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Not Loading Animations/Adding Cloak

Posted: Mon Jun 02, 2008 4:17 pm
by nmycon
This is a 2 in 1 thread, 2 questions on one post lol...

anyways, i am trying to load the DEFAULT Emperor in my mod but the game crashes everytime i try to play as him (shows him as hero on the soldier select screen but crashes when i spawn)

in my error log, it says this:
Hidden/Spoiler:
Message Severity: 2
.\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[a11a0085]::Animation[stand_obiwan1b]::BlendTimeTo: unknown anim 'stand_gam_guard_upper' [43ac7652]

Message Severity: 2
.\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[a11a0085]::Animation[stand_obiwan1b]::BlendTimeTo: unknown anim 'stand_obiwan1b_end_upper' [9eb62990]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[a11a0085]::State[RECOVER2]::Animation: failed to add 'stand_obiwan1b_end' [c6cb42db]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[a11a0085]::State[RECOVER2_ATTACK]::Animation: failed to add 'stand_obiwan1b_end' [c6cb42db]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[a11a0085]::State[ATTACK3]::Animation: failed to add 'stand_gam_guard' [c351bd35]
can any2 help with this? if not maybe someone can help with my second problem,

i am making Ben Kenobi and i want him to wear anakin's cloak.

in Ben'd odf (rep_hero_obiwan) i have this:
Hidden/Spoiler:
...
GeometryName = "rep_inf_ep3obiwan"
GeometryLowRes = "rep_inf_ep3obiwan_low1"
AnimationName = "obiwan"
ClothODF = "rep_inf_ep3obiwan_skirt"
ClothODF = "rep_inf_ben_cloak"
...
in the cloth odf (rep_inf_ben_cloak) i have this:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "cloth"

[Properties]
attachedmesh = "rep_inf_cloakedben"
and in my msh folder i have:

"rep_inf_cloakedben.msh"
"rep_inf_cloakedben.msh.option"
"rep_inf_cloakedben.tga"
"rep_inf_cloakedben.tga.option"
"rep_inf_cloakedben_low1.msh"

the soldier shows up fine in game, just without his cloak

can anyone help me with either of my problems?

Re: Not Loading Animations/Adding Cloak

Posted: Tue Jun 03, 2008 6:35 pm
by MandeRek
For the Emperor: are you trying to change his anims? Don't see why it shouldn't work.. Just call him from ("side\\imp.lvl", and you won't have problems ;)

The cape needs to be hex-edited on.. Ask Rep, but i think he won't help you. Look in the Everything you need thread if you can figure it out; there's a tut there.

For capes, an animated addon also does the job. It's a mesh, attached to a bone with some weak odf lines.. I've writen a tut about it, both about an Addon and Animated Tentacles (you should do tentacles but in an addon; everything is explained in the tut :P )

You'll need some XSI skills though.. You can also ask someone else to do it in the All Purpose Request Thread, or by a direct PM (there was this dude who made lots of cape-soldier hex editing combinations; maybe he's interested. His works are in the released assets forums, also something with capes. I suggest PMing him)

Good luck ;)

Re: Not Loading Animations/Adding Cloak

Posted: Tue Jun 03, 2008 7:47 pm
by nmycon
i am just trying to load the deafult emperor, i do not have a custom "IMP" side in my map, i want the emperor that was shipped with the game

oh, you know what i realized while typing this, i downloaded the unofficial 1.2 patch, that changes the IMP side, i wonder if that caused a problem with the emperor.

I will copy the imp.lvl file from the CD and replace the one i have now (I liked the old imperial engineer model anyways, lol)

Re: Not Loading Animations/Adding Cloak

Posted: Tue Jun 03, 2008 7:57 pm
by 1z2x3c
the 1.2 patch should not efect it... in ur lua add

ReadDataFile("SIDE\\imp.lvl",
"imp_hero_emperor")

SetHeroClass(IMP, "imp_hero_emperor")

Re: Not Loading Animations/Adding Cloak

Posted: Tue Jun 03, 2008 8:11 pm
by nmycon
i found some extra info in the error log that may be useful, i didnt post it last time but here it is:
Hidden/Spoiler:
Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[a11a0085]::Animation: failed to add 'stand_obiwan1b_end' [c6cb42db]

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[a11a0085]::Animation: failed to add 'stand_gam_guard' [c351bd35]

