Munge Problem (short munge) (FAQ)

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Re: Munge Problem (short munge) (FAQ)

Post by revan91 »

I'm sorry I didn't see that this post was dated april 2009 :(.
I unchecked sound and shell and now it works without errors thanks you very much!
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Re: Munge Problem (short munge) (FAQ)

Post by impspy »

revan91 wrote:I'm sorry I didn't see that this post was dated april 2009 :(.
I unchecked sound and shell and now it works without errors thanks you very much!
No problem, glad to help. ;)
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Re: Munge Problem

Post by trainmaster611 »

Frisbeetarian wrote:Just to wrap things up and hopefully make things easier for anybody else who has this problem, I have uploaded an easy fix to this problem.

Instructions: Download the .zip file HERE and unpack the contents (the folder vistamungefix) into your BF2_ModTools directory. Run vistamungefix.bat.

This will create a copy of the old munge batch files inside the assets folder and overwrite the originals with fixed munge batch files. This fix only changes the files in BF2_ModTools\data, so you will need make a new world for the fix to take effect.

I also included a batch file that will restore the original files to their place just in case someone thinks this fix causes a problem. However, no one should need to use it since I just deleted an unnecessary redundancy that only the developers needed. If someone who already has the ModTools running properly were to run this, their munge process shouldn't be affected in the least.

P.S.
If anyone knows a better way of handling the fix (such as simply overwriting a line in a text file so that I don't have to include each fixed file in the download), please tell me so that I may update this.
I think the download is corrupted. Can someone reupload it?
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Re: Munge Problem

Post by Maveritchell »

trainmaster611 wrote:
Hidden/Spoiler:
[quote="Frisbeetarian"]Just to wrap things up and hopefully make things easier for anybody else who has this problem, I have uploaded an easy fix to this problem.

Instructions: Download the .zip file HERE and unpack the contents (the folder vistamungefix) into your BF2_ModTools directory. Run vistamungefix.bat.

This will create a copy of the old munge batch files inside the assets folder and overwrite the originals with fixed munge batch files. This fix only changes the files in BF2_ModTools\data, so you will need make a new world for the fix to take effect.

I also included a batch file that will restore the original files to their place just in case someone thinks this fix causes a problem. However, no one should need to use it since I just deleted an unnecessary redundancy that only the developers needed. If someone who already has the ModTools running properly were to run this, their munge process shouldn't be affected in the least.

P.S.
If anyone knows a better way of handling the fix (such as simply overwriting a line in a text file so that I don't have to include each fixed file in the download), please tell me so that I may update this.


I think the download is corrupted. Can someone reupload it?[/quote]
The download is fine; give it another try.
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Re: Munge Problem (short munge) (FAQ)

Post by fasty »

I'm pretty sure you put the files in C:\BF2_ModTools\data\_BUILD. I know it says "BF2_ModTools directory", but it works for me this way.
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Re: Munge Problem (short munge) (FAQ)

Post by trainmaster611 »

Err, I've tried it 5 times with different browsers and the download is always 0KB and WinRAR can't extract it.

@Fatsy - Is that a response to my question from the other thread?
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Re: Munge Problem (short munge) (FAQ)

Post by fasty »

It was just a general post to anyone in the future that has trouble with this. :P
If you really want I'll upload it to FileFront.
Edit:
Here: http://www.filefront.com/17171104/munge_fix.zip

trainmaster611 wrote:@Fatsy
:sick:

By the way, you were right :shock: .
It went to 0 bytes for me also.
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Re: Munge Problem (short munge) (FAQ)

Post by trainmaster611 »

Ok that download works. Thanks Fasty :)
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Re: Munge Problem (short munge) (FAQ)

Post by SilvaDalek »

Should I make the OP include what frisbeetarian said because most people look at a FAQ for Q&A at the begining??
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Re: Munge Problem (short munge) (FAQ)

Post by [TFA]Padawan_Fighter »

Hey, I have a map back from when I had an XP, and I'm having the fast-munge problem. Since the munge fix only works for new maps, is there any way to get around it? Could I put the old map's .wld into a new map's folder?
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Re: Munge Problem (short munge) (FAQ)

Post by Ace_Azzameen_5 »

I just fixed this myself - although the file was from a munge fixed-backup, it started to fast munge in the the new bf2modtools install and then I broke the DATA_MAP folder trying to fix it, but I finally fixed it.

