JimmyAngler's modding Q & A's

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JimmyAngler
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JimmyAngler's modding Q & A's

Post by JimmyAngler »

ok so I got my hero to have a gun as a second primary weapon. does anyone know how to switch from lightsaber to gun? I scroll down to switch in my primary but It won't let me. I looked in the options tab and there isn't an option to switch primary weapon. any help?

so then I tried making it a secondary weapon. But my Mr. skywalker just went into the motions of shooting ( e.g. no gun visible but he was holding it the proper way) and not shooting.

one more thing, how do you change the name of your created unit.
I don't like the name entity.jdi_jedidemo appearing in my unit selection.
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Re: JimmyAngler's modding Q & A's

Post by Anakin »

If you belive or not but this is found in the FAQ;)
http://www.gametoast.com/forums/viewtopic.php?t=971

Can you show us your hero odfs??

What always help look in other files how they did it.
(han solo has a gun and is a hero. Or you look in other mods (bfx, dt,..) and if you are lucky they also released the source
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

I just followed through the steps in the guide. (even made the same guy)
and then I tried to add some a gun.


Edit:
Ok I fixed it. Followed your advice and followed han solo's odf.
That was part of the problem. The other part was that the gun needed to go before the lightsaber. on the hero's odf. Thanks for the han solo refrence.
Gametoast sure is helpful. :thumbs:

who do you want the credit to go to?


one more thing,
Some of my objects in ZE are grey or don't appear at all. Why?
Here is the odf, msh, and option that is in my world 1 folder.
I couldn't find the tga. Anyone know where it is?

hoth_prop_trench_short.msh

hoth_prop_trench_short.msh.option

hoth_prop_trench_short.odf


btw your link for changing the name for bf1 not bf2.
I have bf2.
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Re: JimmyAngler's modding Q & A's

Post by Anakin »

JimmyAngler wrote: [...]

Ok I fixed it. Followed your advice and followed han solo's odf.
That was part of the problem. The other part was that the gun needed to go before the lightsaber. on the hero's odf. Thanks for the han solo refrence.
Gametoast sure is helpful. :thumbs:

who do you want the credit to go to?
So you can credit all helped you here at GT, or you credit only these who helped much and fpr the others you write something like "and all the others from Gametoast who helpt me with their advice". That's the way i handled it ;)
JimmyAngler wrote: one more thing,
Some of my objects in ZE are grey or don't appear at all. Why?
Here is the odf, msh, and option that is in my world 1 folder.
I couldn't find the tga. Anyone know where it is?

hoth_prop_trench_short.msh

hoth_prop_trench_short.msh.option

hoth_prop_trench_short.odf
I'm never made much with Zero, but if they are still grey it sound's like you are missing the tga.
First you should get the SWBFII Viewer There you can open msh files, move them around, view the textures,.... If you open an msh (drag and drop) and klick on the big I a popup will open and show you all files this msh needs. Tgas go into the same folder as the .msh and .msh.options and .tga.options.
So a good idea if you take props from Hoth just copie the whole hoth maps's source into your map.

JimmyAngler wrote: btw your link for changing the name for bf1 not bf2.
I have bf2.
But it's the same for BFII ;)
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

yep copying and pasting everything did the trick.
But now I can't add vehicles. Can the all have a cis ship?
I checked all the topics on it but to no avail. Could you write me up a tut with pics?
Plus I couldn't find the link for the localization strings thingy.
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Re: JimmyAngler's modding Q & A's

Post by Anakin »

i' see if i can do it. the simplest is to take a all ship and change the msh name.

go to the FAQ, scroll down to localize and take the first link.
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

yes I know but where do I download the localization tool.
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Re: JimmyAngler's modding Q & A's

Post by Marth8880 »

You already have it; run editlocalize.bat in data_***.
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

lol yes I found just before you posted this. don't you love that greenie stage. :)

Edit: hmm I don't see my map name on the levels root tab. :
Its in the mapname root but nowhere else. any help?

