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My map won't work!

Posted: Sat Aug 27, 2005 10:57 am
by Theheretic
My new map keeps crashing at the loading screen....
Does anyone know the problem!


Oh and I'm having trouple with Rlhoffman's guide to begginers modelling in XSI-
This to be precise:

Posted: Sat Aug 27, 2005 11:12 am
by theguarder
what does the SPtest say?

Posted: Sat Aug 27, 2005 11:33 am
by -_-
can u put in more details? Like what changes u made to the map, what u added on, etc...

Posted: Sat Aug 27, 2005 11:40 am
by Theheretic
Since this only has two lasers and one engine, it most closely resembles a TIE Fighter.

So now that things are getting along, we need to fetch all the .odf ‘s regarding the TIE fighter from the assets\sides\IMP\ODFs folder

So we copy the imp_fly_tiefighter.odf to any_fly_rocket.odf
First we have to change the mesh call out, so replace imp_fly_tiefighter in both Geometry locations.

Next we put a // in front of the 1st person view. ( Later on, when we make our own 1st person view, we can call it out )

Scrolling down to the weapons section, we have to change the hp_fire_1 to hp_laser_01 and the same goes for 2.

For the collisions, have one line state that the collision = “collision” , and rem out duplicate call-outs by placing a // at the line beginning.

NOTE * you can make your own chunks and call them out instead of using the tie chunks. That will be discussed in Advanced Modeling.

Save the .odf file

Here are the files that go into your test\MSH directory
Any_fly_rocket.tga
Any_fly_rocket.msh
Imp_fly_tiefighter_chunk1.msh
Imp_fly_tiefighter_chunk2.msh

Here are the files that go into your test\ODf directory
Any_fly_rocket.odf
Imp_weap_fly_tiefighter_cannon.odf
Imp_weap_fly_tiefighter_cannon_ord.odf
Imp_weap_fly_tiefighter_cannon_exp.odf

Posted: Sat Aug 27, 2005 11:41 am
by Theheretic
SPtest doesn't say anything- it crashes at the loading screen

Posted: Sat Aug 27, 2005 11:42 am
by Theheretic
Changes- I used Geo: Spire and added a simple rocket i made in XSI (It crashes on every single map i've ever made!)

Posted: Sat Aug 27, 2005 11:58 am
by PaNzErgsp
u have to look in the BFlog that SPtest creates.

Posted: Sat Aug 27, 2005 12:40 pm
by Theheretic
ats the Bflog?

Posted: Sat Aug 27, 2005 12:50 pm
by Grievous
It should be in your GameData folder. It's a text document.

Posted: Sun Aug 28, 2005 11:37 am
by Theheretic
This is what the bflog said:
Opened logfile BFront.log 2005-08-28 1610

Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0x00ec995f does not exist in movie 0xb86e8e36

Message Severity: 3
.\source\LuaScript.cpp(523)
OpenScript(ABC1c): script (5a1818d7) not found

Message Severity: 3
.\source\GameState.cpp(804)
Could not open MISSION\ABC1c.lvl

Message Severity: 3
.\source\GameState.cpp(823)
Could not open mission ABC1c

Posted: Mon Aug 29, 2005 9:57 am
by Delta_57_Dash
rofl!!!! I know what is wrong... take some maps out of your addon folder and stick them somewhere else (NOT THE GAMEDATA FOLDER!!!) you can't run sptest if you have more than 25 maps in your addon folder, other wise ALL maps will crash... so I suggest going into your lucasArts folder, creating another addon folder, and sticking a bunch of maps in there, and then after sptesting stick em back in the regular addon folder.

Posted: Mon Aug 29, 2005 10:57 am
by Theheretic
IT DOESNT WORK!

Posted: Mon Aug 29, 2005 11:34 am
by Delta_57_Dash
dude... just take all of the maps out of your addon folder except the one you are working on and It's guarenteed to work.. trust me, I have had this problem before, the stupid SPtest is only desinged to work with 1.2, hence it only can handle 25 user-made maps, and there fore go to your addon folder and make sure that you have less than 25 maps. I can tell you right now you have more, so take some of the maps out, say about 10 or 15, and stick them in a seperate, "overflow" addon folder, and wa-la, the map works in sptest!

