Message Severity: 3
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ryukaji
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Message Severity: 3
Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\com\repgunnr.lvl
I started getting this error and i dont know what it is and how to fix it? anyone know what to do?
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\com\repgunnr.lvl
I started getting this error and i dont know what it is and how to fix it? anyone know what to do?
- Fluffy_the_ic
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Re: Message Severity: 3
I think you may have accidentally done something with a first person view that messed it up.
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ryukaji
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Re: Message Severity: 3
no i didnt do anything with that and it seems more like the skiff needs something maybe? The skiff called for something repgunner so i put in a repgunner.msh in so i dont know what this is then
- Fluffy_the_ic
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Re: Message Severity: 3
repgunner is a player model. You might need an anim(/zafbin/zaabin/combo or whatever) called that, or you need a first person view msh called that.
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ryukaji
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Re: Message Severity: 3
I found a .msh for it and put it in my SKF skiff side in msh folder but i still get this error even when im not using a skiff i was just running around
- Maveritchell
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Re: Message Severity: 3
No, it's not. It has nothing to do with player models.Fluffy_the_ic wrote:repgunner is a player model. You might need an anim(/zafbin/zaabin/combo or whatever) called that, or you need a first person view msh called that.
@OP: What you did was enable the 1st-person view on the skiff, I assume?
Code: Select all
FirstPerson = "com\repgunnr;com_1st_gunner"-
ryukaji
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Re: Message Severity: 3
well ill try that, and no i didnt uncomment it, i guess it came that way so ill see what happens
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ryukaji
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Re: Message Severity: 3
Well that seems not to have worked.... i got that error and i noticed 3 more
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET1" node "gunl" not found
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET2" node "gun" not found
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET3" node "gunr" not found
what am i supposed to do to fix these??
Also it crashes when i left the vehicle in a capture zone of a cp
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET1" node "gunl" not found
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET2" node "gun" not found
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET3" node "gunr" not found
what am i supposed to do to fix these??
Also it crashes when i left the vehicle in a capture zone of a cp
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MercuryNoodles
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Re: Message Severity: 3
There's no repgunnr.lvl under the COM folder. It can't open what's not there. There is, however, a comgunnr.lvl present. Now that I'm looking, I just located repgunnr.lvl under the REP folder. If you want to fix that, make it point to something that exists.
I just looked through the source files, and that's how it should look.
As for the nodes, I recall having a similar problem with the Sentinel. They don't cause a crash, but they're annoying to look at. Open the msh with a hex editor, and make a list of all of the existing hardpoints. They should all have the prefix "hp_". Change the "AimerNodeName =" or "TurretNodeName =" lines in the odf to call up the existing hardpoints, and eliminate any unnecessary lines dealing with the aimer nodes.
Code: Select all
FirstPerson = "com\comgunnr;com_1st_gunner"
As for the nodes, I recall having a similar problem with the Sentinel. They don't cause a crash, but they're annoying to look at. Open the msh with a hex editor, and make a list of all of the existing hardpoints. They should all have the prefix "hp_". Change the "AimerNodeName =" or "TurretNodeName =" lines in the odf to call up the existing hardpoints, and eliminate any unnecessary lines dealing with the aimer nodes.
Last edited by MercuryNoodles on Fri Sep 19, 2008 1:45 pm, edited 2 times in total.
- Maveritchell
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Re: Message Severity: 3
That's how it should look... if you want your vehicle's first person to be a unit's first person. That was the first thing I checked when he posted his original problem, but if you take the time to look at the actual mesh you're calling, it's a unit's pair of hands.MercuryNoodles wrote:FirstPerson = "REP\repgunnr;rep_1st_gunner"
[/code]
I just looked through the source files, and that's how each should look.
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MercuryNoodles
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Re: Message Severity: 3
LMAO...I knew I missed something in that. I should stop doing this when I'm not fully awake. Post edited.
Perhaps this is what I was thinking of.
Perhaps this is what I was thinking of.
Code: Select all
FirstPerson = "rep\repsccam;rep_1st_cockpit_securitycam"- Maveritchell
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Re: Message Severity: 3
Don't think you want that FPV either - that's an interior view, the skiff is not.
I didn't post anything about how to fix it, because like I said in my earlier post, I don't think there is a first person view for the pilot position in the skiff.
And to the OP: You'll have to elaborate on what you mean by "it crashes when i left the vehicle in a capture zone of a cp."
I didn't post anything about how to fix it, because like I said in my earlier post, I don't think there is a first person view for the pilot position in the skiff.
And to the OP: You'll have to elaborate on what you mean by "it crashes when i left the vehicle in a capture zone of a cp."
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ryukaji
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Re: Message Severity: 3
i just noticed there were multiple lines of first person so i just commented them like you said earlier and ill see what happens.
