Converting the Jedi Starfighter from SWBFI
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Darth-Derkie
- 1st Lieutenant

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Converting the Jedi Starfighter from SWBFI
I'm trying to get the Jedi Starfighter in-game, but it doesn't spawn.
Mungelog:
ERROR[levelpack req\rep_fly_jedifighter.req]:Could not open munged\pc\rep_fly_jedifighter.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_jedifighter.req]:Could not open munged\pc\rep_fly_jedifighter.anims for input. DOS reports:
No such file or directory
2 Errors 0 Warnings
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_fly_jedifighter.lvl.req(1)...
ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_fly_jedifighter.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
BFront2.log:
Message Severity: 3
.\Source\LoadUtil.cpp(1002)
Data in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl is not a binary UCF file.
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_gunship in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_jedifighter in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl
Mungelog:
ERROR[levelpack req\rep_fly_jedifighter.req]:Could not open munged\pc\rep_fly_jedifighter.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_jedifighter.req]:Could not open munged\pc\rep_fly_jedifighter.anims for input. DOS reports:
No such file or directory
2 Errors 0 Warnings
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_fly_jedifighter.lvl.req(1)...
ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_fly_jedifighter.lvl.req(1)...
ucft <--
2 Errors 0 Warnings
BFront2.log:
Message Severity: 3
.\Source\LoadUtil.cpp(1002)
Data in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl is not a binary UCF file.
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_gunship in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_jedifighter in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl
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fat_walrus
RE: Converting the Jedi Starfighter from SWBFI
1)It doesn't have an animation file
2) You're missing a bracket somewhere in your req
3) Dunno
4) you don't have the rep_fly_gunship chunk, make one or copy it.
5) You're again missing a chunk, this time it's the rep_fly_jedifighter.
2) You're missing a bracket somewhere in your req
3) Dunno
4) you don't have the rep_fly_gunship chunk, make one or copy it.
5) You're again missing a chunk, this time it's the rep_fly_jedifighter.
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Kyross
RE: Converting the Jedi Starfighter from SWBFI
I had a nice post typed up about howyou might be able to fix this but then it got deleted. So you'll have to wait until I feel like typing it again.
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Darth-Derkie
- 1st Lieutenant

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Is a bracket a "}" ? I think I have everything placed right:
rep.req:
rep_fly_jedifighter.req:

rep.req:
Code: Select all
ucft
{
REQN
{
"lvl"
"rep_fly_gunship"
"rep_fly_jedifighter"
}
}
Code: Select all
ucft
{
REQN
{
"class"
"rep_fly_jedifighter"
}
}
I hope it's going to be soonKyross wrote:I had a nice post typed up about howyou might be able to fix this but then it got deleted. So you'll have to wait until I feel like typing it again.
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Darth-Derkie
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MasterSkywalker
- Major

