Porting problems

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giftheck
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Porting problems

Post by giftheck »

I followed Battlebelk's tutorial to port the Geonosis map from BF2, but whenever I load the map in ZeroEditor, it still crashes.
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Re: Porting problems

Post by Ka-Ching »

for some reason or another bf1 zero editor cant open bf2 maps,you must use the bf2 zero editor
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Re: Porting problems

Post by giftheck »

What I said was, I used Battlebelk's tutorial, which involves hexediting the .ter file. Then the map should open in ZeroEditor for BF1.
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Re: Porting problems

Post by Ka-Ching »

ohhh well ask belk i guess
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Re: Porting problems

Post by giftheck »

I did, he gave me his Geonosis Plains terrain file, and ZeroEdito still crashes, so I think it's a problem with my ZeroEditor.
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Re: Porting problems

Post by Ka-Ching »

try getting the latest zero editor update here:http://secretsociety.com/forum/download ... 122904.zip
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Re: Porting problems

Post by giftheck »

Okay, I've isolated the problem as being the files I copied over from the Battlefront 2 folder, rather than the .ter file. Some things are not compatible with BF1 so I got rid of them.
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Re: Porting problems

Post by giftheck »

Hey, I've got a new error.

The map crashes whenever I look at where a Geonosian Turret is supposed to be. Here's what SPTest threw at me:

Code: Select all

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(831)
Could not find odf "tur_bldg_geoturret"!
I wouldn't mind, but I renamed "geo_weap_bldg_turret" to "tur_bldg_geoturret" for this map.

It seems as though the Geonosian Turret I'm using is actually incomplete, is that why it crashes?
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Re: Porting problems

Post by Teancum »

Turrets were actually built from a side folder in SWBF2, whereas in SWBF1 they were part of the world folder. Best thing to do is replace it.
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Re: Porting problems

Post by giftheck »

Okay.

I do have another problem now. TerrainMunge crashes when I munge (typical "TeerainMunge has stopped working" dialog), but I haven't altered anything since the last munge. There's no error info either.
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Re: Porting problems

Post by giftheck »

I think that BF1 CAN use the BF2 turrets structure, but I have yet to try it out.

Here's the error befalling me with Geonosis:

Image

It stops there, and then Terrainmunge just crashes. I've had the exact same problem with shipped maps.
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Re: Porting problems

Post by giftheck »

Okay, after a struggle with Geonosis Plains, I've decided it would be wiser to give up, for now anyways.

I've moved onto Naboo Theed Nighttime (which plays a little different).

Now, it runs all smooth and all, but the open gates mesh has a problem. In ZeroEditor it appears as it's supposed to. But in game, this is the left gate:

Image

Note, that it is only this gate here that appears like this. The right open gate appears as it's supposed to.
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Re: Porting problems

Post by RogueKnight »

ggctuk wrote:Okay, after a struggle with Geonosis Plains, I've decided it would be wiser to give up, for now anyways.

I've moved onto Naboo Theed Nighttime (which plays a little different).

Now, it runs all smooth and all, but the open gates mesh has a problem. In ZeroEditor it appears as it's supposed to. But in game, this is the left gate:
Hidden/Spoiler:
Image
Note, that it is only this gate here that appears like this. The right open gate appears as it's supposed to.
Make sure that the texture has an alpha layer.
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Re: Porting problems

Post by giftheck »

It's the default gate texture. As I said, the right gate is fine, it appears fine in ZeroEditor, and the closed gates are also fine. It's just this one gate.
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Re: Porting problems

Post by ANDEWEGET »

maybe it lost the alpha flag...
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Re: Porting problems

Post by Teancum »

It probably uses a SWBF2-unique alpha flag, and so it's misinterpreting what to do. Not sure...
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Re: Porting problems

Post by giftheck »

Okay, I've got another problem.

I ported the SWBF2 Naboo: Prototype map. Not wanting to mess up any of the vehicle spawn points, I mostly kept them the same, and so I ported the vehicles in the Conversion Pack assets as well. My problem is this:

When the second TGA file belonging to the TIE X1 comes up to munge, the Texture munge app crashes, thus it abandons munging other textures too. I noticed that the TIE X1 textures are indexed colour in Photoshop instead of RGB colour as all of the other TGA files are. Would re-saving the TGA files as RGB output instead of Indexed stop the problem?

Also, are there any collision meshes for those vehicles that I can reference in the ODF or do they not need them in BF1?

EDIT:That's fixed, now I have another problem - the water vanishes from the map at munge.
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