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UT-AT troubles [Solved]

Posted: Thu Jul 02, 2009 9:00 pm
by JediJalepinio
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 :wink:

Re: UT-AT troubles

Posted: Wed Jul 15, 2009 10:28 pm
by JediJalepinio
ok, so ive changed my .odf to

[GameObjectClass]
ClassLabel = "hover"
GeometryName = "rep_hover_utat.msh"

and my lua to

ReadDataFile("dc: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_hover_barcspeeder",
"rep_hover_utat")

but it still won't show up ingame, any other ideas?

Re: UT-AT troubles

Posted: Thu Jul 16, 2009 5:22 am
by Deviss
JediJalepinio wrote:ok, so ive changed my .odf to

[GameObjectClass]
ClassLabel = "hover"
GeometryName = "rep_hover_utat.msh"

and my lua to

ReadDataFile("dc: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_hover_barcspeeder",
"rep_hover_utat")

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

Code: Select all

AddWalkerType(0, 4) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
    AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
    local weaponCnt = 240
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
	SetMemoryPoolSize("EntityCloth", 22)
	SetMemoryPoolSize("EntityFlyer", 30)
    SetMemoryPoolSize("EntityHover", 20)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 20)
    SetMemoryPoolSize("MountedTurret", 25)
	SetMemoryPoolSize("Navigator", 49)
    SetMemoryPoolSize("Obstacle", 760)
	SetMemoryPoolSize("PathNode", 512)
    SetMemoryPoolSize("SoundSpaceRegion", 46)
    SetMemoryPoolSize("TreeGridStack", 500)
	SetMemoryPoolSize("UnitAgent", 49)
	SetMemoryPoolSize("UnitController", 49)
	SetMemoryPoolSize("Weapon", weaponCnt)

Re: UT-AT troubles

Posted: Fri Jul 17, 2009 9:05 am
by YaNkFaN
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 hud_target_hint_offscreen

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

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\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

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


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


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Graphics\Pc\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_caped_magnaguard has geometry collision

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "tur_bldg_built_chaingun" unknown vehicle collision "p_base"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_armor1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_armor2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall3"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall4"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall5"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall6"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall7"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall8"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall9"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_cylindergun"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_spawn"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_armor1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_armor2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall3"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall4"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall5"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall6"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall7"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall8"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall9"
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
utility_functions2: ReadDataFile(): This map's code, mode: pgs pgs_conquest

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?

Re: UT-AT troubles

Posted: Fri Jul 17, 2009 12:22 pm
by JediJalepinio
no there wasn't one, so i made it:

Code: Select all

ucft
{
	REQN
	{
		"class"
		"rep_hover_utat"
	}
}
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 hud_target_hint_offscreen

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

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"

Message Severity: 3
.\Source\EntityGeometry.cpp(666)
Entity "rep_hover_utat" missing chunk geometry "rep_walk_atte_chunk1"
[/code]


Pretty sure this wasn't supposed to happen, but I really don't know what set it off. THanks for all your help.

Re: UT-AT troubles

Posted: Fri Jul 17, 2009 2:54 pm
by Xavious
Here's your problem.

Code: Select all

Message Severity: 3
.\Source\EntityGeometry.cpp(666)
Entity "rep_hover_utat" missing chunk geometry "rep_walk_atte_chunk1"
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! :D 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! :D