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Editing stock maps as part of era mod troubles.

Posted: Tue Jun 05, 2012 8:13 pm
by ARCTroopaNate
Been working on an era mod and I'm trying to edit a couple of things on some of the stock maps, I have tried to add locals to coruscant and none of my changes are showing up ingame. I copied the neccesary coruscant files and edited the req for my needs. I edited the world files and followed the steps for adding locals, I did this in a new layer called cor1_BFE. I munged and nothing ingame changed. My cor1.lvl file seems strangely unpopulated.

cor1.lvl
Hidden/Spoiler:
ucfb
cor1.req
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"cor1_BFE"
}
}
I'm assuming the error is in the req, but I'm not sure exactly what I need to have in there.

error log
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk cor1_BFE in F:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\BFE\Data\_lvl_pc\BFE\cor1.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:BFE\cor1.lvl

Re: Editing stock maps as part of era mod troubles.

Posted: Tue Jun 05, 2012 8:18 pm
by Marth8880
You updated the REQ/LDX files via Zero Editor, yes?

Re: Editing stock maps as part of era mod troubles.

Posted: Sat Jun 09, 2012 7:41 pm
by ARCTroopaNate
Yep, I did.

EDIT: I'm trying to add locals. I added in a spawn path and an invisible CP, I followed all the regular steps. Is there anything else I need to add to my req?

Re: Editing stock maps as part of era mod troubles.

Posted: Sun Jun 10, 2012 12:29 pm
by AQT
ARCTroopaNate wrote:I followed all the regular steps.
Please elaborate.
Is there anything else I need to add to my req?
Unless you are setting this up in a layer that you plan to use as a game mode, if you do what Marth suggested, then this will be done automatically for you.

Re: Editing stock maps as part of era mod troubles.

Posted: Sun Jun 10, 2012 3:50 pm
by ARCTroopaNate
I followed the steps from this tutorial (the ones for an invisible CP) http://www.gametoast.com/forums/viewtop ... =27&t=6088

I placed the CP and spawn path.
I put the CP under the ground.
I added locals to the lua, and created my local unit.
I set the enemy/friend thing, and munged.

I did make a new game mode and layer.

Re: Editing stock maps as part of era mod troubles.

Posted: Sun Jun 10, 2012 7:16 pm
by lucasfart
So what you're saying is none of your locals spawn on the map?

Could we see your lua please? Even if you don't think there's a problem it's always useful to post the most important files like the lua you edited....

Re: Editing stock maps as part of era mod troubles.

Posted: Sun Jun 10, 2012 7:55 pm
by ARCTroopaNate
Sure thing. Yes, my locals do not spawn.
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- These variables do not change
ATT = 1
DEF = 2

-- Empire Attacking (attacker is always #1)
CIS = ATT
REP = DEF

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()

SetClassProperty("rep_inf_ep2_sniper", "WeaponName5", "rep_weap_inf_remotedroid")
SetClassProperty("cis_inf_sniper_trade", "WeaponName5", "rep_weap_inf_remotedroid")

AddDeathRegion("death")
AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")




SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)


SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)



EnableSPHeroRules()

DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")


--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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}

--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:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.

SetPS2ModelMemory(4056000)

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)



SetMemoryPoolSize("Music", 33)

ReadDataFile("ingame.lvl")


ReadDataFile("sound\\cor.lvl;cor1cw")

SetUberMode(1);

ReadDataFile("dc:SIDE\\rep.lvl",
"jed_inf_knight",
"jed_inf_rifleman",
"rep_inf_ep2_assault",
"rep_inf_ep2_pilot",
"rep_inf_ep2_commando",
"rep_inf_ep2_officer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_rifleman",
"rep_hero_macewindu")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_DOME",
"rep_fly_gunship_DOME")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_sniper_trade",
"cis_inf_rifleman",
"cis_inf_rocketeer_trade")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_DOME",
"cis_inf_engineer",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")


SetupTeams{

rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",7, 25},
heavy = { "rep_inf_ep2_rocketeer",1, 4},
sniper = { "rep_inf_ep2_sniper", 1, 4},
pilot = { "rep_inf_ep2_pilot",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},
assault = { "rep_inf_ep2_assault",1, 4},
custom = { "jed_inf_knight",1, 4},
officer = { "rep_inf_ep2_officer",1, 4},
unlockable = { "rep_inf_ep2_commando",1, 4},

},
cis = {
team = CIS,
units = 45,
reinforcements = 150,
soldier = { "cis_inf_rifleman",7, 25},
assault = { "cis_inf_rocketeer_trade",1, 4},
pilot = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper_trade",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetTeamName (3, "temple")
AddUnitClass (3, "jed_inf_rifleman", 10,15)
SetUnitCount (3, 15)
AddAIGoal(3, "Conquest", 100)

SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_macewindu")



-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 210
SetMemoryPoolSize("Aimer", 22)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("MountedTurret",12)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 375)
SetMemoryPoolSize("SoldierAnimation", 500)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 140)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
ReadDataFile("dc:BFE\\cor1.lvl","cor1_BFE")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")

-- Sound Stats

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\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_cor_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)

SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")


-- Camera Stats
--Tat 1 - Dune Sea
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);

end

Re: Editing stock maps as part of era mod troubles.

Posted: Wed Jun 13, 2012 11:07 pm
by razac920
I had a problem like this, and for some crazy reason, the problem I had (crashing, if i remember right) went away when I switched the loading order of the levels (custom edit first, then the shipped map). If that doesn't work I suggest you copy the entire shipped map over again, add in your invisible cp and spawn path (maybe save the .PTH file before deleting the rest to make it easy to add again) and then delete every non-base layer, and every object, other path, planning, lights, etc. so that they don't overlap. I've tried getting rid of the terrain and sky on my edited map and didn't figure out how to do that without crashing everything, so I'd recommend if file size isn't TOO big just keep them for now and just focus on making your mod