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I can't get Conversion pack vehicles assets to work

Posted: Mon May 13, 2013 8:05 pm
by Lorul1
hello gametoast this is lorul with another question. The vehicle assets that Teancum relesed at the Assets Links Thread wont work for me. After i downloaded the vehicle assets i made a file in the side folder (in my data_*** file) called vehicles, then i added it into the lua makeing sure i put the dc: before the new side and adding in the name of the vehicle, and i added the vehicle to my spawner in zero editor the vehicle is the geonosis fighter and i dont even know if the files Teancum relesed are for battlefront 2 so i can give you guys my lua but i dont think you need it i just need a step by step instructon file for adding the vehicles from the convo pack to my game thanks for the help :lol:

Re: conversion pack vehicle assets wont work

Posted: Tue May 14, 2013 5:12 am
by Bob
How exactly does the stuff not work on your end? Crash? Vehicles not showing up?
Also, don't forget to make a folder called VEHICLES in ???\BF2_ModTools\data_***\_BUILD\Sides

Re: conversion pack vehicle assets wont work

Posted: Tue May 14, 2013 5:39 pm
by Lorul1
my map crashes on the last dot that loads and the flashing loading sign stops flashing so i know it crashes (i always have task manager open so i exit) i continued my research on this and i found out some things. there was some guy who said that his vehicles wouldn't work and asked Teancum for the vehicles .lvl and Teancum said it was in the conversion pack i downloaded the conversion pack and opend its files finding no vehicle lvl also useing the search feature i found some guy wanted his atxt to work and he had a bad or no animation for it so Teancum told him to load up a atat or something so my luas here if you want it (you have to tell me how to post it because i dont know how :roll: ) and also i have made a file in my build place i also took the munge bat and the other file and put it in there i also put the munged and pc file (the pc file is in in im kinda sure i did the side creation right ive seen the How to create a side link in fourm but maybe im mising something. and also since my round is on geonosis i want to start with the geofighter. so maybe someone can get the geofighter working to confirm its not corupted and maybe if any of you can get it working you can lead me through a step by step. :greeny:

edit: my computer laged up and i think i may have may have accidently double posted i dont know if you can see it though

Re: conversion pack vehicle assets wont work

Posted: Wed May 15, 2013 9:40 am
by Bob
Got the Geofighter from the convo pack ingame without any problems, so I can confirm that there is nothing wrong with the files.
Freezing on the loading screen is something completely different than a crash, sometimes the game still needs some time after all dots are ready. It's recommandable to only ctrl-alt-del out the game if more than one minute has passed. I don't know how long you waited though.
Hidden/Spoiler:
And please use some punctuation in your posts, they are very difficult to read like this.

Re: conversion pack vehicle assets wont work

Posted: Wed May 15, 2013 3:40 pm
by noMatt
you cant create a custom side as simple as you did. follow the guide in the FAQ thread and dont forget to add those assets in you customside.req file. if i missunderstood the problem sorry but i am not native english

Re: conversion pack vehicle assets wont work

Posted: Wed May 15, 2013 9:09 pm
by Lorul1
Okay, ill try to read the sides how to again.Also, mr.bob have you created your own side file, to put the geofighter in or did you just drag and drop the vehicles file in your custom side folder like i did ?(and i'll will try to use punctuation from now on 8) )

Re: conversion pack vehicle assets wont work

Posted: Thu May 16, 2013 5:46 am
by Bob
I made a extra side for the fighter, but just copying over the whole vehicle side from the convo pack assets is the safer (and easier) way.
The procedure you did should be like following:

1. Copy over the vehicle side assets into your sides folder (???\BF2_ModTools\data_***\Sides). Make sure that when you open it you get right to the odf, msh etc. folders, not another folder called vehicles (double foldering can happen with extracted files).

2. Go to ???\BF2_ModTools\assets\sides and copy the Common folder into your sides folder. It contains most of the base classes, most custom sides need them. Now you should have a Common folder and a vehicles folder in your sides folder (and propably one called tur, but that one is irrelevant. It contains the turrets that are placed around stock maps).

