I've been having problems putting the UT-AT vehicle in my map. I believe I've done everything correctly, but the vehicle won't show up ingame. I used an existing vehicle spawn that was working, so it isn't a misspelled name. I downloaded the source files here at gametoast, and in the .zip it had four folders: msh, odf, sound, and effects. I put these all in my rep sides folder. is there anything else i should do?
Re: UT-AT troubles
Posted: Thu Jul 02, 2009 9:05 pm
by Deviss
first: you added it as commandhover on your lua file?
Re: UT-AT troubles
Posted: Wed Jul 08, 2009 10:11 am
by JediJalepinio
no, i didn't really want it to be a command vehicle, but if thats how i fix it, how do i go about doing that?
Re: UT-AT troubles
Posted: Wed Jul 08, 2009 10:15 am
by Xavious
JediJalepinio wrote:no, i didn't really want it to be a command vehicle, but if thats how i fix it, how do i go about doing that?
You could also change it into a normal hover vehicle. Open up the UT-AT's ODF and change the class. Look at some other normal hover vehicle for reference.
Re: UT-AT troubles
Posted: Mon Jul 13, 2009 7:02 am
by Deviss
JediJalepinio wrote:no, i didn't really want it to be a command vehicle, but if thats how i fix it, how do i go about doing that?
change the class of commandhover to hover so, and edit your lua file for add hovers
but it still won't show up ingame, any other ideas?
you must modify your lua adding normal hover:
SetMemoryPoolSize("EntityHover", x)
(x is the cuantity of hovers)
Re: UT-AT troubles
Posted: Thu Jul 16, 2009 3:42 pm
by JediJalepinio
you must modify your lua adding normal hover:
SetMemoryPoolSize("EntityHover", x)
(x is the cuantity of hovers)
what do you mean by that? I'm not very good with lua editting...
Re: UT-AT troubles
Posted: Thu Jul 16, 2009 3:53 pm
by AQT
In your .lua after the SetupTeams section, there is a section with a list of SetMemoryPoolSize lines. Insert the line SetMemoryPoolSize("EntityHover", x) into the list where
DEVISS-REX wrote:x is the quantity of hovers
Re: UT-AT troubles
Posted: Fri Jul 17, 2009 8:56 am
by JediJalepinio
there already is a section with the SetMemoryPoolSize("EntityHover", x)
here's that section of my .lua
you don't need to add the entity hover lines the game has that done already post your BF2 error log
If you don't know what or how to get that here is how
Question - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - Copy the BF2_modtools.exe from the main BF2_modtools folder and paste it in the same folder as your battlefront2.exe, usually:
\LucasArts\Star Wars Battlefront II\GameData
then you can launch BF2_modtools.exe and play your map to get a BFront2.log located in that same folder.
If you have the DVD version check THIS LINK for a DVD version of BF2_modtools.exe
Note to Vista users:
If you can't find your BFront2.log it may be saved to this location:
C:\Users\<username>\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData
Re: UT-AT troubles
Posted: Fri Jul 17, 2009 10:11 am
by JediJalepinio
ok, here it is.
