Polis Massa Crash
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- jango
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Polis Massa Crash
I have started remaking polis massa for swbf1 but when i tested it, it crashed. I had to change the icon disk and asteroids into props but it still crashes. In the bfront log it says nothing. Does anyone know of any thing in polis massa that would crash swbf1? i didnt even touch the lua files so it couldnt be that.
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breakdown
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Re: Polis Massa Crash
Just for your info Polis Massa was converted already, I dunno where you can find it but it is out there somehwere
And honestly I don't know of any reason it would crash, since you are rebuilding from scratch, maybe something to do with lighting?
And honestly I don't know of any reason it would crash, since you are rebuilding from scratch, maybe something to do with lighting?
- EA711
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Re: Polis Massa Crash
The one that was released was realy glitchy thoughbreakdown wrote:Just for your info Polis Massa was converted already, I dunno where you can find it but it is out there somehwere
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jedikiller32
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Re: Polis Massa Crash
I converted Polis Massa, but couldn't open it in SWBF1 ZE to fix any of it
so there were a huge amount of conversion errors and spots with no collision, among other assorted bugs.
- jango
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Re: Polis Massa Crash
weird. i guess ill just forget about making polis massa then.
- Teancum
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Re: Polis Massa Crash
Just so you guys know - the engine was updated for SWBF2 with better collision detection, which is why collision is weird in SWBF1. In SWBF1 there were lots of 'holes' where there shouldn't be, but it was fixed for SWBF2. There's an invisible collision object that will allow you to put invisible collision 'bricks' and make invisible walls, floors, etc to get around that.
The biggest reason, however, that SWBF1 is crashing is that you can't use SWBF2 terrain in SWBF1. So if the terrain was built with SWBF2's version of ZeroEdit, it can't be used in SWBF1 at all. That being said if you know some about modeling you can work around it; it would just be a little time consuming. The theoretical process is below:
The biggest reason, however, that SWBF1 is crashing is that you can't use SWBF2 terrain in SWBF1. So if the terrain was built with SWBF2's version of ZeroEdit, it can't be used in SWBF1 at all. That being said if you know some about modeling you can work around it; it would just be a little time consuming. The theoretical process is below:
- Download 3D Ripper DX HERE, and read all the online docs to learn how to use it.
- Capture (or have someone else capture) a terrain-based level in SWBF2, such as Polis Massa (the outside), Felucia, Dagobah, etc using 3D Ripper DX
- Import that 3D capture into 3DSMax, export to XSI, export as MSH file
- Import that as a model in SWBF1's ZeroEdit, paint the elevations of the terrain/paint the textures to match the model (don't worry about objects or terrain cutters for now) and save
- Create a new project for your SWBF2 conversion (I.E. Dagobah.wld)
- Copy over the SWBF2 assets, including terrain and all
- Delete the .TER file you just copied, remembering the name (I.E. dagobah1.TER)
- Copy over that terrain file that you 'mirrored' from the model you exported, renaming it to whatever the SWBF2 terrain was
- Munge, test, tweak
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BattleBelk
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Re: Polis Massa Crash
And also you can easy hexedit swbf2 terrain: 1 byte change and other 1 delete.
Open swbf2 terrain in hexeditor and change byte with offset 4 from 16 to 15 (in hex field) and then look down unitll first terrain texure tga, select and remove byte before name of texture.
After this fix terrain can be loaded in swbf1 Zeroedit without crash but texture paint and foliages will have displacement compare to original swbf2 terrain so you have to repaint it. Water have same position as it is in swbf2, only need fill it.
Open swbf2 terrain in hexeditor and change byte with offset 4 from 16 to 15 (in hex field) and then look down unitll first terrain texure tga, select and remove byte before name of texture.
After this fix terrain can be loaded in swbf1 Zeroedit without crash but texture paint and foliages will have displacement compare to original swbf2 terrain so you have to repaint it. Water have same position as it is in swbf2, only need fill it.
