Crash due to mist [Solved]

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ARCTroopaNate
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Crash due to mist [Solved]

Post by ARCTroopaNate »

So I tried to put mist in my map, from the dagobah fx file and I copied over the necessary files but now when my computer tries to load my map, battlefront crashes. I think there might be some things about it in my error log but I don't know what they mean. I know the problem is caused by the mist cause it works fine without it. Any help would be greatly appreciated.
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1010)
Data in F:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\LS2\Data\_lvl_pc\Load\common.lvl is not a binary UCF file.

Message Severity: 3
c:\battlefront2\main\pebblefl\common\PblConfig.h(30)
PblConfig: invalid config; 'DATA' chunk expected
chunk.GetId() == _ID( 'D', 'A', 'T', 'A' )

Message Severity: 3
c:\battlefront2\main\pebblefl\common\PblConfig.h(35)
PblConfig: invalid config; 'DATA' chunk with invalid string table
m_uiNumArgs*4 + uiStringTableLen <= CONFIG_MAX_DATA_ARGS*4
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Re: Crash due to mist

Post by DarthD.U.C.K. »

"invalid string size table" sounds a bit like the mist takes up too much resources. are you using the exact same mist as in dagobah or did you modify something?
ARCTroopaNate
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Re: Crash due to mist

Post by ARCTroopaNate »

same. just copied it from the dagobah fx file.
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Re: Crash due to mist

Post by AQT »

What else did you change in addition to implementing the mist? Anything localization related? See the following post: http://www.gametoast.com/forums/viewtop ... 27#p446327
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Re: Crash due to mist

Post by ARCTroopaNate »

Nothing. My sides are practically stock so they're aren't very many animations. (Only 1 more than the default mod map) I didn't edit anything about the mist and the only localization thing I have done during the course of the entire map is changing the local team name from NULL to gungan and that worked fine.
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Re: Crash due to mist

Post by lucasfart »

I'm not that experienced on this kinda stuff, but have you tried a manual clean and munge? that common.lvl error looks to me like somethings gone wrong in the munge....
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Re: Crash due to mist

Post by ARCTroopaNate »

Thanks! I didn't think of that! :lol: Will try when I get home from school.

EDIT: Battlefront crashed halfway through the load after cleaning and I had this pop up.
BattlefrontII.exe has encountered a problem and needs to close. We are sorry for the inconvenience.
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Re: Crash due to mist

Post by lucasfart »

Ouch. Could you post the log? I'd say there was something wrong with one of your .lvl files.....or visualmunge....
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Re: Crash due to mist

Post by ARCTroopaNate »

1000 posts! Good job! Will post error log later.

EDIT:
Hidden/Spoiler:
Message Severity: 3
c:\battlefront2\main\pebblefl\common\PblConfig.h(30)
PblConfig: invalid config; 'DATA' chunk expected
chunk.GetId() == _ID( 'D', 'A', 'T', 'A' )

Message Severity: 3
c:\battlefront2\main\pebblefl\common\PblConfig.h(35)
PblConfig: invalid config; 'DATA' chunk with invalid string table
m_uiNumArgs*4 + uiStringTableLen <= CONFIG_MAX_DATA_ARGS*4
I regular cleaned and munged and it didn't work. I manual cleaned and then munged and I didn't work. I'm still getting these two errors and I don't know what they mean. This is the thing that is stopping me from releasing the private beta for my map.
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Re: Crash due to mist

Post by kinetosimpetus »

Did you edit any hud files? I think that's what an error in one of those looks like.
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Re: Crash due to mist

Post by ARCTroopaNate »

Nope. I haven't done anything that advanced yet.
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Re: Crash due to mist

Post by lucasfart »

Do you have windows 7? I've heard there can be problems with visualmunge in windows 7, because, while i don't know anything about those errors, to me they look like problems in the munge...
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Re: Crash due to mist

Post by ARCTroopaNate »

Nope. No Windows 7. I really don't know why this is happening. For now I'm just gonna take out the mist until I can find a solution.
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Re: Crash due to mist

Post by lucasfart »

OK. i did a search, and found something pretty similar, although not identical: http://www.gametoast.com/forums/viewtop ... ngTableLen

Could you have put the info in the wrong file? (eg, the .sky file instead of the .fx file)
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Re: Crash due to mist

