World War 2 Battlefield by Par3210

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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vortexus
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Re: World War 2 Battlefield by Par3210

Post by vortexus »

:yes: so far...
a few pointer........
1.The area where your water is, add a little foliage around the sides here and there, and also change the texture below the water to something a bit more murky.
2.Change your textures, I.E. don't have the same prevailing texture through out the whole map, add a little dirt track maybe criss crossing the foresty bits.
3.Height variation is a really key thing for map emersion, also its good to have textures coresponding to the height and terrain change, say you did make a dirt track, maybe you could make a small height variation, I.E. lower it a bit?
4.If you can do it yourself or if you can get someone to do it for you, add a few tanks and jeeps, maybe even a plane?!?
:thumbs:
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Re: World War 2 Battlefield by Par3210

Post by Par3210 »

vortexus wrote::yes: so far...
a few pointer........
1.The area where your water is, add a little foliage around the sides here and there, and also change the texture below the water to something a bit more murky.
2.Change your textures, I.E. don't have the same prevailing texture through out the whole map, add a little dirt track maybe criss crossing the foresty bits.
3.Height variation is a really key thing for map emersion, also its good to have textures coresponding to the height and terrain change, say you did make a dirt track, maybe you could make a small height variation, I.E. lower it a bit?
4.If you can do it yourself or if you can get someone to do it for you, add a few tanks and jeeps, maybe even a plane?!?
:thumbs:
1: I will.
2: To which textures?
3: Yes, I have lots of low ground.
4: I can do this but the trouble is no-one really has any plane models or jeeps.
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Re: World War 2 Battlefield by Par3210

Post by obiboba3po »

Xavious wrote:You've got a lot of jagged and unnatural-looking terrain. Use the height blend tool to fix that up. Also, add a little height variation to those flat areas (such as in your first picture).
yes and other than that the environment looks better. but WW2...zombie mode? I thought you said you were just learning custom sides. If you are i would leave it as the main modes with custom sides that are very well done instead of a ba-jillion modes that are all poorly done.
and how can we vote on sides if we still haven't seen them?
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Re: World War 2 Battlefield by Par3210

Post by Par3210 »

true, i'm waiting for bob's skins, and the poll is about what you want to see done, not voting for what you can see.
Thanks everyone for the constructive comments! Everything will be done to try and make this map a memorable one!
@JediJunkie - This will be done - If my polis massa sky starts working - which it isn't - anyone know why?
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Re: World War 2 Battlefield by Par3210

Post by B-1Burt »

Par3210 wrote:true, i'm waiting for bob's skins, and the poll is about what you want to see done, not voting for what you can see.
Thanks everyone for the constructive comments! Everything will be done to try and make this map a memorable one!
@JediJunkie - This will be done - If my polis massa sky starts working - which it isn't - anyone know why?
As for the sky I don't know, because i don't know what you're doing. That just isn't enough info for anyone.
As for the map, I think it needs work. My Diagnosis.

Too Star Warsy, some of those buildings are from Tatooine, and they way they look now is to weird for the map. Reskin or Replace.I'm not going to say anything about the crashed space ship in WW2 battle field.
Too flat and jagged, swipe the raise tool around a bit, then swing the flatten brush plenty.
Too unatural, the water specifically. I that is a river, they don't straight like yours does. If that's a lake then, it's too square. If it's a waste water treatment plant then add concrete.
Too big, you shown a lot of pictures and the map look humongus. Scale it down please.
Too much sand, the ground texture was the same all the way through. I know Belguim isn't a desert.

And the planet model has got to go. This map has potential, I can clearly distinguish the POW camp, and the tree placement in the forest looks good. A lot of this is simple fixes, and if you let them go, the players won't take you seriously.
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Re: World War 2 Battlefield by Par3210

Post by Fierfek »

Well, definintely an improvement - but as B1-Burt said, you need to scale down the "star-warsness".
For one, there is a crashed Techno-Union ship in the middle of the map. I don't mean to be rude, but I don't think they had those back in 1942.
And also, you can see earth in the background. You may want to change that, as it means these dudes are fighting on the moon (and this isn't designed to be the moon).
This has a lot of potential, and you are getting there. Just keep working at it, and it will be great.
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Re: World War 2 Battlefield by Par3210

Post by Par3210 »

B-1Burt wrote:
Par3210 wrote:true, i'm waiting for bob's skins, and the poll is about what you want to see done, not voting for what you can see.
Thanks everyone for the constructive comments! Everything will be done to try and make this map a memorable one!
@JediJunkie - This will be done - If my polis massa sky starts working - which it isn't - anyone know why?
As for the sky I don't know, because i don't know what you're doing. That just isn't enough info for anyone.
As for the map, I think it needs work. My Diagnosis.

