The New Hebes24's Modding Questions Topic!!!!!!

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Hebes24
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The New Hebes24's Modding Questions Topic!!!!!!

Post by Hebes24 »

My old topic is, well, old so I decided to start anew one. Starting with this question:

What is the ODF name for Mustafar Lava? I can do it with water but I want to get the odf working too.

Any help would be geatly appreciated!! :D
Last edited by Hebes24 on Sun Jul 30, 2006 12:03 pm, edited 1 time in total.
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RE: The New and Improved Hebes24

Post by Hebes24 »

My map is also crashing if it is not first on the playlist.
BFront2.log wrote:Message Severity: 3
.\Source\CommandPost.cpp(498)
Command Post missing control region "cp3_control"

Message Severity: 3
.\Source\CommandPost.cpp(498)
Command Post missing control region "cp4_control"
the funny thing is, I put control regions for those CP's in ZE. if anything, it should be complaining about CPs 1 and 2 :?. again, any help would be appreciated!!!!!!!!!!!!! :D
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RE: The New and Improved Hebes24

Post by xwingguy »

About the lava. Wouldn't it be just as easy to pop open Mustafar with ZE and figure it out yourself?
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RE: The New and Improved Hebes24

Post by Hebes24 »

that's the wierd part. I couldn't find the odf name! I couldn't even select the lava! I checked in every layer!!! I don't understand. has anyone else used a map with mustafar lava?
xwingguy

RE: The New and Improved Hebes24

Post by xwingguy »

It should be in the base layer.

Here are the names:

mus1_bldg_world_1
mus1_bldg_world_2
mus1_bldg_world_3
mus1_bldg_lava_lava
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RE: The New and Improved Hebes24

Post by Hebes24 »

All those have pieces of terrain with them. I need just the lava. :? this is getting annoying.
xwingguy

RE: The New and Improved Hebes24

Post by xwingguy »

That's all the lava in the entire map.
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RE: The New and Improved Hebes24

Post by Hebes24 »

Oh well. i guess I'l use water.

there is a problem. I tried to put a mygeeto bridge over my water-lava flow (wow, that's the biggest oxymoron i've ever used). So I copied the odf, and put it in the data_TST\common\odfs. I also copied the mshs and textured to data_TST\common\mshs. Then I put it in ZE. It appears, I save, munge, play the game, and it doesn't appear. This is what came in on the BFront2 log:

Code: Select all

.\Source\LoadUtil.cpp(1172)
Could not find odf "myg1_bldg_main_bridge"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, myg1_bldg_main_bridge, that does not have an .odf file associated with it
Is there something else I need to do? Is this the wrong way to put in objects?
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Post by -_- »

you dont put it in common.. *sigh*

your "custom" msh and odf's go in data_ABC/Worlds/ABC

if there arent any msh or odf folders there, make em. Same with effects.
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Post by Hebes24 »

Thanks -_- that did it.

I have a new Question. do danger regions work? I know how to make them, but How well do they keep AI from going certain places?
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Post by Rekubot »

In my experience; not well at all. The AI just can't react quick enough to danger regions and usually end up scraping the edge of an object and crashing.
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Post by [RDH]Zerted »

Rekubot wrote:...AI just can't react quick enough to danger regions and usually end up scraping the edge of an object and crashing.
Sounds like making the regions bigger would solve the problem.
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Post by Hebes24 »

Yeah, that works better, though, I'm using them for infantry. I don't really have a problem with flyers (except the stupid AI flies into the ground sometimes *exasperated sigh* :roll: ).

the AI are pretty stupid still, could someone teach about AI paths? Mainly, what do I have to do to get the *coughextremelystupidcough* AI to follow the path?:D
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Post by Hebes24 »

I have no idea what this means:

Code: Select all

Message Severity: 2
c:\battlefront2\main\battlefront2\source\ListPool.h(92)
List pool is full; raise count from 5 to at least 6

Message Severity: 2
c:\battlefront2\main\battlefront2\source\ListPool.h(92)
List pool is full; raise count from 5 to at least 7

Message Severity: 2
c:\battlefront2\main\battlefront2\source\ListPool.h(92)
List pool is full; raise count from 5 to at least 8
it isn't affecting anything (I think) :?
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Post by Hebes24 »

anyone?
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Post by [RDH]Zerted »

If its not causing problems, leave it along. If it is, raise the list pool
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Post by Hebes24 »

where is the list pool? int the LUA?
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