I also had one other similar problem: I added some asteroids that were Space and Polis Massa Props and they looked fine in ZE but they don't appear in game
BF1 Assets not showing up [Solved]
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- trainmaster611
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BF1 Assets not showing up [Solved]
I've moved all the necessary odf and msh files from BFBuilder to my Data_GM8 folder but when I open up ZE, they appear grey and wihtout any textures.
I also had one other similar problem: I added some asteroids that were Space and Polis Massa Props and they looked fine in ZE but they don't appear in game
I also had one other similar problem: I added some asteroids that were Space and Polis Massa Props and they looked fine in ZE but they don't appear in game
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FragMe!
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RE: BF1 Assets not showing up
trainmaster
Ipod had the same question about asteroids here is a link to the topic. You can read the whole thing but the answer is in the second last post.
http://www.gametoast.com/index.php?name ... highlight=
Hope it helps
FragMe!
Ipod had the same question about asteroids here is a link to the topic. You can read the whole thing but the answer is in the second last post.
http://www.gametoast.com/index.php?name ... highlight=
Hope it helps
FragMe!
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RE: BF1 Assets not showing up
I'm sorry. I had an extremely hard time following thatFragMe! wrote:What it all comes down to is...
the line SetMemoryPoolSize("Asteroid", kNumAstLrg) is all you need, as matter of fact you can just put in 80
instead of the kNumAstLrg as it is just a variable, the thing is it HAS to be right up with the other SetMemoryPoolSize
lines so right after the last one should work. The kNum things is for populating the map for Felucia and if you
look at the lua and also the paths in ZE for Polis Masa they actually have lines in there for asteroid paths although I don't
think they got it working as it is commented out.
So exactly what lines get put where? Like what exactly am I supposed to be adding (the exact codes) to which document and where in the document are they inserted?
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RE: BF1 Assets not showing up
Okay I copied bits from the topic find this part of the LUA
and add the highlighted parts if they are not already there.
-- 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, 2) -- 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)
SetMemoryPoolSize("CommandWalker", 2)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:RD5\\RD5.lvl", "RD5_conquest")
ReadDataFile("dc:RD5\\RD5.lvl", "RD5_conquest")
SetDenseEnvironment("false")
-- asteroids
local kNumAstLrg = 80
SetMemoryPoolSize("Asteroid", kNumAstLrg)
SetParticleLODBias(15000)
Hope that is better.
FragMe!
and add the highlighted parts if they are not already there.
-- 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, 2) -- 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)
SetMemoryPoolSize("CommandWalker", 2)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:RD5\\RD5.lvl", "RD5_conquest")
ReadDataFile("dc:RD5\\RD5.lvl", "RD5_conquest")
SetDenseEnvironment("false")
-- asteroids
local kNumAstLrg = 80
SetMemoryPoolSize("Asteroid", kNumAstLrg)
SetParticleLODBias(15000)
Hope that is better.
FragMe!
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RE: BF1 Assets not showing up
Code: Select all
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:GM8\\GM8.lvl", "GM8_conquest")
SetDenseEnvironment("false")
-- asteroids
local kNumAstLrg = 80
SetMemoryPoolSize("Asteroid", kNumAstLrg)
SetParticleLODBias (15000)
And can someone tell me how to fix the BF1 assets?
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FragMe!
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RE: BF1 Assets not showing up
With the assests the obvious question to ask you did copy all the TGA files too correct.
You did mentioned moving the odfs and msh files. The most common cause for grey
models is missing TGA files. You should be copying all the directories in the BF1 assets
data folder for the world you want to use. This includes effects and munged folders if the
world has them.
Re: asteroids yes that looks correct, the only way to find out though is to munge and play.
You did mentioned moving the odfs and msh files. The most common cause for grey
models is missing TGA files. You should be copying all the directories in the BF1 assets
data folder for the world you want to use. This includes effects and munged folders if the
world has them.
Re: asteroids yes that looks correct, the only way to find out though is to munge and play.
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RE: BF1 Assets not showing up
Thanks for the asteroid help. 
And yes I copied all of the msh files (including TGA) over to my Data_GM8 folder. THese are just simple buildings without any animation or anything weird like that so I don't know what's wrong. I actually copied those msh files over 3 times just to be sure.
EDIT
Ok I put the asteroids into the GCW Conquest game and it crashed
And yes I copied all of the msh files (including TGA) over to my Data_GM8 folder. THese are just simple buildings without any animation or anything weird like that so I don't know what's wrong. I actually copied those msh files over 3 times just to be sure.
EDIT
Ok I put the asteroids into the GCW Conquest game and it crashed
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RE: BF1 Assets not showing up
How many did you try to put in? Try just 1 or 2 to start
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RE: BF1 Assets not showing up
Oh...I did about 30 
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RE: BF1 Assets not showing up
If you increase the 80 in the asteroid memorypoolsize higher you may be able to get 30.
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RE: BF1 Assets not showing up
Code: Select all
local kNumAstLrg = 80 And just kind of a side question:
Code: Select all
-- asteroids-
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RE: BF1 Assets not showing up
You don't have to do anything to the asteroid line it is just a comment line.
Yes the 80 in the local kNumAstLrg = is the number you increase
Yes the 80 in the local kNumAstLrg = is the number you increase
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RE: BF1 Assets not showing up
But what number am I supposed to be increasing it to??? 
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RE: BF1 Assets not showing up
Trial and error, I am not sure how much to increase it to sorry but Felucia had at least 10
asteroids with that number I believe so try tripling it to 240 and see if that works for 30
asteroids. I am guessing you made 1 or 2 appear yes? If you did and it crashes with 30
then increase the number again but remember there is only a certain amount of memory
so if need be you may have to decrease the number of asteroids.
Good luck
asteroids with that number I believe so try tripling it to 240 and see if that works for 30
asteroids. I am guessing you made 1 or 2 appear yes? If you did and it crashes with 30
then increase the number again but remember there is only a certain amount of memory
so if need be you may have to decrease the number of asteroids.
Good luck
