I'm making a map (betcha didn't see that one coming ) and It was coming along fine. I had a completely functional map, no problems. Then, one munge, everything went "cookey".
Message Severity: 3
.\Source\EntityProp.cpp(539)
Prop "end_prop_treeclump03" geometry "end_prop_treeclump03" not found
*unimportant errors*
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "end_prop_treeclump03" not built: "ALL YOUR MODEL ARE BELONG TO US."
The strange thing is, end_prop_treeclump03 is in my msh folder. So I went into my msh folder, opened the msh in notepad, made no edits, saved it, confirmed the new date edited in file explorer, opened up visualmunge, checked common, and munged. Still, the same crash happened. So I looked through the munge textbox thing and it made no mention of the msh whatsoever. I thought this was strange, although I assume there is a simple explanation to this because upon a manual clean, not all the msh's are noted, yet I still get the same error, and not other ones.
Now, I decided to open up Zeroeditor to remove the file from my wld file. It crashes too.
Just to throw another thing out there, the only change I made was a couple of rainshadows and a rain .fx file. I did not add end_prop_treeclump03 and I had been running with it for a couple of days at least.
Thanks in advance.
Re: VisualMunge Not Munging MSH
Posted: Tue Aug 18, 2009 4:40 pm
by Xavious
Open up the treeclump odf and remove the .msh from the end of the model's geometry name (the one under [Properties]).
Re: VisualMunge Not Munging MSH
Posted: Tue Aug 18, 2009 4:42 pm
by Master_Ben
*Goes off to munge*
Do you mean the top geometry setting, or the bottom? Because I removed the bottom one to no prevail....
EDIT: editing the top one made no change. Treeclump ODF:
The one under [Properties] (bottom one). The top one should still have .msh after the model name.
Re: VisualMunge Not Munging MSH
Posted: Tue Aug 18, 2009 4:51 pm
by Master_Ben
As I said, I had already done that, it didn't change the state of things.
Re: VisualMunge Not Munging MSH
Posted: Tue Aug 18, 2009 4:52 pm
by Xavious
Did you check the error log afterwards? You might have some other errors as well.
Re: VisualMunge Not Munging MSH
Posted: Tue Aug 18, 2009 4:54 pm
by Master_Ben
Nope. There's nothing else:
Hidden/Spoiler:
Opened logfile BFront2.log 2009-08-20 1654
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: Found custom_gc_5.lvl
custom_gc_5: Entered
ifs_freeform_init_jcw.lua
ifs_freeform_start_jcw.lua
custom_gc_5: Taking control of custom_GetGCButtonList()...
custom_gc_5: Taking control of custom_PressedGCButton()...
custom_gc_5: Exited
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: No custom_gc_10.lvl
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_5: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_5: 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
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 0452D73C
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key, value is: isModLevel 1
The key, value is: mode_1flag_g 1
The key, value is: mode_1flag_c 1
The key, value is: bSelected 1
The key, value is: era_c 1
The key, value is: mode_eli_g 1
The key is mapluafile, the formated value is: SNW<A>_<B>
The key, value is: mode_con_g 1
The key, value is: mode_ctf_g 1
The key, value is: mode_ctf_c 1
custom_printTable(): Returning
custom_printTable(): table: 04116B0C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: SNWc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'end_prop_tree03' AttachOdf 'end_prop_godray' odf not found
Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'end_prop_tree02' AttachOdf 'end_prop_godray' odf not found
Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'end_prop_treeclump01' AttachOdf 'end_prop_godray' odf not found
Message Severity: 3
.\Source\EntityProp.cpp(539)
Prop "end_prop_treeclump03" geometry "end_prop_treeclump03" not found
Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'end_prop_tree04' AttachOdf 'end_prop_godray' odf not found
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "end_prop_treeclump03" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.SNW.cp1" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.SNW.cp2" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.SNW.cp3" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.SNW.cp4" not localized
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376
Ignore other various small scale errors.
BIG EDIT:
I did some work and got rid of the treeclump03 problem, but the map still crashes. Here's the Problem: Every error in my BFront2.log is ignorable, I just went through every one. I'm completely stumped.
BIGGER, FINAL EDIT:
Ok, so I got it working by loading the wld file, and saving it into another Data folder, and copying over necessary files. Topic can be locked, but if anyone knows why this turned out to work, feel free to voice their thoughts.