Too Star Warsy, some of those buildings are from Tatooine, and they way they look now is to weird for the map. Reskin or Replace.I'm not going to say anything about the crashed space ship in WW2 battle field.
Too flat and jagged, swipe the raise tool around a bit, then swing the flatten brush plenty.
Too unatural, the water specifically. I that is a river, they don't straight like yours does. If that's a lake then, it's too square. If it's a waste water treatment plant then add concrete.
Too big, you shown a lot of pictures and the map look humongus. Scale it down please.
Too much sand, the ground texture was the same all the way through. I know Belguim isn't a desert.

And the planet model has got to go. This map has potential, I can clearly distinguish the POW camp, and the tree placement in the forest looks good. A lot of this is simple fixes, and if you let them go, the players won't take you seriously.
Thank you a lot for this! I will take your comments on board and fix them as much as I can. I don't have a good concrete texture though. And I'll definetly make the lake round. I can't skin things - so I don't know about the tatooine buildings - they were spposed to be a area where there was a town and the soilders go through it. If I hear more comments about it though I will remove it. The crashed spaceship was a mistake - I'll remove it immedietly. Thanks again.
Fierfek wrote:Well, definintely an improvement - but as B1-Burt said, you need to scale down the "star-warsness".
For one, there is a crashed Techno-Union ship in the middle of the map. I don't mean to be rude, but I don't think they had those back in 1942.
And also, you can see earth in the background. You may want to change that, as it means these dudes are fighting on the moon (and this isn't designed to be the moon).
This has a lot of potential, and you are getting there. Just keep working at it, and it will be great.
Did I put the earth in? O.o Oh yeah! It's there in the pics! Darn! I'll get rid of that too! Thanks for pointing that out. And yes the crashed ship will be removed. :wink:
Also I'm going to use some beds from Jabba's Palace to make a few trenches with beds. I think this will increase the feeling of - horrible beds - sleeping rough - bombs overhead - stuff like that.
As for the sky can anyone help?
I have:
Copied naboo's SKY file into my world1 folder and renamed it to my 3 letter map name
Got the following textures from naboo's file as listed below =
nab2_bump1.tga and .tga.option
nab2_skydome.msh and msh.option
sky_naboo2.tga and tga.option
and got rid of my default yavin stuff except for the main textures. (yav2_main1 and stuff like that cause I need them)
?
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Re: World War 2 Battlefield by Par3210

Post by vegati »

Did you get my PM with zombies?
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Re: World War 2 Battlefield by Par3210

Post by Xavious »

Par3210 wrote:As for the sky can anyone help?
I have:
Copied naboo's SKY file into my world1 folder and renamed it to my 3 letter map name
Got the following textures from naboo's file as listed below =
nab2_bump1.tga and .tga.option
nab2_skydome.msh and msh.option
sky_naboo2.tga and tga.option
and got rid of my default yavin stuff except for the main textures. (yav2_main1 and stuff like that cause I need them)
?
You may need to clean and munge to get your new sky to show up.
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Re: World War 2 Battlefield by Par3210

Post by Par3210 »

Vegati - thank you for the zombie skins! But I have a error in my BF2 log - it crashes the map. Here's the bf2log -
Hidden/Spoiler:
Opened logfile BFront2.log 2009-07-28 1700
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: 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_GetGCButtonList()
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
C:\Battlefront2\main\Battlefront2\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: [Nil]
ifs_sp_campaign: Input_Accept(): Entered: _tab_options
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode3
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 03F0E7F8
The key, value is: era_g 1
The key, value is: mode_eli_g 1
The key is mapluafile, the formated value is: WW2<A>_<B>
The key, value is: mode_1flag_g 1
The key, value is: bSelected 1
The key, value is: mode_con_g 1
The key, value is: mode_ctf_g 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 03D0672C
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_g Era = era_g subst = g
Adding map: WW2g_1flag idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\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
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk gam_inf_giantgamorreanguard in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\WW2\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk gam_inf_gamorreanguard in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\WW2\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk all_inf_soilderdesert in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\WW2\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk all_inf_soilderurban in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\WW2\Data\_lvl_pc\SIDE\cis.lvl