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2009-07-17 0902
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
.\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_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 03FEEAFC
The key, value is: era_c 1
The key, value is: mode_con_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: PGS<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 03DE672C
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: PGSc_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\AttachedEffects.cpp(143)
AttachEffects: effect 'smoke_billow' not found
Message Severity: 3
.\Source\EntityProp.cpp(539)
Prop "yjj_prop_crate" geometry "coruscant_crate" not found
Message Severity: 3
.\Source\EntityProp.cpp(539)
Prop "yjj_prop_shelf" geometry "123w00t3v3r" not found
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=2e86aacd: trying to replace "geo_prop_rock_bunker" with "geo_prop_rock_bunker1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=6b2078dc: trying to replace "geo_bldg_technounion_hull" with "geo_bldg_technounion_hull1"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [aed39d05] has no hardpoint 'hp_fire1' [3b7773cb]
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "yjj_prop_crate" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "yjj_prop_crate" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=9d9d6833: trying to replace "geo_bldg_bunker_ridge" with "geo_bldg_bunker_ridge1"
Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)
Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)
Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)
Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [aed39d05] has no hardpoint 'hp_fire1' [3b7773cb]
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "yjj_prop_crate" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "yjj_prop_crate" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "yjj_prop_shelf" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "yjj_prop_crate" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_item_space_vehiclerecharge"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_item_space_vehiclerecharge, that does not have an .odf file associated with it
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "yjj_prop_shelf" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=2c86a7a7: trying to replace "geo_prop_rock_bunker" with "geo_prop_rock_bunker3"
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "yjj_prop_crate" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "yjj_prop_crate" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=2b86a614: trying to replace "geo_prop_rock_bunker" with "geo_prop_rock_bunker2"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=12d1bb68: trying to replace "dag1_prop_destroyed_gunship" with "dag1_prop_destroyed_gunship1"
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "yjj_prop_crate" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\CommandPost.cpp(498)
Command Post missing control region "cp6_control"
Message Severity: 3
.\Source\CommandPost.cpp(498)
Command Post missing control region "cp5_control"
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "rep_hover_utat"
Message Severity: 2
.\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp1" has no control region
Message Severity: 2
.\Source\VehicleSpawn.cpp(139)
Vehicle spawn command post "cp4" has no control region
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [SOLDIER] radius [0.70] in node [Hub7]
Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [SOLDIER] radius [0.70] in node [Hub7]
Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [MEDIUM] radius [4.33] in node [Hub7]
Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [MEDIUM] radius [4.72] in node [Hub7]
Message Severity: 2
.\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [MEDIUM] radius [4.72] in node [Hub7]
[/code]
Re: UT-AT troubles
Posted: Fri Jul 17, 2009 10:39 am
by YaNkFaN
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hover_utat in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\PGS\Data\_lvl_pc\SIDE\rep.lvl
here's your problem
did you make a .req for the vehicle? like in data_pgs/sides/rep/req is there a rep_hover_utat.req in there?
but the vehicle still won't show up. I'm out of ideas, does anyone else know what to do?
Re: UT-AT troubles
Posted: Fri Jul 17, 2009 12:49 pm
by AQT
Have you added it to your sides' .req in this case rep.req?
Re: UT-AT troubles
Posted: Fri Jul 17, 2009 12:54 pm
by FragMe!
You also have to make sure that there is a reference to the .req file you just made in the rep.req file as well. Plus you need to have the rep folder in your data_xxx/_build/sides/ folder.
The way to confirm all is being munged correctly is to go the game folder and look in the addon directory for you map folder and find out if there is a rep.lvl in the sides folder. This needs to be there before we can figure out any other reason for it not spawning.
Ya AQT you beat me to it but I ain't deleting
Re: UT-AT troubles
Posted: Fri Jul 17, 2009 1:15 pm
by JediJalepinio
ok, i added it to the rep.req and i checked out my SIDES folder in the addon folder, there is a rep.lvl and a repshell.lvl. But now it crashes to desktop in the middle of the maps loading. Just because it helped before, I included the BFront2.log below
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2009-07-17 1309
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
.\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
this.CurButton = nil
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 03ECEAFC
The key, value is: era_c 1
The key, value is: mode_con_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: PGS<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 03CC672C
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: PGSc_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(1103)
Entity "rep_hover_utat" unknown hit location "p_-o_crithit"
To fix it, you can either copy the AT-TE chunk mshs from the default rep side to your side's msh folder, or remove references to chunks in your UT-AT's odf. I'd recommend the former.
Re: UT-AT troubles
Posted: Sat Jul 18, 2009 11:20 am
by JediJalepinio
Success! After adding all the mentioned .msh files in the UT-AT's .odf, the game returned to normal and the utat shows up in game, Thanks for all your help!