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

Posted: Fri Jul 28, 2006 10:35 am
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

RE: The New and Improved Hebes24

Posted: Sat Jul 29, 2006 11:21 am
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

RE: The New and Improved Hebes24

Posted: Sat Jul 29, 2006 11:32 am
by xwingguy
About the lava. Wouldn't it be just as easy to pop open Mustafar with ZE and figure it out yourself?

RE: The New and Improved Hebes24

Posted: Sat Jul 29, 2006 1:32 pm
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?

RE: The New and Improved Hebes24

Posted: Sat Jul 29, 2006 1:38 pm
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

RE: The New and Improved Hebes24

Posted: Sat Jul 29, 2006 2:18 pm
by Hebes24
All those have pieces of terrain with them. I need just the lava. :? this is getting annoying.

RE: The New and Improved Hebes24

Posted: Sat Jul 29, 2006 2:32 pm
by xwingguy
That's all the lava in the entire map.

RE: The New and Improved Hebes24

Posted: Sun Jul 30, 2006 11:41 am
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?

Posted: Sun Jul 30, 2006 11:44 am
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.

Posted: Sun Jul 30, 2006 1:34 pm
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?

Posted: Sun Jul 30, 2006 2:21 pm
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.

Posted: Sun Jul 30, 2006 5:52 pm
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.

Posted: Mon Jul 31, 2006 11:15 am
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

Posted: Wed Aug 02, 2006 1:03 pm
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) :?

Posted: Sat Aug 05, 2006 7:25 pm
by Hebes24
anyone?

Posted: Sun Aug 06, 2006 12:08 pm
by [RDH]Zerted
If its not causing problems, leave it along. If it is, raise the list pool

Posted: Sun Aug 06, 2006 12:42 pm
by Hebes24
where is the list pool? int the LUA?