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


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
uf_updateClassIndex(): Added class: all_inf_rifleman_urban
uf_updateClassIndex(): Added class: all_inf_rifleman_desert
uf_updateClassIndex(): Added class: all_inf_rifleman
uf_updateClassIndex(): Added class: gam_inf_giantgamorreanguard

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "gam_inf_giantgamorreanguard" (check the side's .req file)
uf_updateClassIndex(): Added class: all_inf_soilderurban

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "all_inf_soilderurban" (check the side's .req file)
uf_updateClassIndex(): Added class: all_inf_soilderdesert

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "all_inf_soilderdesert" (check the side's .req file)
utility_functions2: ReadDataFile(): This map's code, mode: ww2 ww2_1flag

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=7dcaf5f4: trying to replace "tat2_bldg_cantina" with "tat2_bldg_cantina1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0977d4d9: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0877d346: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium11"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0bf28273: trying to replace "tat2_bldg_large1" with "tat2_bldg_large10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0777d1b3: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium12"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=511180e1: trying to replace "hoth_bldg_tunnel_exit" with "hoth_bldg_tunnel_exit1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0677d020: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium13"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=7fcaf91a: trying to replace "tat2_bldg_cantina" with "tat2_bldg_cantina3"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=80cafaad: trying to replace "tat2_bldg_cantina" with "tat2_bldg_cantina2"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=2545b9de: trying to replace "hoth_bldg_shieldgenerator" with "hoth_bldg_shieldgenerator1"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=0d77db25: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium14"

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
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Re: World War 2 Battlefield by Par3210

Post by vegati »

clean and remunge
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Re: World War 2 Battlefield by Par3210

Post by Par3210 »

that's what I assumed. I'll do it now.
Wait a min do I have to make a folder in _BUILD called cis? I renamed the first CIS to CIS1 and made the new folder cis. I don't even need CIS1 as I don't use cis units in my map.
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Re: World War 2 Battlefield by Par3210

Post by vegati »

try editing the sides req file and such. Also make sure that your level's lua is in order
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Re: World War 2 Battlefield by Par3210

Post by Xavious »

vegati wrote:clean and remunge
That won't fix these errors.
Hidden/Spoiler:
[code]Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk gam_inf_giantgamorreanguard in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\WW2\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk gam_inf_gamorreanguard in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\WW2\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk all_inf_soilderdesert in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\WW2\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk all_inf_soilderurban in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\WW2\Data\_lvl_pc\SIDE\cis.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\cis.lvl[/code]
So what you need to figure out is what you're missing. REQs, ODF names, etc.
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Re: World War 2 Battlefield by Par3210

Post by vegati »

I didn't think that that would work but it's always worth giving it a shot

*EDIT* Well when I run it it works fine so I'm guessing he either edited the sides I gave him or he messed up his lua
Last edited by vegati on Tue Jul 28, 2009 12:15 pm, edited 1 time in total.
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Re: World War 2 Battlefield by Par3210

Post by Par3210 »

I did remove the giant gammerean which didn't have its own texture. Is that it? It said in its odf that it shared the normal gammeroan texture that vegati provided but zombified.
I'm trying again - still munging - been munging for a hour now :x :x :x
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Re: World War 2 Battlefield by Par3210

Post by vegati »

That's got to be frustrating. Is it stuck on something?

P.S Sorry I haven't been able to help for the past hour or so. Gametoast was acting funky.
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Re: World War 2 Battlefield by Par3210

Post by Par3210 »

me too. When I munge eddie's model pack it gets stuck on eddie_prop_grass which I don't even use for about 30 minutes. :x :x :x
I hope it works this time otherwise I'm going to throw my computer out the window. :lol:
EDIT2: Wait a minute! The only unit that has a REQ is the normal gammerean guard!
Last edited by Par3210 on Tue Jul 28, 2009 1:50 pm, edited 1 time in total.
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Re: World War 2 Battlefield by Par3210

Post by Xavious »

Par3210 wrote:me too. When I munge eddie's model pack it gets stuck on eddie_prop_grass which I don't even use for about 30 minutes. :x :x :x
I hope it works this time otherwise I'm going to throw my computer out the window. :lol:
If you don't use it, why not just remove it?
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Re: World War 2 Battlefield by Par3210

Post by Par3210 »

Xavious wrote:
Par3210 wrote:me too. When I munge eddie's model pack it gets stuck on eddie_prop_grass which I don't even use for about 30 minutes. :x :x :x
I hope it works this time otherwise I'm going to throw my computer out the window. :lol:
If you don't use it, why not just remove it?
lawl I was thinking that just as I posted the message.
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