:\BF2_ModTools\data_DHM\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to open file ..\cw\streams\mxCISCor01_Act01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_DHM\Sound\global\cw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\cw_music.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\dea_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\dea_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\des_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\des_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\fel_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\fel_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\gam_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\Sound\global\gam_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav - while munging C:\BF2_ModTools\data_DHM\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to open file ..\gcw\streams\mxAllDag01_Amb01_lp.wav, format may be invalid - while munging C:\BF2_ModTools\data_DHM\Sound\global\gcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\gcw_music.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\geo_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\geo_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\global_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\global_vo_quick.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\global_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\global_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\gun_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\gun_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\hot_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\hot_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\imp_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\imp_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\imp_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\imp_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\kam_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\kam_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\KAS_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\KAS_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\mus_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\mus_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\myg_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\myg_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\nab_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\nab_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\pol_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\pol_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\rep_unit_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\rep_unit_vo_quick.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\rep_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\rep_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\spa1_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\spa1_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\tan_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\tan_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\uta_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\uta_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\wok_unit_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\wok_unit_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\wok_vo_quick.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\wok_vo_quick.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\global\yav_objective_vo_slow.stm - while munging C:\BF2_ModTools\data_DHM\Sound\global\yav_objective_vo_slow.stm
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging C:\BF2_ModTools\data_DHM\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_DHM\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_DHM\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file streams\shell_closing.wav - while munging C:\BF2_ModTools\data_DHM\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_DHM\Sound\shell\shell_music.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\shell\shell_music.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\shell\shell_vo.stm
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\shell\shell_vo.stm - while munging C:\BF2_ModTools\data_DHM\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_DHM\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_DHM\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\shell\shell_ui.st4 - while munging C:\BF2_ModTools\data_DHM\Sound\shell\shell_ui.st4
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_DHM\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_DHM\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_DHM\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_DHM\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_DHM\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_DHM\Sound\shell\shell.sfx
errorlog/bfront2.log, i just usally call it errorlog
Hidden/Spoiler:
Opened logfile BFront2.log 2011-03-18 1726
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\HB2\data\_LVL_PC\shell.lvl
Mission Checker: Entered addme
Mission Checker: Someone else is already listening...
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
this.CurButton = nil
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
this.CurButton = check_mode6
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 040CFA20
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: DHM<A>_<B>
The key, value is: bSelected 1
The key, value is: era_c 1
The key, value is: mode_con_g 1
The key, value is: mode_eli_g 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 03CC6B4C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: DHMc_con idx: 1
gMapEras.key = era_g Era = era_g subst = g
Adding map: DHMg_con idx: 2
Adding map: DHMg_eli idx: 3
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: Found user_script_1.lvl

Message Severity: 3
.\Source\LoadUtil.cpp(1010)
Data in data\_lvl_pc\user_script_1.lvl is not a binary UCF file.

Message Severity: 3
.\Source\LuaScript.cpp(435)
Script file user_script_1 not found
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value. This fixes the Leia bug.
user_script_10: No user_script_11.lvl. Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk imp_bldg_boxturret in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\DHM\Data\_lvl_pc\SIDE\tur.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\tur.lvl

uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_anakin
utility_functions2: ReadDataFile(): This map's code, mode: dhm dhm_conquest

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "imp_bldg_boxturret_exp" missing effect "spa_sfx_turret_exp"

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "imp_weap_bldg_boxturret_exp" missing effect "spa1_sfx_weap_laser_exp_lg"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [31a68a09] has no hardpoint 'hp_light_6' [b65abda4]

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 33

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 34

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 35

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

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 36

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

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 37

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 38

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

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 39

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=67b76514: trying to replace "imp_bldg_boxturret" with "imp_bldg_boxturret1"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 40

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

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 41

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 42

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

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 43

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=6ab769cd: trying to replace "imp_bldg_boxturret" with "imp_bldg_boxturret2"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 44

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

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "MountedTurret" is full; raise count to at least 45

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 380

Message Severity: 2
.\Memory\RedMemory.cpp(634)
Allocating 36399636 bytes attempt failed - no free blocks left in Heap 5 (Runtime)

Message Severity: 3
.\Memory\RedMemory.cpp(538)
Allocating 36399636 bytes failed - no free blocks left in Heap 5 (Runtime)

I also found another problem i had once before, the dreaded Heap 5, red memory thing. (is there an offical term?)



This is the LUA for the CW era which is the one i have been testing/using/attempting to use.