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- Jendo7
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Re: Polis Massa Crash
I recently tried to convert Tantive IV, just using the ODF and MSH files and no terrain, and it still crashed. So it's definitely more complicated than just having basic mapping knowledge.
- jango
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Re: Polis Massa Crash
i didnt use swbf2 terrain and its zeroeditor, i just made my own terrain and. I would definitely have to agree with teancum about swbf2 collision because some of the objects in mygeeto have too much collision in swbf1 or none.
- jango
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Re: Polis Massa Crash
i got it working finally! i had to change the door into a prop. but the collisions are totally screwed up! is there a way to fix collsion with hex edit or something? sorry for double post.
- newguy99
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Re: Polis Massa Crash
Yes, I have the same question.
Can I change the colision of SWBF 2 objects?
I sortof coverted Tantive IV, but I fell through most of the floors because of no colision!
Can I change the colision of SWBF 2 objects?
I sortof coverted Tantive IV, but I fell through most of the floors because of no colision!
- Teancum
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Re: Polis Massa Crash
Not without re-exporting the models. SWBF2 has updated collision data that SWBF1 does not have. The best thing you can do is use the invisible collision odfs, com_inv_col16, 32, and 64 - found in the /common folder to build 'fake' collision. I dunno if they come with the SWBF1 tools, but they do come with the SWBF2 tools, and should work in this case.
- jango
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Re: Polis Massa Crash
i had to do that for mygeeto and coruscant, but the problem with polis massa is that over half the rooms have too much collision, making it impossible to get anywhere.
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BattleBelk
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Re: Polis Massa Crash
has anyone seen my post here:
http://www.gametoast.com/forums/viewtop ... 40#p328840
Its actually working, fast and correct way to solve problems with swbf2 collision without remodeling and placing com_inv_col boxes wich arent good way at all.
Below my example of convert Polis Massa wich I tried in the past:
http://wwwnew.filefront.com/13952933/Po ... swbf1.zip/
Unfinished but at least no collsion problems (I hope)
http://www.gametoast.com/forums/viewtop ... 40#p328840
Its actually working, fast and correct way to solve problems with swbf2 collision without remodeling and placing com_inv_col boxes wich arent good way at all.
Below my example of convert Polis Massa wich I tried in the past:
http://wwwnew.filefront.com/13952933/Po ... swbf1.zip/
Unfinished but at least no collsion problems (I hope)
Last edited by BattleBelk on Thu Jul 02, 2009 10:22 am, edited 1 time in total.
- Jendo7
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Re: Polis Massa Crash
Off topic: That link points to a file called 14.avi.BattleBelk wrote: Below my example of convert Polis Massa wich I tried in the past:
http://wwwnew.filefront.com/13950140/Po ... a_swbf1.7z
Unfinished but at least no collsion problems (I hope)
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BattleBelk
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Re: Polis Massa Crash
weird
I think its problem of new filefront
I've reuploaded and updated link
I've reuploaded and updated link
- Jendo7
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Re: Polis Massa Crash
Awesome! Downloading now
- EA711
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Re: Polis Massa Crash
A fantastic map nice one BattleBelk thank youBattleBelk wrote:has anyone seen my post here:
http://www.gametoast.com/forums/viewtop ... 40#p328840
Its actually working, fast and correct way to solve problems with swbf2 collision without remodeling and placing com_inv_col boxes wich arent good way at all.
Below my example of convert Polis Massa wich I tried in the past:
http://wwwnew.filefront.com/13952933/Po ... swbf1.zip/
Unfinished but at least no collsion problems (I hope)
- Frog
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Re: Polis Massa Crash
Well i would imagine it was the doors that was crashing ur map cuz they crashed my mustafar map until i fixed it up a bit the doors need animation from ur Pollis massa munged folde rand then they will work fine and your map should work if it still crashes idk why thne