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ryukaji
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Re: Message Severity: 3
ok so that worked for the first person error but i still have these
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET1" node "gunl" not found
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET2" node "gun" not found
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET3" node "gunr" not found
all i did for this was change the odf name and the msh texture and change the skin on the skiff so there are 2 colors of skiffs but now the skiff i edited has turrets that dont move on it
I wonder does anyone just have a skiff that works right in bf2 cause the ones i got are really messed up.
without changing anything about them in odf they
-hovered too low (fixed this problem)
-shooting one of the turrets is hard because the head of player is in the way (still problem)
-they players float above the skiff a little when they aim all the way down on the turret.(still problem)
so basically they dont work like they are supposed to
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET1" node "gunl" not found
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET2" node "gun" not found
Message Severity: 3
.\Source\MountedTurret.cpp(1641)
Mounted turret "imp_hover_skiff TURRET3" node "gunr" not found
all i did for this was change the odf name and the msh texture and change the skin on the skiff so there are 2 colors of skiffs but now the skiff i edited has turrets that dont move on it
I wonder does anyone just have a skiff that works right in bf2 cause the ones i got are really messed up.
without changing anything about them in odf they
-hovered too low (fixed this problem)
-shooting one of the turrets is hard because the head of player is in the way (still problem)
-they players float above the skiff a little when they aim all the way down on the turret.(still problem)
so basically they dont work like they are supposed to
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MercuryNoodles
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Re: Message Severity: 3
Technically, it's not interior or exterior. It's more of a scoped view. Wait, you're talking about the pilot position? I didn't find anything for that one, either. I didn't have the odf open, so I wasn't sure of which position was being discussed.
I posted an answer for the node problem above. Was that somehow not relevant? I'm under the impression it's calling hardpoints/nodes in the odf not actually present on the model. If that's the case, the solution in my initial responce should take care of it.
I posted an answer for the node problem above. Was that somehow not relevant? I'm under the impression it's calling hardpoints/nodes in the odf not actually present on the model. If that's the case, the solution in my initial responce should take care of it.
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ryukaji
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Re: Message Severity: 3
This time its problems with the turrets on the sides and front of skiff, not the pilot. And like i said when you get into that position the players head blocks your view so you cant see where you are shooting. And the game cant find the turret node gun apparently.MercuryNoodles wrote:Technically, it's not interior or exterior. It's more of a scoped view. Wait, you're talking about the pilot position? I didn't find anything for that one, either. I didn't have the odf open, so I wasn't sure of which position was being discussed.
I posted an answer for the node problem above. Was that somehow not relevant? I'm under the impression it's calling hardpoints/nodes in the odf not actually present on the model. If that's the case, the solution in my initial responce should take care of it.
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MercuryNoodles
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Re: Message Severity: 3
1) the turret camera problem:
It's already in the turret sections. Adjust the values to move the camera. In fact, if you just want to raise the camera, simply adjust the y value.
2) I just did a little digging, and the nodes are present in the msh. I just have one question: did you copy the skiff's msh.option file? I ask, because it contains this..
Code: Select all
EyePointOffset = "0.0 1.0 2.0"2) I just did a little digging, and the nodes are present in the msh. I just have one question: did you copy the skiff's msh.option file? I ask, because it contains this..
Code: Select all
-keep gun gunl gunr -bump tat_skiff01
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ryukaji
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Re: Message Severity: 3
Thats what mine has for eye point but have you tried a skiff before? that view is not right and yeah i have the .optionMercuryNoodles wrote:1) the turret camera problem:
It's already in the turret sections. Adjust the values to move the camera. In fact, if you just want to raise the camera, simply adjust the y value.Code: Select all
EyePointOffset = "0.0 1.0 2.0"
2) I just did a little digging, and the nodes are present in the msh. I just have one question: did you copy the skiff's msh.option file? I ask, because it contains this..
Code: Select all
-keep gun gunl gunr -bump tat_skiff01
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MercuryNoodles
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Re: Message Severity: 3
That's not the point. What I'm getting at is that you need to change the values and see where it takes you. It doesn't matter what vehicle it's for, because it's the same parameter no matter which odf it's in. I suggested changing the y value because the y value should control the vertical offset. Either way, you have to do something for yourself if you have any hopes of fixing it. You'll have to get your hands dirty on this one.
I might have an idea for the node problem.
I might have an idea for the node problem.
I just pulled that from the misc documentation. You could try using that in your option file, or using the -keep parameter for each node individually instead of having all three listed together.Option--------Platform--------Description
-keepall--------Any--------Keep all nodes as hardpoints.
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ryukaji
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Re: Message Severity: 3
MercuryNoodles wrote:That's not the point. What I'm getting at is that you need to change the values and see where it takes you. It doesn't matter what vehicle it's for, because it's the same parameter no matter which odf it's in. I suggested changing the y value because the y value should control the vertical offset. Either way, you have to do something for yourself if you have any hopes of fixing it. You'll have to get your hands dirty on this one.
I might have an idea for the node problem.
I just pulled that from the misc documentation. You could try using that in your option file, or using the -keep parameter for each node individually instead of having all three listed together.Option--------Platform--------Description
-keepall--------Any--------Keep all nodes as hardpoints.
Changing Y works for view but there are still crashes with hardpoints so i guess im just gonna give up on this map evey time i attempt it it fails....Velusia is cursed... but i have a new better idea and im gonna try a campaign!
