Things not being found.

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Dakota
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Things not being found.

Post by Dakota »

i got these errors even though all of the aimers are .mshes are in the folders, both sides and the common and the tur side for the turrets.
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1641)
Mounted turret "laserturret TURRET1" node "aimer_gun" not found





Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1641)
Mounted turret "tur_ball TURRET1" node "main_cylinder" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1641)
Mounted turret "tur_ball TURRET1" node "turret" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "tur_ball TURRET1 WEAPON1" mount node "turret" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(711)
Aimer "tur_ball TURRET1 WEAPON1" barrel node "barrel" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(753)
Aimer "tur_ball TURRET1 WEAPON1" fire node "hp_fire" is not a child of aimer node




Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "brick" missing geometry "brick"
please help, i checked the build folder and the things were munged but yet they aren't working right. the brick and laser turret crash and the ball turret doesn't turn yet it can attack and aim but the turret body won't turn with the aimer. i've manually cleaned and the msh.options have the stuff in them that i need. the brick is simply a box i made in xsi so i could build with it ingame. the brick only started messing up after i redid it in xsi, i had it done but i had it turned the wrong way so i instead of using rotate i remade the brick and set it so that it was the right way.

please help and tell if you need more information.
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DarthD.U.C.K.
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Re: Things not being found.

Post by DarthD.U.C.K. »

can you please post the turret odf and msh.option, and it would be best to have an image of the turrets hieararchy in xsi too.
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Dakota
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Re: Things not being found.

Post by Dakota »

DarthD.U.C.K. wrote:can you please post the turret odf and msh.option, and it would be best to have an image of the turrets hieararchy in xsi too.
i just fixed the brick dispenser but i'm wondering how to put more than 6, i have it set up as a turret right now and the limit set to 50 but only 6 things can be dispensed at a time when it comes to them. i need to know how to set it up so i can dispense more, like with mines. would i set it up as a mine, would it stick to other bricks, could i stack them, would it have collision?

oh and about that quote...

heres the msh.option and the turret odf.

odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "portableturret"
GeometryName = "laserturret.msh"

[Properties]

Pilottype = "self"
BUILDINGSECTION = "BODY"

RespawnTime = "999999.9"
MapScale = "1.0"

HealthTexture = "HUD_enclosedturret_icon"

GeometryName = "laserturret"
ExplosionName = "tur_bldg_chaingun_exp"

MaxHealth = "2500.0"

BUILDINGSECTION = "TURRET1"

Pilottype = "self"

ForceMode = 1

TurretNodeName = "aimer_gun"

PitchLimits = "-30 75"
YawLimits = "-180 180"

PitchTurnFactor = "0.0"

EyePointOffset = "0.0 1.5 1"
TrackCenter = "0.0 0.65 -2.0"
TrackOffset = "0.0 0.5 1.5"
TiltValue = "5"

ThirdPersonFOV = "65"
WeaponName = "laser"
WeaponAmmo = "0"

MaxTurnSpeed = "5.0"
MaxPitchSpeed = "5.0"
//PitchRate = "2.0"
//TurnRate = "5.0"
PCMaxPitchSpeed = "5.0"
PCMaxTurnSpeed = "5.0"

//PilotPosition = "hp_active"
//Pilot9Pose = "minigun_9pose"
//FirstPerson = "com\comgntrt;com_1st_weap_gunturret"

//AimerNodeName = "aimer_gun"
MaxTurnSpeed = "2.85"
MaxPitchSpeed = "0.75"
AimerPitchLimits = "-30.0 75.0"
AimerYawLimits = "-180.0 180.0"

FirePointName = "hp_fire"

NextAimer = "-"
AimerNodeName = "hp_fire1"

TurretYawSound = "turret_whir_yaw_lp defer"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp defer"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip defer"
TurretDeactivateSound = ""
TurretStartSound = ""
TurretStopSound = ""

DamageStartPercent = 70.0
DamageStopPercent = 30.0
DamageEffect = "com_sfx_vehiclesmoke"
DamageAttachPoint = "hp_damage"

DamageStartPercent = 40.0
DamageStopPercent = 0.0
DamageEffect = "com_sfx_vehicleflame"
DamageAttachPoint = "hp_damage"

\\ ----- COLLISION -----

vehiclecollision = "collision"

Soldiercollision = "collision"

Ordnancecollision = "collision"
option
Hidden/Spoiler:
-keep aimer_gun
i'll get the picture in a moment.

Edit: here it is.
Hidden/Spoiler:
Image

EDIT2: ok i tested the brick as a grenade but it caused it to not have collision and also to turn 90 degrees when it landed. is it even possible to make a dispenseable that you can place more than 6 of and then still have collision. mines don't have collision do they... and i know that grenades don't so does anyone know something that can, maybe like a powerup thing but without the powerup, but that doesn't have collision either.....
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DarthD.U.C.K.
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Re: Things not being found.

Post by DarthD.U.C.K. »

your turretodf is a little weird.
you set aimer yaw and pitchlimitsfor an aimer, but no aimer and then a second aimer without any rotationlimits.
if you simply want one rotatingbase with two cannons, set the hp_fires up as barrels. this thread should help you, it explains exactly what every single line does.
also, where are the hp_fires in your hierarchy? before exporting the model, make sure to "freeze m"odeling of the objects to get rid of the texture supports or the Uv will be messed up ingame.

about the brick...there was a dispensable barricade in christmas in jingling town (of which the assets were released), you could take a look at that.
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Dakota
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Re: Things not being found.

Post by Dakota »

DarthD.U.C.K. wrote:your turretodf is a little weird.
you set aimer yaw and pitchlimitsfor an aimer, but no aimer and then a second aimer without any rotationlimits.
if you simply want one rotatingbase with two cannons, set the hp_fires up as barrels. this thread should help you, it explains exactly what every single line does.
also, where are the hp_fires in your hierarchy? before exporting the model, make sure to "freeze m"odeling of the objects to get rid of the texture supports or the Uv will be messed up ingame.

about the brick...there was a dispensable barricade in christmas in jingling town (of which the assets were released), you could take a look at that.
i had the aimers and firepoints set up like i did in my missile turret that worked fine, i did it after looking at the driod starfighters weapons, but maybe that link could help, i'll check it out.

also the hp_fires are in the cylinders, i didn't expand them because it wouldn't fit on the screen that well. i did freeze transforms before i exported but what do you mean by freezing the modeling of the objects to get rid of the texture supports?

also i have the jinglin' town map and when i played it there is a limit of how many you can put out and its not like when you put out a turret another one blows up type (that happens but only if one person is dispensing it) i was online we were having a snowball fight and we were all making forts, one guy put his limit of walls down but then when i tried it would stop dispensing, just nothing comes. i wonder why that is, maybe they take up more resources than mines and grenades because of their collision and other things.

EDIT: still nothing fixed...
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