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Re: 2 munge erros pls help

Posted: Fri Jun 15, 2012 4:10 am
by Anakin
you mean the common.lvl in the load folder?

8Bytes only

what file typeis the loadscreen image? i used jpeg

==edit==

how can i be so stupid. It nedd to be tga right? now the file is something about 5 MB big.

but the loadscreen is still not shown

==EDIT2==

i also have some trouble with the 1st perspective.

here what i did.

in /rep/req/fpm/commando.req
Hidden/Spoiler:
ucft
{
REQN
{
"model"
"rep_inf_rc_1st"
}
}
Files in the /rep/msh Folder:

rep_inf_rc_1st.msh and all the tga and optionfiles

and my rep_inf_commando odfs look all like this:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_trooper"

[Properties]
GeometryName = "rep_inf_commando_1st"
GeometryLowRes = "rep_inf_commando_1st"
FirstPerson: ="REP\commando;rep_inf_rc_1st"

WaterDamageInterval = "0.0"
WaterDamageAmount = "0.0"
but there is no first perspektiv


btw I get Kit Fisto ingame (complete by myselfe :D) how did the Kick again?

Re: Anakin's Trouble Thread

Posted: Fri Jun 15, 2012 9:36 am
by AQT
Anakin wrote:you mean the common.lvl in the load folder?
We already went through the trouble of identifiying that file as the correct one. Why would I even refer to the one outside of that folder? The load screen .lvl file is the file in the Load folder.
how can i be so stupid. It nedd to be tga right? now the file is something about 5 MB big.

but the loadscreen is still not shown
Your image should: be a .tga file, be in the RGB format, have RLE compression off, have dimensions of 1024x1024, and be named loadscreen.

As for you first person model problem, change the line referencing it in your ODFs to this:

Code: Select all

FirstPerson: ="REP\rep;rep_inf_rc_1st"
And add the following to your REP.req file:

Code: Select all

REQN
{
"model"
"rep_inf_rc_1st"
} 
You won't be needing commando.req anymore, so delete it.
how did the Kick again?
http://www.gametoast.com/forums/viewtop ... 79#p292679

Re: Anakin's Trouble Thread

Posted: Fri Jun 15, 2012 9:41 am
by Anakin
i did what you said but it has not worked. so i tryed with an own req. So i will retry.

the Loadscreen.tga is now like you say, but it doesn't work. maybe i need to copie the tga in the loadscreen folder too?

Re: Anakin's Trouble Thread

Posted: Fri Jun 15, 2012 9:54 am
by AQT
Anakin wrote:maybe i need to copie the tga in the loadscreen folder too?
That is unnecessary.

So we know your load screen .lvl file at least munges. I get a feeling you are putting it in the wrong directory. Can you state its full location on your hard drive? (i.e. C:\Program Files\LucasArts\Star Wars Battlefront 2\GameData\addon\***\data\_LVL_PC\Load.)

Re: Anakin's Trouble Thread

Posted: Fri Jun 15, 2012 10:21 am
by Anakin
C:\Users\*****\AppData\Local\VirtualStore\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\addon\RCM\data\_LVL_PC\LOAD

Re: Anakin's Trouble Thread

Posted: Fri Jun 15, 2012 1:24 pm
by Locutus
Mhh, the path is correct.
Open the load folder. What file size does your common.lvl have?

Re: Anakin's Trouble Thread

Posted: Fri Jun 15, 2012 1:26 pm
by Anakin
3,33 MB

Re: Anakin's Trouble Thread

Posted: Fri Jun 15, 2012 1:29 pm
by Locutus
Are you 100% sure that this is the case:
AQT wrote:Your image should: be a .tga file, be in the RGB format, have RLE compression off, have dimensions of 1024x1024, and be named loadscreen.
I can't think of anything else.

Re: Anakin's Trouble Thread

Posted: Fri Jun 15, 2012 1:33 pm
by Anakin
i made the file with Photoshop elements and elements did only support RGB.
After i read the RLE I thought uhm maybe i haven't care about this. controlled and No it was RLE off.

The name here is copied from the file: loadscreen.

==EDIT==

maybe someone can upload a tga that works. i'll try it with this file and we can see if there is the error

==EDIT==

Here you go i uploaded the file. maybe you can try to use it for your test map

http://www.gamefront.com/files/21850077/loadscreen.tga

==EDIT==

just tryed the tga from your bespin map and it doesn't work too

Re: Anakin's Trouble Thread

Posted: Fri Jun 15, 2012 2:05 pm
by Locutus
Maybe it's the best to start all over.
Do a clean, then, do a manual clean.
Delete your old loadscreen and do everything once again.

