Cant munge my side with swbf2.

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Yatem
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Cant munge my side with swbf2.

Post by Yatem »

I've been trying to make a side mod that replaces the skins for the ep1 clones with my own but I've encountered some problems. I've been following this guide, http://www.gametoast.com/viewtopic.php?f=27&t=3726 but my mod tools doesn't have a Data_ABC folder, so I cant edit the code that the tut told me to. Then when I try to munge the side the munge section in visualmunge is greyed out. Any help would be much appreciated.
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Re: Cant munge my side with swbf2.

Post by AceMastermind »

You need to create a new project before following the tutorial, the guide uses ABC as the 3 character modID but it could be whatever 3 characters you want. If you don't know how to start a new project then read the Getting_Started.doc that shipped with the modtools.
Yatem
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Re: Cant munge my side with swbf2.

Post by Yatem »

AceMastermind wrote:You need to create a new project before following the tutorial, the guide uses ABC as the 3 character modID but it could be whatever 3 characters you want. If you don't know how to start a new project then read the Getting_Started.doc that shipped with the modtools.
Thanks, I've started a new map and all that but when I try to open zero-edit it gives me a runtime error. Is this a common endurance and is there an easy fix?
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Re: Cant munge my side with swbf2.

Post by AceMastermind »

There is no definitive solution to the runtime error. You can start here and read through the rest of the thread to see if anything in there works for you.
Yatem
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Re: Cant munge my side with swbf2.

Post by Yatem »

AceMastermind wrote:There is no definitive solution to the runtime error. You can start here and read through the rest of the thread to see if anything in there works for you.
I've tried a bunch of things on that page but my zero-edit still wont start. Is there any way to just replace the textures of the rep side in the swbf2 files so that the side changes universally instead of just on one map?
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Re: Cant munge my side with swbf2.

Post by MileHighGuy »

You don't need to touch the zeroeditor for what you want to do, thats just for editing the map physically. The unedited one will do fine. You just want to use your map to munge (compile) a modified REP side and place the new REP.lvl from your munged map in your games Data/lvl_pc/SIDE/ directory.
Yatem
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Re: Cant munge my side with swbf2.

Post by Yatem »

MileHighGuy wrote:You don't need to touch the zeroeditor for what you want to do, thats just for editing the map physically. The unedited one will do fine. You just want to use your map to munge (compile) a modified REP side and place the new REP.lvl from your munged map in your games Data/lvl_pc/SIDE/ directory.
Alright, so I have munged the map but when I look at the map in the addon folder the lvl_pc folder is empty. I did everything you said but is there anything I still need to do? Also Thanks for your reply.
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Re: Cant munge my side with swbf2.

Post by [Padawan]Helkaan »

The VisualMunge tool you need to use is known for having troubles running on Windows Vista/7/8.

-If after clicking on "Munge", the munge process does actually works and takes several seconds, then the .lvl files may just have been copied to the wrong location. Go to C:\Users\<username>\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData\Addon and check whether your .lvl files are there. If they are, copy them to the "real" addon folder the SWBF2 directory.

-If you think the munge process went really too fast and something wrong happened, you need to apply the MungeFix.
BTW - I recommend installing manually the .bat files from the munge fix, by copying them over the existing ones. (Remember to backup the originals!)
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Re: Cant munge my side with swbf2.

Post by MileHighGuy »

Yatem wrote:
MileHighGuy wrote:You don't need to touch the zeroeditor for what you want to do, thats just for editing the map physically. The unedited one will do fine. You just want to use your map to munge (compile) a modified REP side and place the new REP.lvl from your munged map in your games Data/lvl_pc/SIDE/ directory.
Alright, so I have munged the map but when I look at the map in the addon folder the lvl_pc folder is empty. I did everything you said but is there anything I still need to do? Also Thanks for your reply.
Are you following the custom side tutorial? It should be fine if you copied the common and rep folders from the assets to your project and added a dc: to ReadDataFile("SIDE\\rep.lvl" (in your maps lua file) so it becomes ReadDataFile("dc:SIDE\\rep.lvl"
Also be sure to specify the side you are munging in the visual munge exe.
Yatem
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Re: Cant munge my side with swbf2.

Post by Yatem »

Alright, Visualmudge is now working but when I copy the .lvl files of the modified side to the lvl_pc folder, the game crashes.
MileHighGuy
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Re: Cant munge my side with swbf2.

Post by MileHighGuy »

run the game from the bf2_modtools.exe (should be moved to the game's gamedata folder) and post the bf2log.txt file it generates when it crashes. You can't change any odf filenames for the replacement .lvl to work.
Yatem
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Re: Cant munge my side with swbf2.

Post by Yatem »

I tried that but when I try to launch the Bf2_modtools it gives me a prompt to "insert CD 1." I have my bf2 game disk in but in still wont let me launch it. Also thanks everyone for all the help so far.
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Re: Cant munge my side with swbf2.

Post by MileHighGuy »

you probably have the dvd version. go here to get the dvd modtools exe

https://sites.google.com/site/swbf2modt ... roFiledump
Yatem
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Re: Cant munge my side with swbf2.

Post by Yatem »

Oh wow, thanks! Didn't even think to look for a DVD version, anyway here is the log
Hidden/Spoiler:
[code] Opened logfile BFront2.log 2014-06-13 2308
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\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
num, Selection = 1 table: 0597494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 0597494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 6
EraSelection.subst = c era_c
play movie cor1 200 , 300 510 x 400

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = nil
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode2
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode5
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode6
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = false
Adding map: geo1c_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found [/code]
MileHighGuy
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Re: Cant munge my side with swbf2.

Post by MileHighGuy »

Is this in a stock map? make sure you did not change the common side under the games lvl_pc folder. If this is your own map, looks like you need to copy the common side from assets to your project. Be sure to select the everything option under sides, in the visual munge exe.

The mod you want to make is really easy, its just learning to mod can be hard.
Yatem
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Re: Cant munge my side with swbf2.

Post by Yatem »

The map that I was testing was just stock geonosis and I didn't mess with anything but the rep side. Also should I copy the rep and the repshell into the lvl_pc/side or just the rep. Thank you for helping me out with my first mod.
MileHighGuy
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Re: Cant munge my side with swbf2.

Post by MileHighGuy »

only the rep is needed. What exactly have you modified so far? I need to know to help find the source of the crash
Yatem
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Re: Cant munge my side with swbf2.

Post by Yatem »

I made a new map, copied the common folder and the rep folder into the sides folder and modified the textures for republic files named : sharpshooter, trooper, arc trooper, arc trooper pack, arc trooper pack red, medic and htrooper. I then mudged the map selecting Everything. Then I went into the BAT(my map) folder and copied the rep.lvl into gamedata/data/lvl_pc/side.
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Re: Cant munge my side with swbf2.

Post by MileHighGuy »

did you make sure to save the tga textures with RLE compression OFF?
Yatem
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Re: Cant munge my side with swbf2.

Post by Yatem »

I did and it seems they all work fine in msh viewer.
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