JetJump = "7.0" //The initial jump-push given when enabling the jet
JetPush = "7.0" //The constant push given while the jet is enabled (20 is
gravity)
JetAcceleration = "20.0" // for characters with jet jump, use this acceleration for in
air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is
0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0
CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions
In case its relevant, I recently got the dark sun mod from this web site.
Re: I'm confused
Posted: Sat Jan 28, 2012 2:10 pm
by Cerfon Rournes
Everything seems like it's in place; try a clean.
Re: I'm confused
Posted: Sat Jan 28, 2012 3:30 pm
by Underlord
I did a manual clean, same thing happens now, but there are multiple npcs with the cloak and weird lightsaber. After munging I got this error
Hidden/Spoiler:
WARNING[PC_modelmunge msh\rep_inf_ep3cloakedanakin.msh]:rep_inf_ep3cloakedanakin has 3896 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings
log(didnt crash so I exited manually)
Hidden/Spoiler:
Opened logfile BFront2.log 2012-01-28 1328
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
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: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = nil
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 04FD124C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: FUB<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 04FD6B4C
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: FUBc_con 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 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: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedStencilShadow.cpp(892)
No shadow data!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_caped_magnaguard has geometry collision
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1033
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1036
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1039
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1042
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1045
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10505)
EntitySoldier "jdi_hero_cloakedanakin" missing animation bank "vader"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Break();
Button("FIRE_SECONDARY", "PRESS");
Posture("STAND", "CROUCH");
Energy(">=", 2.5);
edit: so, as a test, I changed the rep hero to obi wan. X-fire is freaking out so I'll describe it. He had the normal, but was completely white everywhere else. He did his attacks like luke(including air and charge attacks) http://beta.xfire.com/videos/539873
edit x-fire fixed
Re: I'm confused
Posted: Sat Jan 28, 2012 4:13 pm
by Cerfon Rournes
Ah, here is the problem. When a unit is white like that it means that the unit's/model's texture is not in the sides/msh folder. Right now, the unit's texture is not there, along with the blade texture.
Re: I'm confused
Posted: Sat Jan 28, 2012 4:40 pm
by Underlord
What kind of files are textures?
Re: I'm confused
Posted: Sat Jan 28, 2012 4:42 pm
by Noobasaurus
Underlord wrote:What kind of files are textures?
They're usually targa(.tga).
Re: I'm confused
Posted: Sat Jan 28, 2012 5:22 pm
by THEWULFMAN
Noobasaurus wrote:
Underlord wrote:What kind of files are textures?
They're usually targa(.tga).
To clarify, a texture should always be in TarGA format. Other file formats will either not work at all (like JPG) or not function properly.
Re: I'm confused
Posted: Sat Jan 28, 2012 6:26 pm
by Noobasaurus
THEWULFMAN wrote:
Noobasaurus wrote:
Underlord wrote:What kind of files are textures?
They're usually targa(.tga).
To clarify, a texture should always be in TarGA format. Other file formats will either not work at all (like JPG) or not function properly.
I once saw this discussion that a sky file could be in a different format...
Re: I'm confused
Posted: Sat Jan 28, 2012 6:35 pm
by Underlord
I did what you said and yay! he appears right! two problems though
1. How do I give him a name that appears in the unit selection
2. How do I change it so he attacks like anakin/obiwan normaly does?
Re: I'm confused
Posted: Sat Jan 28, 2012 6:45 pm
by THEWULFMAN
Noobasaurus wrote:I once saw this discussion that a sky file could be in a different format...
First off, a .sky file isn't even a texture. Let's assume you mean the sky texture (which by the way is no different from any other texture, not sure how you got the idea that it's different). Yes, a texture can be in the PNG format, but I found it's a lot simpler to keep using TarGA files for a couple reasons. First, it's what we've been doing for 7 years, there's no need to change how we do it now when we have hundreds of assets in TarGA format. Second, the TarGA or PNG files get converted to DDS texture files when munged, which means that any advantage to using PNG files is lost (specifically compression ratios).
Mainly, there's no reason to confuse people by talking about several different file formats for textures. Let's keep it simple shall we? Especially for beginners to this complicated hobby that is modding.
Underlord wrote:1. How do I give him a name that appears in the unit selection
This topic goes over adding new unit names using the Localize tool.
Re: I'm confused
Posted: Sat Jan 28, 2012 9:21 pm
by Underlord
Ok, slightly different topic, I added a unit using the jawa stuff, except it is the size of a normal unit(not the smaller version). How do I change that?