Post by ARCTroopaNate »

Nope. Mines in my Fx File. My map works fine without the mist. I don't know what's wrong. :( I'd like to thank everyone who's helped me so far. It's great to get the support I do from you guys. :thumbs:
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Re: Crash due to mist

Post by lucasfart »

Could you post the .fx file please?
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Re: Crash due to mist

Post by ARCTroopaNate »

Roger, Roger Captain. :bdroid2:
Hidden/Spoiler:
Effect("Water")
{

// general parameters
PatchDivisions(3,3);

// ocean parameters
OceanEnable(0);

// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);

Effect("FogCloud")
{
Enable(1);
Texture("fx_fluffy");
Range(60.0, 100.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.1);
Height(16.0);
ParticleSize(28.0);
ParticleDensity(60.0);
}

// PS2 parameters
PS2()
{
Tile(2.0,2.0);
Velocity(0.05,0.05);
LODDecimation(3);
MainTexture("nab2_water");
MinDiffuseColor(32, 40, 32, 128);
MaxDiffuseColor(128, 130, 128, 128);
BorderDiffuseColor(160, 160, 160, 255);
SpecularColor(192, 192, 192, 102);
SpeckleSpecularColor(200, 200, 200, 100);
SpeckleAmbientColor(50, 50, 50, 50);
SpeckleTextures("water_specularmask_",25, 4.0);
SpeckleTile(2.0, 2.0);
SpeckleScrollSpeed(0.02,0.02);
SpeckleCoordShift(10.0,10.0);
LightAzimAndElev(1.0,0.0);
}
// PC parameters
PC()
{
Tile(2.0,2.0);
Velocity(0.05,0.05);
LODDecimation(1);
MainTexture("nab2_water.tga");

RefractionColor(90 112, 90, 150);
ReflectionColor(200,200,200,200);
UnderwaterColor(32, 40, 32, 180);
FresnelMinMax(0.2,0.5)

NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 4);
SpecularMaskTile(2.0,2.0);
SpecularMaskScrollSpeed(0.02,0.02);
}
// XBOX parameters
XBOX()
{
Tile(2.0,2.0);
Velocity(0.04,0.008);
LODDecimation(1);
RefractionColor(90 112, 90, 150);
ReflectionColor(200,200,200,200);
UnderwaterColor(32, 40, 32, 180);
FresnelMinMax(0.2,0.5)
NormalMapTextures("water_normalmap_",16,8.0);
}
}

Effect("hdr")
{
Enable(1)
}
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Re: Crash due to mist

Post by lucasfart »

Aha! You're missing a } at the end of the water section....that should fix it hopefully. :D
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Re: Crash due to mist

Post by AceMastermind »

You seem to have inserted the FogCloud effect inside the Water effect.
Should be:
Hidden/Spoiler:
[code]Effect("Water")
{

// general parameters
PatchDivisions(3,3);

// ocean parameters
OceanEnable(0);

// water event parameters
WaterRingColor(148, 170, 192,255);
WaterWakeColor(192, 192, 192,255);
WaterSplashColor((192, 192, 192,255);

// PC parameters
PC()
{
Tile(2.0,2.0);
Velocity(0.05,0.05);
LODDecimation(1);
MainTexture("nab2_water.tga");

RefractionColor(90 112, 90, 150);
ReflectionColor(200,200,200,200);
UnderwaterColor(32, 40, 32, 180);
FresnelMinMax(0.2,0.5)

NormalMapTextures("water_normalmap_",16,8.0);
BumpMapTextures("water_bumpmap_",16,8.0);
SpecularMaskTextures("water_specularmask_",25, 4);
SpecularMaskTile(2.0,2.0);
SpecularMaskScrollSpeed(0.02,0.02);
}
}

Effect("FogCloud")
{
Enable(1);
Texture("fx_fluffy");
Range(60.0, 100.0);
Color(168, 172, 180, 128);
Velocity(5.0, 0.0);
Rotation(0.1);
Height(16.0);
ParticleSize(28.0);
ParticleDensity(60.0);
}

Effect("hdr")
{
Enable(1)
}[/code]
I also removed the PS2 and Xbox stuff from the code above since it isn't needed for PC modding.
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