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Darth-Derkie
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busterkinkade
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MasterSkywalker
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Darth Derkie:
If it can help you, here is my SWBFII Delta-7 JFS ODF and everything works, even the cockpit works
If it can help you, here is my SWBFII Delta-7 JFS ODF and everything works, even the cockpit works
busterkinkade: I looked through the tga files of thr REP side but was unable to find a tga file for the Delta-7 JFS, but maybe you can find a proper skin in the SWBF1 assets.[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "rep_fly_jedifighter.msh"
[Properties]
FLYERSECTION = "BODY"
VehicleType = "fighter"
MapTexture = "jedi_starfighter_icon"
HealthTexture = "HUD_rep_jedistarfighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5
GeometryName = "rep_fly_jedifighter"
AnimationName = "rep_fly_jedifighter"
FirstPerson = "REP\repjedfi;rep_1st_cockpit_jedistarfighter"
FirstPersonFOV = "65"
CollisionScale = 1.5
CollisionThreshold = 5.0
MaxHealth = 1800.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"
PilotSkillRepairScale = 0.04
Acceleraton = 30.0
MinSpeed = 20.0
MidSpeed = 45.0
MaxSpeed = 72.0
//StrafeSpeed = 6.5
//StrafeRollAngle = 0.1
PitchRate = 1.00 // 1.75
PitchFilter = 2.90 // 2.75
TurnRate = 1.25 // Max turn //3.25 mouse!
TurnFilter = 5.75 // Speed of turn //5.75 mouse!
BankAngle = 0.9 // 0.9
BankFilter = 2.0 // 2.5
LevelFilter = 2.0 // 5.0
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
CockpitTension = 25
TakeoffTime = 0.5
TakeoffSpeed = 3.0
LandingTime = 0.5
LandingSpeed = 5.0
TakeoffHeight = 2.5
LandedHeight = 1.1
EyePointCenter = "0.0 1.0 -2.0"
TrackCenter = "0.0 1.0 -2.75"
TrackOffset = "0.0 2.5 8.0"
// = "0.0 0.0 5.0"
TiltValue = "5.0"
AimTension = "8.0"// 20 how much the reticule swims
MoveTension = "5.0"// 4.25 how much swim the craft has from the center of the screen
TerrainCollision = "p_spherefront1"
TerrainCollision = "p_spherefront2"
TerrainCollision = "p_spherefront3"
BuildingCollision = "p_spherefront1"
BuildingCollision = "p_spherefront2"
BuildingCollision = "p_spherefront3"
VehicleCollision = "p_spherefront1"
VehicleCollision = "p_spherefront2"
VehicleCollision = "p_spherefront3"
WEAPONSECTION = 1
WeaponName = "rep_weap_fly_jedifighter_cannon"
WeaponAmmo = 0
AimerNodeName = "hp_gun_2"
NextAimer = "-"
AimerNodeName = "hp_gun_4"
WEAPONSECTION = 2
WeaponName = "rep_weap_fly_jedifighter_missile"
WeaponAmmo = 5
AimerNodeName = "hp_gun_1"
NextAimer = "-"
AimerNodeName = "hp_gun_3"
PilotPosition = "hp_active"
PilotAnimation = "drive"
IsPilotExposed = "0"
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_fly_jedifighter_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_fly_jedifighter_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_fly_jedifighter_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"
ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"
ThrustEffect = "com_sfx_exhaust_jedistarfighter"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "0.7368 -0.3585 -2.4618"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"
ThrustEffect = "com_sfx_exhaust_jedistarfighter"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "-0.7368 -0.3585 -2.4618"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.7368 -0.3585 -2.4618"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.7368 -0.3585 -2.4618"
ContrailEffectMinSpeed = "0.2"
ContrailEffectMaxScale = "0.8"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.7368 -0.3585 -2.4618"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.2"
ContrailEffectMaxScale = "1.8"
ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.7368 -0.3585 -2.4618"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinSpeed = "1.2"
ContrailEffectMaxScale = "1.8"
DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"
//DamageStartPercent = 19.0
//DamageStopPercent = 0.0
//DamageEffect = "vehicleflame"
//DamageEffectScale = 1.0
//DamageInheritVelocity = 0.75
//DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"
//ExplosionCritical = "rep_fly_jedifighter_exp"
ExplosionDestruct = "rep_fly_jedifighter_exp"
EngineSound = "rep_fly_jedifighter_engine_parameterized"
TakeoffSound = "r2_take_off"
LandSound = "r2_land"
HurtSound = "r2_damage"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "r2_turn_on"
TurnOffSound = ""
TurnOffTime = ""
TurningOffSound = "r2_turn_off"
Music = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
FoleyFXGroup = "metal_foley"
BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15
//SOUNDS*******************8
VOUnitType = 128
EngineSound = "rep_fly_anakinfighter_engine_parameterized"
TakeoffSound = "rep_fly_anakinfighter_take_off"
LandSound = "rep_fly_anakinfighter_land"
HurtSound = "r2_damage"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "rep_fly_anakinfighter_turn_on"
TurnOffSound = "rep_fly_anakinfighter_turn_off"
TurnOffTime = "1.5"
TurningOffSound = "rep_fly_anakinfighter_airbrakes_off"
Music = ""
CISMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
FoleyFXGroup = "metal_foley"
BoostSound = "rep_fly_anakinfighter_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_anakinfighter_shift_up_high_property 0.15 1"
BoostSound = "rep_fly_anakinfighter_shift_up_property 0.53 1"
BoostSound = "rep_fly_anakinfighter_shift_up_high_property 0.66 1"
BoostSound = "rep_fly_anakinfighter_shift_down_property 0.17 0"
BoostSound = "rep_fly_anakinfighter_shift_down_property 0.41 1"
BoostSound = "rep_fly_anakinfighter_shift_down_high_property 0.9 0"
TrickSound = "rep_fly_anakinfighter_roll" //Played when the flyer performs a roll
FlipSound = "rep_fly_anakinfighter_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//Acceleraton = 50.0
//MinSpeed = 35.0 .21
//MidSpeed = 80 .47
//MaxSpeed = 105 .62
//BoostAcceleration = 80.0
//BoostSpeed = 170.0
// ***************************************************************************************
EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30
FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0
PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0
BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15
PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0
EyePointOffset = "0.0 1.0 -2.0"
TrackCenter = "0.0 0.0 0.0"
//TrackOffset = "0.0 2.5 8.0"
TiltValue = "5.0"
AimTension = "20.0"
MoveTensionX = "3.7"
MoveTensionY = "3.2 15.0"
MoveTensionZ = "4.25"
BlurEffect = 0.9
BlurStart = 40.0
FOVEffect3rd = 90
FOVEFFectMinCamOffset3rd = "0.0 3.0 12.0"
FOVEFFectMaxCamOffset3rd = "0.0 6.0 -18.0"
FOVEffect1st = 90
Acceleraton = 50.0
MinSpeed = 35.0
MidSpeed = 80
MaxSpeed = 105
BoostAcceleration = 80.0
BoostSpeed = 170.0
TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48
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busterkinkade
The skin is in the PC folder of the rep msh folder, however, I change that skin then munge it and the skin on the model ingame hasn't changed for some reason, could you try that and see if it changes the skin. Oh, one more thing, for some reason I can change its lowrez skin, but not the normal skin, it just seems odd.
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MasterSkywalker
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MasterSkywalker
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- Teancum
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Nope -- that is wrong. The model has to have an override_texture setup inside the model itself. No vehicles have it, and some infantry units don't either.MasterSkywalker wrote:Just make onePut in the OverrideTexture = "(example)rep_fly_jedifighter" line in your ODF and normally you should be able to see your new skin ingame.
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MasterSkywalker
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