scripts in bf2modtools (Solved)
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PsYcH0_]-[aMsT3r
- 2nd Lieutenant

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Re: scripts in bf2modtools
For skining remember to turn of RLE compression. Everyone does it at first lol.
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swbf2crazy
- Posts: 3
- Joined: Sun Feb 17, 2008 7:43 am
Re: scripts in bf2modtools
Lol ok how do we do that? And nice avatar.
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swbf2crazy
- Posts: 3
- Joined: Sun Feb 17, 2008 7:43 am
Re: scripts in bf2modtools
This is exactly what it says in the munge log:
ERROR[PC_texturemunge msh\rep_inf_saeseetin.tga]:Targa type 10 not currently supported.
ERROR[PC_texturemunge msh\rep_inf_saeseetin.tga]:Targa type 10 not currently supported.
[continuing]
2 Errors 0 Warnings
ERROR[levelpack req\rep_hero_saesee.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_saeseetin.texture.req(1)...
ucft <--
ERROR[levelpack req\rep_hero_saesee.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_saeseetin.texture.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...
ucft <--
ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...
ucft <--
ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[PC_texturemunge msh\rep_inf_saeseetin.tga]:Targa type 10 not currently supported.
ERROR[PC_texturemunge msh\rep_inf_saeseetin.tga]:Targa type 10 not currently supported.
[continuing]
2 Errors 0 Warnings
ERROR[levelpack req\rep_hero_saesee.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_saeseetin.texture.req(1)...
ucft <--
ERROR[levelpack req\rep_hero_saesee.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_saeseetin.texture.req(1)...
ucft <--
2 Errors 0 Warnings
ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...
ucft <--
ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...
ucft <--
ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
- elfie
- Field Commander

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Re: scripts in bf2modtools
quote: Lol ok how do we do that?
when you save it as a tga it shouls ask you.
when you save it as a tga it shouls ask you.
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obiboba3po
- 2008 Most Technically Challenging Avatar
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Re: scripts in bf2modtools
ok guys, no offense, but thats not helping him at all. here is a guide i wrote earlier today, this is the way i do it, and it always works for me:
ok what you have to do:
--when saving, save with no rle compression
--get munge.bat and clean.bat from build/common/sides/all, paste these into all of you sides folders. (u c & p the side ur editing in to ur sides folder, make sure the common fulder is there, and post the munge and clean inthe side ur editing's folder)
--go to assets/shell, c& p all folders not files into ur world/build/shell
--finally, go to the lua, and put dc: infront of the side ur editin.
note: if you do something wrong, the dc: will crash the game, make sure you do everything right!
also those #s u were talking about, the 1st number represents how many initial ai will start off as that unit i think the 2nd # is the max you can have of that unit. again, i think its something along the lines of this. if you got any problems or questions about the above, just post it here.
(thanks elfie, i used ur guide to skinning to make this, as yours was the one that actually taught me how to do it)
ok what you have to do:
--when saving, save with no rle compression
--get munge.bat and clean.bat from build/common/sides/all, paste these into all of you sides folders. (u c & p the side ur editing in to ur sides folder, make sure the common fulder is there, and post the munge and clean inthe side ur editing's folder)
--go to assets/shell, c& p all folders not files into ur world/build/shell
--finally, go to the lua, and put dc: infront of the side ur editin.
note: if you do something wrong, the dc: will crash the game, make sure you do everything right!
also those #s u were talking about, the 1st number represents how many initial ai will start off as that unit i think the 2nd # is the max you can have of that unit. again, i think its something along the lines of this. if you got any problems or questions about the above, just post it here.
(thanks elfie, i used ur guide to skinning to make this, as yours was the one that actually taught me how to do it)
- elfie
- Field Commander

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Re: scripts in bf2modtools
no problem, obiboba. By the way another shortened version of the way you could do this is to copy the side folder and skin and then delete all the lines in the side.req that you have not modified or used in game.
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obiboba3po
- 2008 Most Technically Challenging Avatar
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Re: scripts in bf2modtools
yea, thats work too
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swbf2crazy
- Posts: 3
- Joined: Sun Feb 17, 2008 7:43 am
Re: scripts in bf2modtools
Thanks alot guys problems solved!
