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Skining

Posted: Wed Sep 21, 2011 5:59 pm
by SpencerJ
I am a new at getting skins ingame so I found a tutorial and started off with it. I was able to do the actual skinning and I created odfs and an req for him. He worked in the msh viewer. But when I munge I get this.

Code: Select all

ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
   1 Errors    0 Warnings

ERROR[levelpack rep.req]:Unexpected end of file while searching for closing quote.
File : {Unknown}(3)...

        "lvl"
        "rep_inf_ep3_rifleman
     <--
ERROR[levelpack rep.req]:Unexpected end of file while searching for closing quote.
File : {Unknown}(3)...

        "lvl"
        "rep_inf_ep3_rifleman
     <--
 [continuing]
   2 Errors    0 Warnings
:runaway: Please don't spam smilies. -Staff
Anyone know what that means???

So when I run the game and load my level it does not crash but my unit just didn't show to scrap the droids. All the other units stay. Please note I took out the clone trooper to replace it with my skinned one. See the lua.

Here is my lua.
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_rifleman")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:SKN\\SKN.lvl", "SKN_conquest")
ReadDataFile("dc:SKN\\SKN.lvl", "SKN_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/code]
IDK what happend. It kinda makes me go mad. :x So any help sudgestion or what ever is really really really really really reall--. You get the point. Thanks :D

Re: Skining

Posted: Wed Sep 21, 2011 6:10 pm
by AQT
SpencerJ wrote:Anyone know what that means???
It means that your custom side's REQ file isn't set up correctly. Post its content please.

Re: Skining

Posted: Wed Sep 21, 2011 6:19 pm
by SpencerJ
This one:
location:bf2modtools/data_XXX/sides/rep
name:rep.req

Code: Select all

ucft
{
    REQN
    {
        "lvl"
        "rep_inf_ep3_rifleman
    }
}
or this one:
location:bf2modtools/data_XXX/Sides/rep/req
name:rep_inf_ep3_rifleman.req

Code: Select all

ucft
{
    REQN
    {
        "class"
        "rep_inf_ep3_rifleman"
    }
}
Which is wrong??? Thanks in advance. It sounds as if you know my problem.

Re: Skining

Posted: Wed Sep 21, 2011 6:23 pm
by kinetosimpetus
The first one is missing a " after rifleman.

Re: Skining

Posted: Wed Sep 21, 2011 6:24 pm
by AQT
The first one (the custom side's REQ file) is wrong, which was the one I had asked for. You are missing a quotation mark (") after "rep_inf_ep3_rifleman. It should look like the following:

Code: Select all

ucft
{
    REQN
    {
        "lvl"
        "rep_inf_ep3_rifleman"
    }
}
SpencerJ wrote:It sounds as if you know my problem.
I know what your problem is because I read it off the munge log you posted.

Re: Skining

Posted: Wed Sep 21, 2011 7:03 pm
by SpencerJ
Thanks so much guys. I'll remunge corrected and try it.

EDIT
Ok fixed. No errors while munging. My unit is not in the game though.

Double posting is against the RULES; please EDIT your post instead -Staff

Re: Skining

Posted: Wed Sep 21, 2011 7:10 pm
by AQT
The following section in your lua:

Code: Select all

    ReadDataFile("dc:SIDE\\rep.lvl",
                             "rep_inf_rifleman")
Change it to:

Code: Select all

    ReadDataFile("dc:SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman")

Re: Skining

Posted: Wed Sep 21, 2011 7:22 pm
by SpencerJ
Now it crashes after loading half way.

Edit: Do you need the patch for SWBF2 for it to work?

Re: Skining

Posted: Thu Sep 22, 2011 6:24 am
by Tears2Roses
Yes. You need the 1.1 patch. Also, look in-game. If you map shows up as XXX%s_%s, or simmilar, you need the 1.1 patch. If your munge is super fast ( doesnt seem like it is ) you may need to fix that. Also, make sure you editted rep_inf_default_rifleman, and you have all your unit weapons. The tutorials should have showed you what to do. If you need a tutorial, look At the FAQ/everything you need to know thread <--- clicky That topic has many tutorials, all of which work if set up properly. Do not get discoraged, took me a while to get working well. Also, I hate making maps, but LOVE sides. If you want me to type up an advanced tutorial, you can say so. But before you ask me too, please read the FAQ well.

Re: Skining

Posted: Thu Sep 22, 2011 11:25 am
by SpencerJ
Thanks so much. You guys are awesome. It does show up as XXX%s_%s. So thanks for finding my problem. I really appreciate the people that are willing to help out people like below.
i are a b00n.
Once again. Thanks. :D

Re: Skining

Posted: Thu Sep 22, 2011 7:17 pm
by Tears2Roses
Does the map/side work now then?

Re: Skining

Posted: Mon Sep 26, 2011 2:16 pm
by SpencerJ
I haven't had time to download I've been very busy. I'll let you know when I get the patch. I do believe it will fix it.