Edit: I made a custom side so now my game is imperials against luke skywalker.
I can play as luke vs the imps, but I can't play as the imps against luke. There is no AI luke.
any help?
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Re: JimmyAngler's modding Q & A's

Post by Anakin »

Search for ai controlled hero. You may know that on stock bf the ai never take the hero. There is a mod just to fix that for all stock bf maps. But i think there is also a tutorial.
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

yep ok thanks, that worked.
Now I added another side (I'm making the death star with the traditional characters) And I followed the add side tutorial exactly. But when I go to my BF2ModTools/data_***/LVL_PC/SIDE there is no lvl file. I munged and everything but still no file. Are the req's and odf's I make in correct form? I am using a txt. file editor too.
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Re: JimmyAngler's modding Q & A's

Post by Anakin »

can you show us your sides.req file??
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

This req is in my sides main.



ucft
{
REQN
{
"lvl"
"lst_lukestorm"
}
}
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Re: JimmyAngler's modding Q & A's

Post by Anakin »

that looks very good. so in your sides req folder need to be the lst_lukestorm.req file calling the odf file.

if that is all right you need to munge the side. Default choose is nothing. you need to change it to your sides name. You also can choose all. but this will also munge all default units. (wookies, geos,...) this take a long time, so you better just choose your side
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

yep just munged my lst side and looked in my data_***/LVL_PC/SIDE and found nothing.
What now?
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Re: JimmyAngler's modding Q & A's

Post by Anakin »

that's strange. some errors??

You may can upload your side and i can try to munge it at a project of mine. so we can see if something is wrong with your munge bats or your side.
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

ok this was in my bf2 log after I munged and everything:

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\lst.lvl


the file of mine is attached to : http://www.gamefront.com/files/23840638/LST.zip
It is just the DATA_***/Sides/LST
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Re: JimmyAngler's modding Q & A's

Post by Anakin »

Ok so the Message Severity: 3 just say you have no munged lst.lvl file. that's the problem but we are looking for the reason the lst.lvl isn't munged.

1. your req files are not .req files the complete name is lst.req.txt. So at all they are txt files. open them in a txt edirot, file>save as> choose all files (not txt!!!) and write "lst.req"

also you need a lstshell.lvl look it up in other sides how it need to look.

While mungeing i get this output:
Hidden/Spoiler:
Sides\munge PC
munge_side Common PC
0 Datei(en) kopiert
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
"
"Error (Invalid Parameter): lst
"
"Usage: munge [PC|PS2|XBOX] [<side1> <side2> ...]

Worlds\munge PC
munge_world Common PC
Done
Done
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_world RCM PC
Done
Done
Done
Munging RCM.PTH
Munging RCM_conquest.PTH
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
Munging RCM.req
0 Datei(en) verschoben.
Das System kann den angegebenen Pfad nicht finden.
Munging RCM.req
0 Datei(en) verschoben.
Das System kann den angegebenen Pfad nicht finden.
1 Datei(en) verschoben.
Munging addme.lua...done.
Copying files to Battlefront II directory:
"C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Mod dir "RCM"exists, continuing...
Copying addme.script to mod dir...done
Copying "mission.lvl" to modDir\data\_LVL_PC\...done
Copying "core.lvl" to modDir\data\_LVL_PC\...done
Copying "RCM" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Munge process finished
1 Datei(en) verschoben.
i marked the important part red.

I'm not 100% sure about this, but all your req files and odf start with all_ or imp_ as far as i know you need to name them like your side. so
rename your
all_hero_luke_storm to
lst_hero_luke_storm

and remember to change the names in the files, too. You also called in the lst.req all_hero_luke_storm.req, but your units req file was called lst_hero_luke.

Normaly you can name a unit for req xxx_unit_req_file.req and the odf xxx_unit_odf_file.odf. But than the xxx_unit_req_file.req file needs to call xxx_unit_odf_file.odf and not xxx_unit_req_file.odf.

I hope you understand what i tryed to tell you.


Just a small tipp the call order.

lua > side.req > unit.req > unit.odf > unit_default.odf/msh/weapon.odf

the sideshell.req is somewhere between there. i don't really know what it's good for. it's there and we all like it (except Mav he removed it and i think he wrote all in the side.req)


I hope this helps you ;)
Last edited by Anakin on Mon Nov 11, 2013 5:23 pm, edited 1 time in total.
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Re: JimmyAngler's modding Q & A's

Post by JimmyAngler »

yup thanks I ended up copying and pasting the all.req file from assests/sides/all and deleted their stuff and put in mine.


this is what I get when I munge:
Hidden/Spoiler:
ERROR[levelpack ABC.req]:Expecting bracket, but none was found.
File : munged\pc\abc_conquest.lvl.req(1)...