3. Go to ???\BF2_ModTools\data_***\_BUILD\Sides (never mistake that for your sides folder). Make a copy of a folder that has is no munged files in it (not called Common and contains nothing more than a clean.bat and a munge.bat), GAR for example. Now rename the copy to VEHICLES.

4. Now go to ???\BF2_ModTools\data_***\Common\scripts\*** and open the LUA that belongs to your gamemode/era. Add

Code: Select all

    ReadDataFile("dc:SIDE\\vehicles.lvl",
	"cis_fly_geofighter")
to the other side-loading ReadDataFile stuff, like so:

Code: Select all

    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder")

    ReadDataFile("dc:SIDE\\vehicles.lvl",
	"cis_fly_geofighter")

    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_aat")
If you scroll a bit down you'll see lots of SetMemoryPoolSize lines.
Add

Code: Select all

    SetMemoryPoolSize("EntityFlyer", 36)
to the list. The number defines how much flyers can spawn at maximum on the map.

(5. While you are at it, scroll a few lines higher to

Code: Select all

    SetMaxFlyHeight(30)
    SetMaxPlayerFlyHeight (30)
And set the numbers from 30 to something like 500. The value defines how high you can get with flyers and jetpacks. 30 isn't enough if flyers are involved.)

The LUA can be saved and closed now.

6. Open your map in ZE. Go into the conquest layer, go into object mode, select the CommandPost you want your vehicle to be assosiated with and type into the property tab (to the right) cp1_control (or cp2_control, cp3_control or whatever, depends on wich CommandPost you edit, I'll take cp1 for this tut) into the space below ControlRegion. This tells the CommandPost that it has a control region and that it is called cp1_control.

7. Switch into region mode click on New Group and place the box close to your CommandPost. Select it, keep the letter C on your keyboard pressed and move the box to where you like it and pull it a bit into the ground using the 3 mouse buttons (#3 is the wheel). THere are two Edits called Region ID and Class Properties. Type cp1_control into both. Now it's the region your CommandPost is looking for.

8. Now place a vehicle spawner into your Region, select it, put cp1 (varies if you decided to take another Post) into the ControlZone, type cis_fly_geofighter into the ClassCISATK Edit, Click on the Page Dn button and do the same with the ClassCISDEF Edit (I assumed you want the vehicle for the CIS).

Save the map, close ZE, run Modtools VisualMunge.exe (???\BF2_ModTools\data_***\_BUILD), keep checkbox called common checked, open the Sides list and select vehicle, then munge.

Re: conversion pack vehicle assets wont work

Posted: Tue May 21, 2013 11:06 pm
by Lorul1
Okay I'll try this out ...

EDIT
Okay I tried it and it dident work. But I did manage to get some of the vehicles, like the cis fighter tank, to work. I have tryed to get some other planes to work as well , and they havent worked. So my first question would be: is the same procedure that used for tank to load up, the same prosedure that I have to use for the planes. Also I heard some where, that you have to load up a model for the first model to work. ex: you have to load up the at-et for the at-xt to work. so I guess to sum this all up: what would be the differences between geting tanks to work, and planes to work, and also what have those who have gotten the geo fighter to work, load in there script to get it to work
(ex: guy 1: lorul I loaded up the tie fighter under side:imp in my lua and it the geo fighter worked
Lorul : thank you guy 1)

(By the way I did enter my data pools for flyers)

I'm geting to the end of this mystery do thanks to all who are helping :greeny:

Re: conversion pack vehicle assets wont work

Posted: Wed May 22, 2013 5:27 am
by Bob
The only difference between getting tanks and flyers ingame is the memory pool stuff.
All I did to my LUA is what I posted in the little tut. I have several other flyers loaded on that map, but mostly from custom sides. The geofighter still shows up if I remove all other vehicles as far as I know.