msh files?
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- Fiodis
- Master of the Force

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- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: msh files?
Idk, but in that case increase SoldierAnimationPool's value in your LUA.
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jedigonebad
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Re: msh files?
I've been able to get rid of 80% of the severity 3 errors, but these don't go away:
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitfront(_upper)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitfront(_lower)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitback(_upper)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitback(_lower)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitleft(_upper)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitleft(_lower)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitright(_upper)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitright(_lower)
I've replaced the template folder in my soldieranimationsbank folder with the one from the assets folder four times already. I'm going to see if there are any other forums with this problem...The game's a little bias, I think...I hate grevous, but that doesn't mean I don't want there to be technical problems about him haha.
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitfront(_upper)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitfront(_lower)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitback(_upper)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitback(_lower)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitleft(_upper)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitleft(_lower)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitright(_upper)
Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitright(_lower)
I've replaced the template folder in my soldieranimationsbank folder with the one from the assets folder four times already. I'm going to see if there are any other forums with this problem...The game's a little bias, I think...I hate grevous, but that doesn't mean I don't want there to be technical problems about him haha.
- DarthD.U.C.K.
- Master of the Force

- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: msh files?
these could be common errors, you allways get errors complaining about grievous, but they never crashed a map for me
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jedigonebad
- Recruit Womprat Killer
- Posts: 13
- Joined: Thu Mar 05, 2009 7:24 pm
Re: msh files?
can any severity 2's crash a map? This was the most troublig message on the log for me:
.\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
I'd like to attach a copy of the log, but it's too long for a comment, and for some reason i can't attach it as an outside file because it doesn't accept log or txt formats...what DOES it accept?
And I can't find anything about animations in my lua file, nor in my animations folder (nothing resembling something like a config or lua file that works with settings). What am I supposed to edit?
.\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
I'd like to attach a copy of the log, but it's too long for a comment, and for some reason i can't attach it as an outside file because it doesn't accept log or txt formats...what DOES it accept?
And I can't find anything about animations in my lua file, nor in my animations folder (nothing resembling something like a config or lua file that works with settings). What am I supposed to edit?
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: msh files?
I assume you are loading this into a stock hero assault? You will want to make sure you either remove (entirely) a Jedi with a custom animationbank before adding in your new Jedi with a custom animationbank. This is because normally, the stock hero assault just about (does? can't remember exactly) maxes out the number of animationbanks that can be loaded at once (this is set fast at 18, as you can see). If you want to add something new, you must take something out, and just taking out Luke won't work, because he uses default animations that are always loaded.jedigonebad wrote:can any severity 2's crash a map? This was the most troublig message on the log for me:
.\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
I'd like to attach a copy of the log, but it's too long for a comment, and for some reason i can't attach it as an outside file because it doesn't accept log or txt formats...what DOES it accept?
And I can't find anything about animations in my lua file, nor in my animations folder (nothing resembling something like a config or lua file that works with settings). What am I supposed to edit?
Before I test new animations, I'll usually remove almost all of the stock Jedi from a hero assault map, just to make sure I'm working with a fresh slate. If you practice only ever having just as much as you need, then you'll have fewer errors as you go along.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: msh files?
There are cases when you get a CTD with no severity 3's. Sometimes it's a rare error that the log doesn't pick up, sometimes it's a severity 2.
And, to show us your full error log, you can use "Hide" tags, as such:
This shows up as:
And, to show us your full error log, you can use "Hide" tags, as such:
Code: Select all
[Hide]
*your error log here*
[/Hide]This shows up as:
Hidden/Spoiler:
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jedigonebad
- Recruit Womprat Killer
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Re: msh files?
Many thanks to Maveritchell and Fiodis! I was able to get the game back by deleting one of the heroes from the lua file (han, i think..*sniff* lol) will I still be able to play with han in the game?
and the good/bad news is that my character is showing half of obi's rush! and none of mace's pound. I'm going to attach the .combo file, because I'm sure it's the problem, because I went through it the nth time before and that's when half of obi's rush came in haha. I think it's probably one of the transition parts I need to fix. Again.
I'm attaching it if you guys have nothing better to do 
and the good/bad news is that my character is showing half of obi's rush! and none of mace's pound. I'm going to attach the .combo file, because I'm sure it's the problem, because I went through it the nth time before and that's when half of obi's rush came in haha. I think it's probably one of the transition parts I need to fix. Again.
Hidden/Spoiler:
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: msh files?
Eh....
Not too sure about that one there. In all the combo's I've ever looked at or done myself, it's always been something along the lines of
But that's if you named everything correctly.
And, also, I see in some of your transitions to Mace's pound you have
Not entirely sure, but I don't think "Reload" is a valid button. I tried using it and it failed.
Why not just copy parts out of Mace's and Obi's combos?
Code: Select all
Animation("David_sabre_stand_dashattack")Code: Select all
Animation("stand_dashattack")And, also, I see in some of your transitions to Mace's pound you have
Code: Select all
Button("Reload", "DoubleTap");Why not just copy parts out of Mace's and Obi's combos?
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jedigonebad
- Recruit Womprat Killer
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Re: msh files?
good idea, i'll try that, thanks.
- Teancum
- Jedi Admin

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Re: msh files?
That's because it has to be re-mapped:Fiodis wrote: And, also, I see in some of your transitions to Mace's pound you haveNot entirely sure, but I don't think "Reload" is a valid button. I tried using it and it failed.Code: Select all
Button("Reload", "DoubleTap");
Code: Select all
// Combo file format and template
//RemapReloadButton("<button>");
// Since the reload button is generally unused by combo weapons, allow
// it to be remapped for the soldier.
// <button> string param; values:
// "Fire" - Fire button
// "FireSecondary" - Secondary fire button
// "Jump" - Jump button
// "Sprint" - Sprint button
// "Crouch" - Crouch button
// "Reload", "None"- Don't remap the reload button
RemapReloadButton("FireSecondary"); // remap to FireSecondary so we can use the second trigger for our own purposes
- Maveritchell
- Jedi Admin

- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: msh files?
Reload doesn't need to be remapped, by default it is already remapped to the force button (As mentioned here). You can remap it to something different, though, if you like.Teancum wrote:That's because it has to be re-mapped:
http://www.secretsociety.com/forum/down ... /combo.txt <--GREAT combo referenceCode: Select all
// Combo file format and template //RemapReloadButton("<button>"); // Since the reload button is generally unused by combo weapons, allow // it to be remapped for the soldier. // <button> string param; values: // "Fire" - Fire button // "FireSecondary" - Secondary fire button // "Jump" - Jump button // "Sprint" - Sprint button // "Crouch" - Crouch button // "Reload", "None"- Don't remap the reload button RemapReloadButton("FireSecondary"); // remap to FireSecondary so we can use the second trigger for our own purposes
Most likely, the reason you couldn't get that particular move to work was because you had it set to doubletap, and you weren't doing it correctly. It is always a good idea (as mentioned above) to start with portions of stock combos and then work from there.
And I believe that combo.txt was one of psych0fred's docs that was included in the BF2 tools documentation by default.
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jedigonebad
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Re: msh files?
I was just testing out my combo file and got this error message:
ERROR[configmunge odf\myjedi.combo]:[INTERNAL: Chunk nesting underflow]
What does "chunk nesting underflow" mean?
Here's a copy of the edited-but-still-needs-more combo:
ERROR[configmunge odf\myjedi.combo]:[INTERNAL: Chunk nesting underflow]
What does "chunk nesting underflow" mean?
Here's a copy of the edited-but-still-needs-more combo:
Hidden/Spoiler:
