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Question for modders/mappers

Posted: Thu Jan 06, 2011 7:41 pm
by FighterRex
Hi! I'm currently working on my first map called Naboo: Riverside Village. Everything has been going relatively smoothly with ZeroEditer and the luas, however when I decided to munge my map for the first time, I get this popup in NotePad (I also included a screenshot of it):
ERROR[levelpack mission\NRVc_con.req]:Expecting bracket, but none was found.
File : munged\pc\nrvc_con.script.req(1)...

ucft <--
ERROR[levelpack mission\NRVc_con.req]:Expecting bracket, but none was found.
File : munged\pc\nrvc_con.script.req(1)...

ucft <--

2 Errors 0 Warnings
Could anybody help? When I start up SWBF2, It shows the loading screen, then CTD. :cry:

If you need to see my luas or screenshots of anything, just ask me and I'll post them. Thanks in advance!

Okay, I couldn't upload the image. But the quote above just about says it all. If you still need a screenshot, I'll just upload it to one of those free upload sites. :jango:

Re: Question for modders/mappers

Posted: Thu Jan 06, 2011 7:45 pm
by genaral_mitch
Whenever you get an error similar to this one, it is because you screwed up in one of your scripts. In this case the error would be in the script

Code: Select all

nrvc_con
. So you can either check for the missing bracket as the error message says, or post your bfront2 error log ( look in the at the top of the forum for a tutorial on how to get the error log, it is stickied.)

Re: Question for modders/mappers

Posted: Thu Jan 06, 2011 8:11 pm
by FighterRex
I cant find a missing bracket anywhere, and I searched the entire thing, especially the parts that I edited. :( I also looked on that page, and I can't find a solution. In the fifth post by Syth, the first problem he talked about was very similar to my problem. However, I don't know what he means by "do a manual clean". :runaway: Also, didn't I post my BF2 error log? Or was that something different? Here's my lua, btw, if anyone wants to take a look at it. :|

http://www.easy-share.com/1913489042/NRVc_con.lua

Re: Question for modders/mappers

Posted: Thu Jan 06, 2011 8:25 pm
by genaral_mitch
Link to manuel clean tut = http://www.gametoast.com/forums/viewtop ... =27&t=9961
Very useful thread, the FAQ = http://www.gametoast.com/forums/viewtop ... 27&t=13806
And because I don't know where the error log tut is, I'll write on myself.
1. Take the program BF2_modtools and move it to Lucasarts/Battlefront II/Gamedata.
2. Run the program, choose your map and watch it ctd.
3. Now there should be a new .txt file called bfront2. Open that and look for severity 3 errors. If you don't feel confident in looking throught it yourself, make sure to post it on the site (Don't put it up for download, just copy\paste the contents into a post and if you DO beed to upload something, you should use filefront.com.)

Re: Question for modders/mappers

Posted: Thu Jan 06, 2011 9:01 pm
by FighterRex
Okay. So I did a manual clean which didn't work, and then I hit clean in VisualMunge. That didn't work either. I copied the program over, then ran it and it CTD. Here's the BFront2 file:

Code: Select all

Opened logfile BFront2.log  2011-01-06 1842
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum:     PC    GameSpy    english    0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl.  Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table    Known eras buttons: 28
custom_GetGMapEras(): Finished building era table    Known eras: 28
custom_GetGMapModes(): Finished building game mode table    Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table    List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list    Known Modes: 39
ingame stream    movies\crawl.mvs
shell_interface: Opening movie:    movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme

Message Severity: 3
.\Source\LuaScript.cpp(435)
Script file addme not found
So there is a Message Severity: 3.

Also, after munging, I'm now getting a slightly different message:

Code: Select all

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\NRV\NRVc_con.lua:86: `)' expected (to close `(' at line 76) near `"rep_hover_swampspeeder"'
ERROR[scriptmunge scripts\NRV\NRVc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\NRV\NRVc_con.lua]:Could not read input file. [continuing]
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\NRV\NRVg_con.lua:85: `)' expected (to close `(' at line 77) near `"all_fly_xwing"'
ERROR[scriptmunge scripts\NRV\NRVg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\NRV\NRVg_con.lua]:Could not read input file. [continuing]
   4 Errors    0 Warnings

ERROR[levelpack mission\NRVc_con.req]:Expecting bracket, but none was found.
File : munged\pc\nrvc_con.script.req(1)...

ucft <--
ERROR[levelpack mission\NRVc_con.req]:Expecting bracket, but none was found.
File : munged\pc\nrvc_con.script.req(1)...

ucft <--
 [continuing]
   2 Errors    0 Warnings

WARNING[PC_modelmunge world1\msh\nab2_prop_statue04.msh]:nab2_prop_statue04 has 1074 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\nab_inf_nabooguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge world1\msh\nab_inf_nabooguard.msh]:nab_inf_nabooguard has 1232 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\rep_walk_kaadu.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
   0 Errors    4 Warnings


Re: Question for modders/mappers

Posted: Thu Jan 06, 2011 10:08 pm
by FragMe!

Code: Select all

C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\NRV\NRVc_con.lua:86: `)' expected (to close `(' at line 76) near `"rep_hover_swampspeeder"'
ERROR[scriptmunge scripts\NRV\NRVc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\NRV\NRVc_con.lua]:Could not read input file. [continuing]
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\NRV\NRVg_con.lua:85: `)' expected (to close `(' at line 77) near `"all_fly_xwing"'

Those two line are telling you exactly where the errors are. Check carefully around there.

Re: Question for modders/mappers

Posted: Thu Jan 06, 2011 11:02 pm
by asleeponduty
Youre forgetting to put commas in after loading units!

Code: Select all

   ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rifleman",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_officer",
                    "all_inf_wookiee",
                    "all_hero_hansolo_tat"]

Re: Question for modders/mappers

Posted: Thu Jan 06, 2011 11:20 pm
by genaral_mitch
asleeponduty wrote:Youre forgetting to put commas in after loading units!
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat" ]
That is supposed to be a parenthesis, not a bracket.

Re: Question for modders/mappers

Posted: Thu Jan 06, 2011 11:27 pm
by asleeponduty
Sorry about that, it was originally a parenthesis

Re: Question for modders/mappers

Posted: Sat Jan 08, 2011 1:06 pm
by FighterRex
Okay, so I looked in my luas, and I was missing some commas. That fixed the errors in the MungeLog! Here's my new MungeLog:

Code: Select all

WARNING[PC_modelmunge world1\msh\nab2_prop_statue04.msh]:nab2_prop_statue04 has 1074 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\nab_inf_nabooguard.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge world1\msh\nab_inf_nabooguard.msh]:nab_inf_nabooguard has 1232 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\rep_walk_kaadu.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
   0 Errors    4 Warnings

However, when I tried to munge (two times), it keeps crashing on startup. :runaway: So I looked in my BFront2 file, and there's still that Message Severity 3 thing:

Code: Select all

Opened logfile BFront2.log  2011-01-08 1039
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum:     PC    GameSpy    english    0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl.  Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table    Known eras buttons: 28
custom_GetGMapEras(): Finished building era table    Known eras: 28
custom_GetGMapModes(): Finished building game mode table    Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table    List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list    Known Modes: 39
ingame stream    movies\crawl.mvs
shell_interface: Opening movie:    movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme

Message Severity: 3
.\Source\LuaScript.cpp(435)
Script file addme not found
However, I don't know what it means. :?

PS: Sorry I haven't been on here for a couple days, my internet hasn't been working very well.

Re: Question for modders/mappers

Posted: Sat Jan 08, 2011 1:54 pm
by asleeponduty
Do a manual clean and munge.
In the mungelog if it says Warning you can ignore that. You cant ignore it if it says Error

Re: Question for modders/mappers

Posted: Sat Jan 08, 2011 2:29 pm
by FighterRex
Not working :cry: another map i have, a space map, is have the same problem (CTD, no errors in the MungeLog).

Re: Question for modders/mappers

Posted: Sat Jan 08, 2011 3:01 pm
by FragMe!
Try creating a new map, don't add anything to it, munge it and see if that works in game.

Re: Question for modders/mappers

Posted: Sat Jan 08, 2011 5:57 pm
by SAMofBIA
anyone else notice that he missed a dc: ??? XD cant believe im first to notice
should be:
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
should it not?

Re: Question for modders/mappers

Posted: Sat Jan 08, 2011 6:04 pm
by Jendo7
Depends if he's made a custom side, I suppose.

Re: Question for modders/mappers

Posted: Sat Jan 08, 2011 6:08 pm
by DarthD.U.C.K.
the game doesnt get to the missionlua, it cant even find the addme.lua that determinates the missions...

Re: Question for modders/mappers

Posted: Sat Jan 08, 2011 7:33 pm
by SAMofBIA
@jendo, he has because he has han solo
@ duck, oh...

Re: Question for modders/mappers

Posted: Sun Jan 09, 2011 4:02 am
by Jendo7
Oh, I thought that was stock Han Solo.

Re: Question for modders/mappers

Posted: Sun Jan 09, 2011 7:16 am
by Anakin
It would be useful if you can tell us what you changed.

have you add some new vehicles?? or speeder??

what files have you copied from the assets folder to your sides folder??

have you changed the mission/addme/core/ingame file?? or only your MAPc_con file??

if you changed other files pls upload

Re: Question for modders/mappers

Posted: Sun Jan 09, 2011 10:49 am
by CodaRez
SAMofBIA wrote:@jendo, he has [created a custom side] because he has han solo
Wrong.

The .lvl is loaded from the stocks (in this case the stock all.lvl), he can just load an extra playermodel, from the stock .lvl

(in fact Han Solo is set as a hero in EVERY default BF2Modtools maps, by default. So yeah, its stock han solo)