Posted: Mon Aug 29, 2005 11:39 am
by Theheretic
i took all the maps except the one im working on and it still wont work!

Posted: Mon Aug 29, 2005 11:40 am
by Theheretic
do u take them out of the gamedata folder all together?

Posted: Mon Aug 29, 2005 11:40 am
by Delta_57_Dash
well, what does bfront log say now? I guarentee it says something different.

Posted: Mon Aug 29, 2005 11:41 am
by Theheretic
It still doesnt work....

Posted: Mon Aug 29, 2005 11:50 am
by Delta_57_Dash
uhm... that doesn't answer my question, post what bfront.log says NOW, after taking the maps out of the folder...

Posted: Mon Aug 29, 2005 11:55 am
by Theheretic
Message Severity: 3
.\source\LuaScript.cpp(1951)
error: stack overflow
stack traceback:
1: function `HandleMouseRecurse' [(none)]
2: function `HandleMouseRecurse' [(none)]
3: function `HandleMouseRecurse' [(none)]
4: function `HandleMouseRecurse' [(none)]
5: function `HandleMouseRecurse' [(none)]
6: function `HandleMouseRecurse' [(none)]
7: function `HandleMouseRecurse' [(none)]
8: function `HandleMouseRecurse' [(none)]
9: function `HandleMouseRecurse' [(none)]
10: function `HandleMouseRecurse' [(none)]
11: function `HandleMouseRecurse' [(none)]
...
15: function `HandleMouseRecurse' [(none)]
16: function `HandleMouseRecurse' [(none)]
17: function `HandleMouseRecurse' [(none)]
18: function `HandleMouseRecurse' [(none)]
19: function `HandleMouseRecurse' [(none)]
20: function `HandleMouseRecurse' [(none)]
21: function `HandleMouseRecurse' [(none)]
22: function `HandleMouseRecurse' [(none)]
23: function `gHandleMouse' [(none)]
24: function <294:(none)>


Message Severity: 3
.\source\LuaScript.cpp(1951)
error: stack overflow
stack traceback:
1: function `HandleMouseRecurse' [(none)]
2: function `HandleMouseRecurse' [(none)]
3: function `HandleMouseRecurse' [(none)]
4: function `HandleMouseRecurse' [(none)]
5: function `HandleMouseRecurse' [(none)]
6: function `HandleMouseRecurse' [(none)]
7: function `HandleMouseRecurse' [(none)]
8: function `HandleMouseRecurse' [(none)]
9: function `HandleMouseRecurse' [(none)]
10: function `HandleMouseRecurse' [(none)]
11: function `HandleMouseRecurse' [(none)]
...
15: function `HandleMouseRecurse' [(none)]
16: function `HandleMouseRecurse' [(none)]
17: function `HandleMouseRecurse' [(none)]
18: function `HandleMouseRecurse' [(none)]
19: function `HandleMouseRecurse' [(none)]
20: function `HandleMouseRecurse' [(none)]
21: function `HandleMouseRecurse' [(none)]
22: function `HandleMouseRecurse' [(none)]
23: function `gHandleMouse' [(none)]
24: function <294:(none)>


Message Severity: 2
.\source\Objective.cpp(59)
Objective::Add: must localize level.DST.objectives.1

Message Severity: 2
.\source\Objective.cpp(59)
Objective::Add: must localize level.DST.objectives.2

Message Severity: 2
.\source\Objective.cpp(59)
Objective::Add: must localize level.DST.objectives.3

Message Severity: 2
.\source\Objective.cpp(59)
Objective::Add: must localize level.DST.objectives.1

Message Severity: 2
.\source\Objective.cpp(59)
Objective::Add: must localize level.DST.objectives.2

Message Severity: 2
.\source\Objective.cpp(59)
Objective::Add: must localize level.DST.objectives.3

Message Severity: 3
.\source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:DST\DST.lvl

Posted: Mon Aug 29, 2005 11:56 am
by Theheretic
it works now- except i forgot to add command posts! oh and they are in there but the regions went all messed up