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Munging not working?

Posted: Tue Apr 13, 2010 8:44 am
by hockeygoalie35
hello there, im new to these forums and i would like to know if someone could help me?
Ok, as my first attempt to Mod BF2, i get all the assets (rep and common) and put it into my map's Sides folder(all I'm doing is a texture change here and there). then i change the LUA to the dc://sides thing and then im ready to munge.

i open up visual Munger in data_ABC/_BUILD and i check the common box, and choose REP as my SIDE to munge. then i click munge .At that point, i go to my addon folder and the map is there, but inside the _LVL_PC, there is no SIDES folder or my lvl file. and the weird thing is, in visual munger, i get this:

Munging addme.lua...done.
Copying files to Battlefront II directory:
"C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Mod dir "ABC"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 "ABC" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Munge process finished
\LucasArts\Star was unexpected at this time.


is this because i have WINDOWS 7?

Re: Munging not working?

Posted: Tue Apr 13, 2010 8:48 am
by impspy
Try this fix; its for vista but I think it will work for Windows 7 :?

http://www.gametoast.com/forums/viewtop ... 73#p295373

Oh, and welcome to Gametoast :D

Re: Munging not working?

Posted: Tue Apr 13, 2010 9:03 am
by hockeygoalie35
Thanks :D

but now when i run visual munge, i get an error in a black box about reading the LUA

Re: Munging not working?

Posted: Tue Apr 13, 2010 9:06 am
by impspy
Post your lua

Re: Munging not working?

Posted: Tue Apr 13, 2010 9:18 am
by hockeygoalie35
here:
Hidden/Spoiler:
--
-- 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("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"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("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:ABC\\ABC.lvl", "ABC_conquest")
ReadDataFile("dc:ABC\\ABC.lvl", "ABC_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

Re: Munging not working?

Posted: Tue Apr 13, 2010 10:54 am
by FragMe!
Did you follow all the steps for creating/modding a new side, including putting a directory in the side folder of the build directory, that is the usual cause of a side not showing up in the addon folder.

Re: Munging not working?

Posted: Wed Apr 14, 2010 12:39 pm
by hockeygoalie35
FragMe! wrote:Did you follow all the steps for creating/modding a new side, including putting a directory in the side folder of the build directory, that is the usual cause of a side not showing up in the addon folder.
wellno because im edditing a shipped side (rep)

EDIT:
hockeygoalie35 wrote:
FragMe! wrote:Did you follow all the steps for creating/modding a new side, including putting a directory in the side folder of the build directory, that is the usual cause of a side not showing up in the addon folder.
wellno because im edditing a shipped side (rep)
i have the .lvl done, but it wont work, is there some way to find out why?

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

Re: Munging not working?

Posted: Wed Apr 14, 2010 8:55 pm
by StarkillerMarek
hockeygoalie35 wrote:
hockeygoalie35 wrote:
FragMe! wrote:Did you follow all the steps for creating/modding a new side, including putting a directory in the side folder of the build directory, that is the usual cause of a side not showing up in the addon folder.
wellno because im edditing a shipped side (rep)

i have the .lvl done, but it wont work, is there some way to find out why?
Try not to double post, it's against the rules. Do you know how to make a Bf2log?

Re: Munging not working?

Posted: Thu Apr 15, 2010 7:38 am
by hockeygoalie35
StarkillerMarek wrote:Do you know how to make a Bf2log?
no, my BF2 mod tools .exe gives me a strange error when i try to start it,
"please insert Disk 1" (i have the DVD version and yes, the disk was in)

sorry about the double post, my bad

Re: Munging not working?

Posted: Thu Apr 15, 2010 8:55 am
by bokkenblader56
Hey, HG. Sorry I couldn't help you out more on through LF. Just out of curiosity, do you have the DVD version of the ModTools? If not, you can find it HERE

Re: Munging not working?

Posted: Fri Apr 16, 2010 7:19 am
by hockeygoalie35
from my Bf2Log:


here are all the severity: 3 errors

Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_rifleman in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_assault_DOME in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_gunship_DOME in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_rocketeer in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_engineer in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_sniper in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_officer in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_jettrooper in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hero_macewindu in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\rep.lvl

Re: Munging not working?

Posted: Sat Apr 17, 2010 12:21 pm
by bokkenblader56
Are you munging a new rep.lvl or using the one I sent you?

Re: Munging not working?

Posted: Sat Apr 17, 2010 8:30 pm
by hockeygoalie35
bokkenblader56 wrote:Are you munging a new rep.lvl or using the one I sent you?
im using the one i sent you, my munging process dosnt work, probably due to the Windows 7 compatibliliy