Re: Anakin's Trouble Thread

Posted: Fri Jun 15, 2012 2:07 pm
by Anakin
what do you think i'm doing all the time. i did this for every new Try

Re: Anakin's Trouble Thread

Posted: Fri Jun 15, 2012 2:12 pm
by THEWULFMAN
No need to get snappy. Locutus is simply trying to help you.

Re: Anakin's Trouble Thread

Posted: Mon Jun 18, 2012 6:20 am
by Anakin
yes but that this doesn't work, as if i did everything right makes me crazzy :runaway:

@Locutus: I'm sorry

==EDIT==

just got an idee. So the most of you make a cutom Loadscreen for your Map. But my one is for a mod. So this should be load instead of the stock BFII Mos Eisley/Coruscant.... Loadscreen. maybe i need to do somthing else, because the stock maps handle more than one loadscreen normaly. there is one choosen out of 3 or 4. Maybee i add my to the otheres, and somewhen it's choosen?

If not maybe someone who knows much about this can pm me and i will upload my map

==EDIT==

tryed to use the loadscreen on a new testmap. it workes. i get the loadscreen from Locutus. but after i changed the tgas to my one i stillg et the one from Locutus -.-


==EDIT==

Hi,

so i need your help again.

1. The 1st perspective still doesn't work.

2. How did the soundmunge work? i tryed to munge a sound file, changed the munge bat like in the tut, deletet all @ and tryed the fixed ones, but my files won't be munged. there is no sound.lvl.

3. I want to have a custon icon. Mav tolt me to make a tga file and load this in a shell.lvl and call this in my lua. Can someone explain me step for step or is there a tut? in the 1.3 patch is this part not very clear.

4. Where are the HUD icons load? i have a weapon and chaged the HUD icon to hud_shield. and i have a msh file in the rep/msh folder. but this icon isn't shown.

5. Where are the 1st person zoom files? and how can i make BFII to use my ones?

Re: Anakin's Trouble Thread

Posted: Mon Jun 18, 2012 7:23 am
by lucasfart
Woah. One question at a time. :)

With your unchanged loadscreen, did you make sure to copy over your new loadscreen.lvl when you remunged with your .tga file? If you did and it still doesn't work, try a manual clean and munge.

As far as HUD files go, take a look in Data_#$%/common/hud/PC. It should all be in your 1playerhud.hud. I don't think that's what you need though. THIS thread on floating icons might be of use.

How to make a custom shell mod. [Tutorial] (FAQ) ----> Since you're changing a different file you might need to look around a bit and find it, but it shouldn't be too hard to find the default icon in the assets and create your own .tga with the same name.

Re: Anakin's Trouble Thread

Posted: Mon Jun 18, 2012 7:32 am
by Anakin
thanks for these links. the Loadscreen still doesn't work. as if i did manuel cleans and replace them all the time. i tryed it out with a new map and there it worked. but fpr my mod for the BFII stock Mos Eisley it don't

==EDIT==

what means this?
Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(538)
Allocating 132 bytes failed - no free blocks left in Heap 5 (Runtime)

Re: Anakin's Trouble Thread

Posted: Mon Jun 18, 2012 8:01 am
by Locutus
Anakin wrote:but fpr my mod for the BFII stock Mos Eisley it don't
You need to add the Mos Eisley script in your addme.lua. Then you can manipulate the original scripts (which you need to copy into your scripts folder first). I have never tried changing the loadscreen of vanilla maps, though.
Post your luas pls.

Re: Anakin's Trouble Thread

Posted: Mon Jun 18, 2012 9:37 am
by Anakin
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}

cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)

conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)


conquest:Start()
AddAIGoal(1, "conquest", 1000)
AddAIGoal(2, "conquest", 1000)
AddAIGoal(3, "conquest", 1000)
EnableSPHeroRules()
end

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------


function ScriptInit()
--tell the game to load our loading image
ReadDataFile("dc:Load\\tat2.lvl")

-- Designers, these two lines *MUST* be first!
StealArtistHeap(256*1024)
SetPS2ModelMemory(2097152 + 65536 * 10)
ReadDataFile("ingame.lvl")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
DES = 3
-- These variables do not change
ATT = 1
DEF = 2



SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_commando_1st",
"rep_inf_commando_2nd",
"rep_inf_commando_3rd",
"rep_inf_commando_4th",
"rep_inf_commando_5th",
"rep_inf_commando_6th")

ReadDataFile("dc:SIDE\\kit.lvl",
"rep_hero_fisto")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_hero_darthmaul",
"cis_inf_droideka")

ReadDataFile("SIDE\\des.lvl",
"tat_inf_jawa")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetAttackingTeam(ATT)

SetupTeams{
rep = {
team = REP,
units = 28,
reinforcements = 150,
soldier = { "rep_inf_commando_1st",9, 25},
assault = { "rep_inf_commando_2nd",1,4},
engineer = { "rep_inf_commando_4th",1,4},
sniper = { "rep_inf_commando_3rd",1,4},
officer = {"rep_inf_commando_5th",1,4},
special = { "rep_inf_commando_6th",1,4},

},
cis = {
team = CIS,
units = 100,
reinforcements = 300,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1,4},
engineer = { "cis_inf_engineer",1,4},
sniper = { "cis_inf_sniper",1,4},
officer = {"cis_inf_officer",1,4},
special = { "cis_inf_droideka",1,4},
}
}

-- Jawas --------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "tat_inf_jawa", 7)
SetUnitCount (3, 7)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(3,DEF)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(DEF,3)
-----------------------------------

SetHeroClass(REP, "rep_hero_fisto")
SetHeroClass(CIS, "cis_hero_darthmaul")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 230
SetMemoryPoolSize("Aimer", 23)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 325)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 43)
SetMemoryPoolSize("MountedTurret", 15)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat2.lvl", "tat2_con")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_tat_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_tat_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_tat_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_tat_amb_end", 2,1)

SetVictoryMusic(REP, "rep_tat_amb_victory")
SetDefeatMusic (REP, "rep_tat_amb_defeat")
SetVictoryMusic(CIS, "cis_tat_amb_victory")
SetDefeatMusic (CIS, "cis_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


SetAttackingTeam(ATT)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
--tell the game to load our loading image
end
Hidden/Spoiler:
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

AddNewGameModes( sp_missionselect_listbox_contents, "tat2%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "tat2%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "cor1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "cor1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "dag1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "dag1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "dea1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "dea1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "end1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "end1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "fel1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "fel1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "geo1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "geo1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "kam1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "kam1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "kas2%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "kas2%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "mus1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "mus1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "myg1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "myg1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "nab2%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "nab2%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "pol1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "pol1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "tan1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "tan1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "uta1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "uta1%s_%s", {era_r = 1, mode_con_r = 1} )

AddNewGameModes( sp_missionselect_listbox_contents, "yav1%s_%s", {era_r = 1, mode_con_r = 1} )
AddNewGameModes( mp_missionselect_listbox_contents, "yav1%s_%s", {era_r = 1, mode_con_r = 1} )


-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("tat2","tat2r_con",4)
AddDownloadableContent("cor1","cor1r_con",4)
AddDownloadableContent("dag1","dag1r_con",4)
AddDownloadableContent("dea1","dea1r_con",4)
AddDownloadableContent("end1","end1r_con",4)
AddDownloadableContent("fel1","fel1r_con",4)
AddDownloadableContent("geo1","geo1r_con",4)
AddDownloadableContent("kam1","kam1r_con",4)
AddDownloadableContent("kas2","kas2r_con",4)
AddDownloadableContent("mus1","mus1r_con",4)
AddDownloadableContent("myg1","myg1r_con",4)
AddDownloadableContent("nab2","nab2r_con",4)
AddDownloadableContent("pol1","pol1r_con",4)
AddDownloadableContent("tan1","tan1r_con",4)
AddDownloadableContent("uta1","uta1r_con",4)
AddDownloadableContent("yav1","yav1r_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\RCM\\data\\_LVL_PC\\core.lvl")

Re: Anakin's Trouble Thread

Posted: Mon Jun 18, 2012 9:48 am
by lucasfart
So just checking - you placed the loadscreen.tga in the .req for a file named tat2.lvl?

Re: Anakin's Trouble Thread

Posted: Mon Jun 18, 2012 9:59 am
by Anakin
jep because the stock loadscreen from SWBFII for Mos Eislay is also called tat2.lvl. So i thought maybe it works if i take this anme, but it doesn't

Re: Anakin's Trouble Thread

Posted: Mon Jun 18, 2012 10:07 am
by lucasfart
So do you have a tat2.lvl in your Load folder?