Message Severity: 2
.\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[a11a0085]::Animation[stand_obiwan1b]::BlendTimeTo: unknown anim 'stand_gam_guard_upper' [43ac7652]

Message Severity: 2
.\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[a11a0085]::Animation[stand_obiwan1b]::BlendTimeTo: unknown anim 'stand_obiwan1b_end_upper' [9eb62990]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[a11a0085]::State[RECOVER2]::Animation: failed to add 'stand_obiwan1b_end' [c6cb42db]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[a11a0085]::State[RECOVER2_ATTACK]::Animation: failed to add 'stand_obiwan1b_end' [c6cb42db]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[a11a0085]::State[ATTACK3]::Animation: failed to add 'stand_gam_guard' [c351bd35]

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1932)
Memory pool "ParticleTransformer" not found

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

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1932)
Memory pool "SoldierAnimationData" not found

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(1932)
Memory pool "SoldierAnimationData::Animation" not found
all the new stuff is in red, it sounds as if i am using all the memory in SoldierAnimationData and need to add more space in the pool, but i have this in my LUA already:
Hidden/Spoiler:
SetMemoryPoolSize ("SoldierAnimation", 700)
SetMemoryPoolSize ("SoldierAnimationData", 700)
SetMemoryPoolSize ("SoldierAnimationData::Animation", 800)


what is ParticleTransformer then...

also, no luck in adding a cloak to Ben!

EDIT:

Here are the memory pool additions exactly as they appear in my LUA:
Hidden/Spoiler:
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",150) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",1800) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",1900) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",1900) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",1800) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo:DamageSample",21600) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo:Deflect",150) -- should be ~1x #combo


ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_fleet",
"all_inf_rocketeer_fleet",
"all_inf_sniper_fleet",
"all_inf_officer",
"all_hero_chewbacca",
"all_hero_hansolo_tat",
"all_hero_leia")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_engineer_fleet")
ReadDataFile("dc:SIDE\\JDI.lvl",
"jdi_demojedi")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_obiwan")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_darthvader")
ReadDataFile("SIDE\\imp.lvl",
"imp_hero_emperor")

SetupTeams{

all={
team = ALL,
units = 35,
reinforcements = 150,
soldier = {"all_inf_rifleman_fleet",7, 25},
assault = {"all_inf_rocketeer_fleet",1, 4},
engineer = {"all_inf_engineer_fleet",1, 4},
sniper = {"all_inf_sniper_fleet",1, 4},
officer = {"all_hero_hansolo_tat",1, 2},
special = {"all_hero_chewbacca",1, 2},

},

imp={
team = IMP,
units = 50,
reinforcements = 150,
soldier = {"imp_inf_rifleman",7, 25},
assault = {"imp_inf_rocketeer",1, 4},
engineer = {"imp_inf_engineer",1, 4},
sniper = {"imp_inf_sniper",1, 4},
officer = {"imp_inf_officer",1, 4},
special = {"imp_inf_dark_trooper",1, 4},

}
}

AddUnitClass(IMP,"imp_hero_darthvader", 1,2)
AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_obiwan", 1,2)

SetHeroClass(IMP,"imp_hero_emperor")
SetHeroClass(ALL,"jdi_demojedi")

-- Level Stats
ClearWalkers()
-- AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(1, 0) -- 8 droidekas (special case: 0 leg pairs)
-- AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
-- AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 200
SetMemoryPoolSize ("Aimer", 10)
SetMemoryPoolSize ("AmmoCounter", weaponCnt)
SetMemoryPoolSize ("BaseHint", 400)
SetMemoryPoolSize ("EnergyBar", weaponCnt)
SetMemoryPoolSize ("EntityCloth", 18)
SetMemoryPoolSize ("EntityLight", 100)
SetMemoryPoolSize ("EntitySoundStatic", 30)
SetMemoryPoolSize ("SoundSpaceRegion", 50)
SetMemoryPoolSize ("MountedTurret", 2)
SetMemoryPoolSize ("Navigator", 50)
SetMemoryPoolSize ("Obstacle", 400)
SetMemoryPoolSize ("ParticleTransformer", 1200)
SetMemoryPoolSize ("ParticleTransformer::SizeTransf", 1200)
SetMemoryPoolSize ("PathFollower", 50)
SetMemoryPoolSize ("PathNode", 512)
SetMemoryPoolSize ("RedOmniLight", 130)
SetMemoryPoolSize ("ShieldEffect", 0)
SetMemoryPoolSize ("SoldierAnimation", 700)
SetMemoryPoolSize ("SoldierAnimationData", 700)
SetMemoryPoolSize ("SoldierAnimationData::Animation", 800)
SetMemoryPoolSize ("TreeGridStack", 200)
SetMemoryPoolSize ("UnitAgent", 50)
SetMemoryPoolSize ("UnitController", 50)
SetMemoryPoolSize ("Weapon", weaponCnt)
SetMemoryPoolSize ("EntityFlyer", 6)

