Blocky Laser Textures after "dc:" addtion in lua [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
TWINKEYRUNAWAY
Lieutenant General
Lieutenant General
Posts: 730
Joined: Fri Aug 17, 2012 3:13 pm
Projects :: Empire Rising
Games I'm Playing :: SWBF Doom FONV
xbox live or psn: No gamertag set
Location: 411Remnant
Contact:

Blocky Laser Textures after "dc:" addtion in lua [Solved]

Post by TWINKEYRUNAWAY »

Hey guys maybe someone here can assist me with this problem. Well generally im working on a GCW era mode that use modified version of the rebels and empire. Ive been working on it over the summer and I really didn't experience all that many problems. So far only the rebel side had been modified with classes, weapons and effects. The rebel side was nearing completion and I wanted to start doing modifications to the empire side. This is where it gets a little weird, so I went ahead and added a "dc:" to the empire line in my test map cor1g_con.lua
Hidden/Spoiler:
ReadDataFile("SIDE\\imp.lvl",
--Insert "imp_bldg_defensegridturret", once the odf has been set up
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_emperor")
and made it this
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\imp.lvl",
--Insert "imp_bldg_defensegridturret", once the odf has been set up
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_emperor")
and repeated the process to main lua RVPg_con.lua
Hidden/Spoiler:
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )
and made it this
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

After that it made my effects blockey which is really weird. I take the dc: out of the imps and everything works fine again when re-munged. This has been tested several times and the same thing seems to happen. I went ahead and asked a few other modders before I posted this and they told me they are not sure why this happens and that it is odd that it would. These have been the only changes I made to it, it uses the stock ingame.req file which has worked for the custom effects on the rebels pretty good so I really don't think that is the problem especially since I didn't make any changes to it.
Last edited by TWINKEYRUNAWAY on Tue Aug 13, 2013 10:00 pm, edited 2 times in total.
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Blocky Laser Textures after "dc:" addtion in lua

Post by Marth8880 »

Hmm... Double-check all of your ordnance ODFs, make sure all of the LaserTexture instances are equal to an existing laser texture.

So basically, instead of things like:

Code: Select all

LaserTexture = "omg_one_direction_rulez_imao"
you should only find things like:

Code: Select all

LaserTexture = "com_sfx_laser_red"
User avatar
TWINKEYRUNAWAY
Lieutenant General
Lieutenant General
Posts: 730
Joined: Fri Aug 17, 2012 3:13 pm
Projects :: Empire Rising
Games I'm Playing :: SWBF Doom FONV
xbox live or psn: No gamertag set
Location: 411Remnant
Contact:

Re: Blocky Laser Textures after "dc:" addtion in lua

Post by TWINKEYRUNAWAY »

Code: Select all

LaserTexture        	= "com_sfx_laser_red2"
The "com_sfx_laser_red2" tga seems to work fine, it has been for the past few months with no changes other than the fact that is was a custom one made from a months ago. hmm, actually would it matter where the effect is? I mean it is located in the "effects folder" in the "all folder". But the line comes from the rifle_ord file in the common folder. The rebel side right now is the only one with the dc: addition and it works fine with the custom effects, maybe the imp folder isn't reading form the common folder properly? It was suggested to me to take a look at the addme.lua but it really didn't need any changing from what I can tell since it only tells the game to load these custom sides on coursauant.


Edit: that is strange, I cant find the texture.....yeah I think I see where the problem is....haha. Big thanks to nedarb for that suggestion and to you to marth, will be back to see if I fixed it.

@dat pepsi avatar
Last edited by TWINKEYRUNAWAY on Tue Aug 13, 2013 12:43 pm, edited 1 time in total.
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: Blocky Laser Textures after "dc:" addtion in lua

Post by Noobasaurus »

Usually when things are blocky, that means they haven't been munged properly out of your sides folder. I once tried to use a custom texture for an effect but I was never able to figure out how to munge it or where to put it.
User avatar
TWINKEYRUNAWAY
Lieutenant General
Lieutenant General
Posts: 730
Joined: Fri Aug 17, 2012 3:13 pm
Projects :: Empire Rising
Games I'm Playing :: SWBF Doom FONV
xbox live or psn: No gamertag set
Location: 411Remnant
Contact:

Re: Blocky Laser Textures after "dc:" addtion in lua

Post by TWINKEYRUNAWAY »

Solved, thanks guys! :D
Post Reply