Just apply the munge fix to the _BUILD folder of the existing map. Back up the files first just in case you overwrite something. That should work if I recall correctly.
Caveat: What I did personally was make a new project and copy its build folder.
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Re: Munge Problem (short munge) (FAQ)

Post by Glitch25 »

@ Frisbeetarian could you please post the patch on http://starwarsbattlefront.filefront.com
This patch was sooooo helpful. You will be helping many other SWBF2 modders. Filefront requires that the creator of the mod posts it on the website.
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Re: Munge Problem (short munge) (FAQ)

Post by [Padawan]Helkaan »

I tried (for the fifth time) munging a map (on another computer).

I downloaded the fix, and replaced the munge bats with vistamungefix.bat.
I've ran VisualMunge a first time, in order to create the necessary files.
I've ran VisualMunge a second time, to munge the whole map.

But I still get these errors:

Code: Select all

ERROR[levelpack ABC.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack ABC.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings
I've probably done something wrong, but what?
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Re: Munge Problem (short munge) (FAQ)

Post by Frisbeetarian »

I'm honestly not sure what's up. I haven't worked on this in a long time, so I'm quite unfamiliar with it. Hopefully someone else can help.

As for uploading it on SWBF Files, I submitted it.
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Re: Munge Problem (short munge) (FAQ)

Post by Locutus »

vistamungefix.bat didn't work for me, try adding the files manually.
Also, don't forget to apply this for all maps created so far.
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Re: Munge Problem (short munge) (FAQ)

Post by [Padawan]Helkaan »

Well, this is what I've done. The bat worked for me but I also tied copying all file to the _BUILD directory.
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Re: Munge Problem (short munge) (FAQ)

Post by nightovizard7 »

None of the links are working for me, gamefront llows me to download it but when i download it i download a 0 kb file. If its not a problem, could someone upload it to moddb?:
http://www.moddb.com/games/star-wars-ba ... /downloads

Thank you.

Added MediaFire link -Staff
http://www.mediafire.com/?ky5rdtu5gdlgmdf

Edited:
Thank you staff!

Summary:
Extract the vistamungefix folder into your C:\BF2_ModTools directory.
Run the vistamungefix.bat located inside the vistamungefix folder.
After applying the munge fix if you still have this problem when munging:
Hidden/Spoiler:
\Common was unexpected at this time.
Munging addme.lua...done.
Copying files to Battlefront II directory:
"C:\ProgramFiles\LucasArts\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Mod dir "TST"exists, continuing...
Copying addme.script to mod dir...done
Copying "mission.lvl" to modDir\data\_LVL_PC\...done
Copying "core.lvl" to modDir\data\_LVL_PC\...done
Copying "TST" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Munge process finished
You have to delete this higlighted lines from _BUILD\munge.bat and _BUILD\Common\munge.bat of your data_*** map folder:
Hidden/Spoiler:
REM echo ********************************************************************* >> %MUNGE_LOG%

REM if "%MUNGE_BIN_DIR%"=="" (
set MUNGE_BIN_DIR=%CD%\..\..\ToolsFL\Bin
REM echo MUNGE_BIN_DIR=%MUNGE_BIN_DIR%
REM set PATH=%CD%\..\..\ToolsFL\Bin;%PATH%
REM )

REM -------------- MUNGE COMMON -----------------------
Hidden/Spoiler:
if %MUNGE_LANGDIR%x==x set MUNGE_LANGDIR=ENG
REM if "%MUNGE_BIN_DIR%"=="" (
set MUNGE_BIN_DIR=%CD%\%MUNGE_ROOT_DIR%\..\ToolsFL\Bin
set PATH=%CD%\..\..\..\ToolsFL\Bin;%PATH%
REM echo MUNGE_BIN_DIR=!MUNGE_BIN_DIR!
REM )

set MUNGE_ARGS=-checkdate -continue -platform %MUNGE_PLATFORM%
If the game crashes after munging the map, you have to cut and paste the map folder from inside addons to another location, then start the game, close it, and paste it again on addons, and see what happens. If it does not work, it can be due to some error or because of incomplete lua coding, such as:
Hidden/Spoiler:
WARNING[PC_modelmunge @#$\msh\com_icon_spaceflag_carried.msh]:com_icon_spaceflag_carried has 1160 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge HOT\msh\hoth_bldg_ioncannon.msh]:hoth_bldg_ioncannon has 1089 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 2 Warnings

ERROR[PC_texturemunge HOT\world1\hotx.tga]:TextureMunge(hotx:123x123x1): Must have power of two dimensions!
ERROR[PC_texturemunge HOT\world1\hotx.tga]:TextureMunge(hotx:123x123x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
And i supose thats why the game is crashing when i try to play the map...

Hope this is usefull for you.
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