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"}



--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: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(1000000)
SetMaxPlayerFlyHeight (1000000)

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_fly_greviousfighter")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"imp_bldg_boxturret")

SetupTeams{
rep = {
team = REP,
units = 200,
reinforcements = 200,
special = { "rep_inf_ep3_jettrooper",10, 100},

},
cis = {
team = CIS,
units = 200,
reinforcements = 200,
special = { "cis_inf_droideka",10, 100},
}
}

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:DHM\\DHM.lvl", "DHM_conquest")
ReadDataFile("dc:DHM\\DHM.lvl", "DHM_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("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

Re: Object question

Posted: Sat Mar 19, 2011 10:56 am
by DarthD.U.C.K.
you can also edit your posts if you click the edit button.

Code: Select all

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk imp_bldg_boxturret in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\DHM\Data\_lvl_pc\SIDE\tur.lvl

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "imp_bldg_boxturret_exp" missing effect "spa_sfx_turret_exp"

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "imp_weap_bldg_boxturret_exp" missing effect "spa1_sfx_weap_laser_exp_lg"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_fly_greviousfighter.odf"
im not sure whether these errors crash the map but you should fix them
about the redmemoryerror, it sounds like your map is rather resourceintensive, that could also crash it.

Re: Object question

Posted: Sat Mar 19, 2011 11:23 am
by Dakota
DarthD.U.C.K. wrote:you can also edit your posts if you click the edit button.

Code: Select all

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk imp_bldg_boxturret in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\DHM\Data\_lvl_pc\SIDE\tur.lvl

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "imp_bldg_boxturret_exp" missing effect "spa_sfx_turret_exp"

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "imp_weap_bldg_boxturret_exp" missing effect "spa1_sfx_weap_laser_exp_lg"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "cis_fly_greviousfighter.odf"
im not sure whether these errors crash the map but you should fix them
about the redmemoryerror, it sounds like your map is rather resourceintensive, that could also crash it.
i tryed the edit button but only 60000 characters fit in a message. also i think i'll check for the effects for the turret. also how would i fix the cis bombber thing, i have the spawn point in the map is there something else i need. and also the map is hugh so far so i guess it is resource intensive with it being about 5000x5000 (i like hugh maps for some reason) but the size never crashed it before up untill i added some objects (the geonosis great spire and hanger from bf1, a hoth cave exit and natural cave, some box turrets, the hoth echo base hanger, and some vehecal spawn points).

Re: Object question

Posted: Sat Mar 19, 2011 11:26 am
by DarthD.U.C.K.
i guess the size causes the rememory-error but maybe thats no crashing the map.
do you have the cis_fly_greviousfighter reqs and odfs set up properly in your cisside?

Re: Object question

Posted: Tue Apr 05, 2011 6:52 pm
by Dakota
DarthD.U.C.K. wrote:i guess the size causes the rememory-error but maybe thats no crashing the map.
do you have the cis_fly_greviousfighter reqs and odfs set up properly in your cisside?
i would think so, i haven't changed the odfs or reqs any except for setting it to load in the lua, it was already in the reqs for stock... at least i think it was. let me check.

edit: ok i checked and it is there. i think the objects might have something to do with this, it only crashes when i have objects in it. it is the same thing on all my maps.

Re: Object question

Posted: Wed Apr 06, 2011 3:12 pm
by CressAlbane
Some stuff I feel like correcting:
-In your vehicle spawn, you need to write "cis_fly_greivousfighter", not "cis_fly_greivousfighter.odf." Or you wrote this same switch in your lua somewhere.
-When munging, you don't need to select all of the munge options. Sound and Shell don't need to be selected 90% of the time.
-This code might make it unable for players to spawn if you haven't changed the droideka/jettrooper odfs to remove "PointsToUnlock = "12.""

Code: Select all

cis = {
team = CIS,
units = 200,
reinforcements = 200,
special = { "cis_inf_droideka",10, 100},
}

Re: Object question

Posted: Wed Apr 06, 2011 3:36 pm
by Dakota
CressAlbane wrote:Some stuff I feel like correcting:
-In your vehicle spawn, you need to write "cis_fly_greivousfighter", not "cis_fly_greivousfighter.odf." Or you wrote this same switch in your lua somewhere.
-When munging, you don't need to select all of the munge options. Sound and Shell don't need to be selected 90% of the time.
-This code might make it unable for players to spawn if you haven't changed the droideka/jettrooper odfs to remove "PointsToUnlock = "12.""

Code: Select all

cis = {
team = CIS,
units = 200,
reinforcements = 200,
special = { "cis_inf_droideka",10, 100},
}

for the cis bomber- ok i didn't know that thanks
for the munging all things- i only do that sometimes, like when it is crashing just to see if it helps
for the driodeka- i already had it changed in the driodeka odf