Re: Not Loading Animations/Adding Cloak

Posted: Tue Jun 03, 2008 8:42 pm
by 1z2x3c
soldier animatoin stays but the soldieranimatinondata ones need to be deleted and also the particle transformer need to be deleted too... game auto inserts later.. not needed. dont affect any thing........ it sounds as if in ur unit odf you have a typo or somthing on ur combo... i dont know

Re: Not Loading Animations/Adding Cloak

Posted: Tue Jun 03, 2008 8:54 pm
by nmycon
BUT ITS NOT A CUSTOM UNIT!!!

I have been saying that over and over, it is the Emperor that came with the game!

Re: Not Loading Animations/Adding Cloak

Posted: Wed Jun 04, 2008 10:01 am
by Teancum
Remove your custom units and see if it works. It's simple debugging. If you remove your custom units and it works, then something in your custom units conflicts with the Emperor.

Re: Not Loading Animations/Adding Cloak

Posted: Thu Jun 05, 2008 9:01 pm
by nmycon
Thank you Teancum! I knew you would have a solution!

I turns out it is not Ben as i thought as Obiwans animations were causing the problem, but Tatooine Luke!

On the default death star, luke and the emperor are the default heroes, all this is, is a reskin, no new animations, i wonder why it is crashing

EDIT: i just rememberd i downloaded Frosh's Tatooine Luke from Filefront and used that combo file so that the middle mouse button could be used to block!

maybe that caused a problem because i recall the emperor and luke working fine when i first started the map

EDIT2: After munging the ALL side (as Luke is normally on ALL) instead of JDI (i feel like a n00b), i wondered why it didnt work, then i munged JDI with the default settings that came with the mod tools BUT loaded the emperor first, the result: Emperor worked but Luke crashed the game, then i realized that inside the jdi_demojedi COMBO file, a bunch of extra animations are loaded in case the player wants to use them instead (Mace Windu's animations, Aayla Secura's Animations and Darth Maul's animations)

i think that this is taking too much animation memory and preventing other animations from being loaded

deleted these and will try again

PS the animations in the Error Log when Luke crashed it were a buch of animatons that were not being used:
Hidden/Spoiler:
Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[1957bb92]::Animation: failed to add 'maul_1b_end' [bb985b22]

Message Severity: 2
.\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[1957bb92]::Animation[maul_1b]::BlendTimeTo: unknown anim 'maul_1b_end_upper' [b1068331]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[1957bb92]::State[MAUL_RECOVER2]::Animation: failed to add 'maul_1b_end' [bb985b22]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[1957bb92]::State[AAYLA_ATTACK3]::Animation: failed to add 'aayla_1c' [d486a61e]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[1957bb92]::State[AAYLA_ATTACK3_LAND]::Animation: failed to add 'aayla_1c' [d486a61e]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[1957bb92]::State[AAYLA_RECOVER3]::Animation: failed to add 'aayla_1c' [d486a61e]
EDIT3
I WAS RIGHT!

Worked like a charm!

Deleted animations and Luke and Emperor both work! Map is really fun, will take some screens and release as 1.0, didnt get obiwan's cloak to work, but that can be in 1.1 or something like that

now onto Utapau

Re: Not Loading Animations/Adding Cloak

Posted: Fri Jun 06, 2008 11:55 am
by Teancum
I didn't notice you were using that custom Tatooine Luke that came with the modtools. Basically what happened is that Tatooine Luke uses up a lot of the memory, so everyone who was loaded into memory first was fine, but when it came to the Emperor there was not enough room in the game's memory to load his animations. Glad you fixed it though.