ucft <--
ERROR[levelpack ABC.req]:Expecting bracket, but none was found.
File : munged\pc\abc_conquest.lvl.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack ABC.req]:Expecting bracket, but none was found.
File : munged\pc\abc_conquest.lvl.req(1)...

ucft <--
ERROR[levelpack ABC.req]:Expecting bracket, but none was found.
File : munged\pc\abc_conquest.lvl.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings


I'm pretty sure this is not good. :|


my log :
Hidden/Spoiler:
Opened logfile BFront2.log 2013-11-11 1410
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Cannot find ..\..\addon\BDT\data\_LVL_PC\SIDE\lead.lvl. Skipping ETR's extra Dark Times missions
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
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 052FA16C
The key, value is: era_g 1
The key, value is: isModLevel 1
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: ABC<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 052FF72C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: ABCg_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
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"
uf_updateClassIndex(): Added class: lst_lukestorm

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "lst_lukestorm" (check the side's .req file)
uf_updateClassIndex(): Added class: imp_inf_rifleman
uf_updateClassIndex(): Added class: imp_inf_rocketeer
uf_updateClassIndex(): Added class: imp_inf_sniper
uf_updateClassIndex(): Added class: imp_inf_engineer
uf_updateClassIndex(): Added class: imp_inf_officer
uf_updateClassIndex(): Added class: imp_inf_dark_trooper
uf_updateClassIndex(): Already know class: lst_lukestorm

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "lst_lukestorm" (check the side's .req file)
uf_updateClassIndex(): Added class: imp_hero_emperor

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge1close"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge2close"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(528)
Duplicate animation group name: "bridgeopen"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(528)
Duplicate animation group name: "bridgeclose"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=3633e98c: trying to replace "dea1_prop_crate_1" with "dea1_prop_crate_10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=f1e61ea0: trying to replace "dea1_bldg_froom_platform" with "dea1_bldg_froom_platform2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=cdb8ede0: trying to replace "dea1_prop_door_blast" with "dea1_prop_door_blast0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(463)
Attach: model '' [79ef7a5e] has no hardpoint 'hp_lighting' [0703b59a]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=c09ceb91: trying to replace "dea1_prop_crate_stack_1" with "dea1_prop_crate_stack_10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=be21fc62: trying to replace "dea1_prop_tiefighter" with "dea1_prop_tiefighter0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=bf9ce9fe: trying to replace "dea1_prop_crate_stack_1" with "dea1_prop_crate_stack_11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=ceb8ef73: trying to replace "dea1_prop_door_blast" with "dea1_prop_door_blast1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=aea59cc3: trying to replace "dea1_prop_barrel_1" with "dea1_prop_barrel_10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=bd21facf: trying to replace "dea1_prop_tiefighter" with "dea1_prop_tiefighter3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=ba21f616: trying to replace "dea1_prop_tiefighter" with "dea1_prop_tiefighter4"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=a4e88212: trying to replace "dea1_bldg_blast_corridor" with "dea1_bldg_blast_corridor0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge1close"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "bridge2close"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(89)
Duplicate animation name: "tielaunch"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(528)
Duplicate animation group name: "bridgeopen"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ProceduralAnimation.cpp(528)
Duplicate animation group name: "bridgeclose"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace trshlla' [e5332cb2], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace trshllb' [e4332b1f], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=2248f6ae: trying to replace "dea1_bldg_central_platfom" with "dea1_bldg_central_platfom0"

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Obstacle" is full; raise count to at least 261

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Obstacle" is full; raise count to at least 262

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Obstacle" is full; raise count to at least 263

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Obstacle" is full; raise count to at least 264

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Obstacle" is full; raise count to at least 265

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Obstacle" is full; raise count to at least 266

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256


Please put your long lists/logs in hide tags. -Staff

my LST side file : http://www.gamefront.com/files/23841021/LST.zip

Is there anything else I need besides this stuff?

I also am using a shipped side of the death star.
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AceMastermind
Gametoast Staff
Gametoast Staff
Posts: 3285
Joined: Mon Aug 21, 2006 6:23 am
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Re: JimmyAngler's modding Q & A's

Post by AceMastermind »

Your lst_lukestorm.req begins with cft, it should be ucft.

The BFront2.log is worthless when you have errors in your munge log.
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