Message Severity: 3

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

ryukaji
Major
Major
Posts: 513
Joined: Mon Sep 17, 2007 7:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Message Severity: 3

Post by ryukaji »

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?
User avatar
Fluffy_the_ic
Hoth Battle Chief
Hoth Battle Chief
Posts: 3223
Joined: Thu Jan 24, 2008 7:03 pm
xbox live or psn: fluffytherc
Location: she/her
Contact:

Re: Message Severity: 3

Post by Fluffy_the_ic »

I think you may have accidentally done something with a first person view that messed it up.
ryukaji
Major
Major
Posts: 513
Joined: Mon Sep 17, 2007 7:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Re: Message Severity: 3

Post by ryukaji »

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
User avatar
Fluffy_the_ic
Hoth Battle Chief
Hoth Battle Chief
Posts: 3223
Joined: Thu Jan 24, 2008 7:03 pm
xbox live or psn: fluffytherc
Location: she/her
Contact:

Re: Message Severity: 3

Post by Fluffy_the_ic »

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.
ryukaji
Major
Major
Posts: 513
Joined: Mon Sep 17, 2007 7:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Re: Message Severity: 3

Post by ryukaji »

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
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Message Severity: 3

Post by Maveritchell »

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.
No, it's not. It has nothing to do with player models.

@OP: What you did was enable the 1st-person view on the skiff, I assume?

Code: Select all

FirstPerson         	= "com\repgunnr;com_1st_gunner"
I looked through the side files, and although I may have just missed it, I'm pretty sure that there isn't a first-person view for the skiff pilot position. I would go ahead and comment that line back out. I know there isn't a premunged view for what you're trying to call, which is why it's crashing.
ryukaji
Major
Major
Posts: 513
Joined: Mon Sep 17, 2007 7:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Re: Message Severity: 3

Post by ryukaji »

well ill try that, and no i didnt uncomment it, i guess it came that way so ill see what happens
ryukaji
Major
Major
Posts: 513
Joined: Mon Sep 17, 2007 7:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Re: Message Severity: 3

Post by ryukaji »

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
MercuryNoodles
Jedi
Jedi
Posts: 1003
Joined: Sun Mar 12, 2006 7:16 pm
Projects :: Space - Boarding Action
xbox live or psn: No gamertag set

Re: Message Severity: 3

Post by MercuryNoodles »

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.

Code: Select all

FirstPerson            = "com\comgunnr;com_1st_gunner"
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.
Last edited by MercuryNoodles on Fri Sep 19, 2008 1:45 pm, edited 2 times in total.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Message Severity: 3

Post by Maveritchell »

MercuryNoodles wrote:FirstPerson = "REP\repgunnr;rep_1st_gunner"
[/code]
I just looked through the source files, and that's how each should look.
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
Jedi
Jedi
Posts: 1003
Joined: Sun Mar 12, 2006 7:16 pm
Projects :: Space - Boarding Action
xbox live or psn: No gamertag set

Re: Message Severity: 3

Post by MercuryNoodles »

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.

Code: Select all

FirstPerson             = "rep\repsccam;rep_1st_cockpit_securitycam"
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Message Severity: 3

Post by Maveritchell »

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."
ryukaji
Major
Major
Posts: 513
Joined: Mon Sep 17, 2007 7:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Re: Message Severity: 3

Post by ryukaji »

i just noticed there were multiple lines of first person so i just commented them like you said earlier and ill see what happens.
ryukaji
Major
Major
Posts: 513
Joined: Mon Sep 17, 2007 7:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Re: Message Severity: 3

Post by ryukaji »

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
MercuryNoodles
Jedi
Jedi
Posts: 1003
Joined: Sun Mar 12, 2006 7:16 pm
Projects :: Space - Boarding Action
xbox live or psn: No gamertag set

Re: Message Severity: 3

Post by MercuryNoodles »

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.
ryukaji
Major
Major
Posts: 513
Joined: Mon Sep 17, 2007 7:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Re: Message Severity: 3

Post by ryukaji »

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.
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
Jedi
Jedi
Posts: 1003
Joined: Sun Mar 12, 2006 7:16 pm
Projects :: Space - Boarding Action
xbox live or psn: No gamertag set

Re: Message Severity: 3

Post by MercuryNoodles »

1) the turret camera problem:

Code: Select all

EyePointOffset          = "0.0 1.0 2.0"
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

-keep gun gunl gunr -bump tat_skiff01
ryukaji
Major
Major
Posts: 513
Joined: Mon Sep 17, 2007 7:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Re: Message Severity: 3

Post by ryukaji »

MercuryNoodles wrote:1) the turret camera problem:

Code: Select all

EyePointOffset          = "0.0 1.0 2.0"
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

-keep gun gunl gunr -bump tat_skiff01
Thats what mine has for eye point but have you tried a skiff before? that view is not right and yeah i have the .option
MercuryNoodles
Jedi
Jedi
Posts: 1003
Joined: Sun Mar 12, 2006 7:16 pm
Projects :: Space - Boarding Action
xbox live or psn: No gamertag set

Re: Message Severity: 3

Post by MercuryNoodles »

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.
Option--------Platform--------Description
-keepall--------Any--------Keep all nodes as hardpoints.
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.
ryukaji
Major
Major
Posts: 513
Joined: Mon Sep 17, 2007 7:46 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Re: Message Severity: 3

Post by ryukaji »

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.
Option--------Platform--------Description
-keepall--------Any--------Keep all nodes as hardpoints.
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.

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!
Post Reply