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Mustafar explosions? [SOLVED]

Posted: Thu Jun 25, 2009 4:25 pm
by Frog
im trying to add the lava explosions you see in swbf2 onto my map but when i add them two my map all u see is black triangles and no explosion in the lava?

Re: Mustafar explosions?

Posted: Thu Jun 25, 2009 4:34 pm
by MandeRek
I think the textures of the effects might be missing. They might be stock for SWBFII, but not included in the BF1 common side. You need to open the effects, search for texture names, find them in SWBFII common/effects and put them in your worlds effects folder. Hopes that helps!

Re: Mustafar explosions?

Posted: Thu Jun 25, 2009 4:36 pm
by Frog
thank you i will see if that works

Re: Mustafar explosions?

Posted: Thu Jun 25, 2009 4:40 pm
by newguy99
Hidden/Spoiler:
It's sounds like the explosions are in the map and working properly, but not textured?
are the explosions moving like the real explosions should?
If so I sounds like you are missing .tga files which should give you the texture you want.

I'm not sure about this as I haven't worked with SWBF 2 lava and SWBF 1 doesn't have any, so this is just a guess.
Hope this helps
p.s. Opps I was to slow posting and it already got answered

Re: Mustafar explosions?

Posted: Thu Jun 25, 2009 4:52 pm
by Frog
no there snot even an explosion just blank nothing
theres just a black triangle laying in the lava

Re: Mustafar explosions?

Posted: Thu Jun 25, 2009 5:00 pm
by AQT
You need the following in your world's effect folder:

-com_sfx_dirt2.tga
-com_sfx_waterfoam1.tga
-com_sfx_laser_orange.tga
-mus_sfx_lavaburst_xl.fx

The .tgas are common SWBFII textures.

Re: Mustafar explosions?

Posted: Thu Jun 25, 2009 5:10 pm
by newguy99
I was looking through the SWBF 2 Mustafar assets and saw there are these files:


BF2_ModTools\assets\worlds\MUS\odf:
\must1_fx_largeexplosion.odf

BF2_ModTools\assets\worlds\MUS\msh:
\mus1_fx_largeexplosion.msh.option
\mus1_fx_largeexplosion.msh

BF2_ModTools\assets\worlds\MUS\effects:
\mus_sfx_lavaburst.fx
\mus_sfx_lavaburst_xl.fx
\mus_sfx_lavaspray1.tga
\mus_sfx_lavaspray.fx
\mus_sfx_lavaspray_skydome.fx

I'm guessing all these files should go from their respected assets folders to your "must" mod map folders and then place a "must1_fx_largeexplosion.odf" in your map, because once all these files are in there proper folders they should work.
p.s. some else beat me to posting a answer again lol

Re: Mustafar explosions?

Posted: Fri Jun 26, 2009 1:05 am
by BattleBelk
.fx files requests textures and models, models requests other textures

Some textures, models in effects folder, some common (loads in memory when game starts from common.lvl). Common.lvl diffrent for swbf1 and swbf2. For swbf1 common effects, models, textures in BFBuilder\Assets\Shipped Common Effects folder. For swbf2 in BF2_ModTools\data\Common.

After munge go to your <DataModId>\_BUILD_PC\Worlds\<ModId>\munged\ and find <fx name>.config.req files and look what textures, models it requests. If you will found models check <model name>.model.req files for textures.

You not need to add textures/models/effects wich there are in swbf1 common couse you will warn about double assest.

Re: Mustafar explosions?

Posted: Tue Jun 30, 2009 6:14 pm
by Frog
TY guys for your help i ahev everythign effect and all objects working
i hope to release the map today or tomarow on filefront