A question and one big problem [Solved]

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501st_commander
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A question and one big problem [Solved]

Post by 501st_commander »

The sound doesn’t work even if I tell it to munge sound. Can you help me get it in game?

The big one is...
I am putting Hoth tunnels in my map and they show up till this one point,
Hidden/Spoiler:
In game
Image
Image

Zero Editor
Image
Image
Is there a way to fix this?
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Fiodis
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Re: a question and one big problem

Post by Fiodis »

...Add more tunnels in ZE?
501st_commander
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Re: a question and one big problem

Post by 501st_commander »

yes.
I made the tunnels to the point of disappearing. munged. Worked. Added more tunnels. munged. the tunnels i added don’t show up.
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Re: a question and one big problem

Post by DarthD.U.C.K. »

maybe they are outside the map..
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Re: a question and one big problem

Post by 501st_commander »

...but i made some other changes to the map in ze and they aren’t changed at all in game...
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Re: a question and one big problem

Post by Fiodis »

There you have your problem's cause. What changes did you make?
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Re: a question and one big problem

Post by 501st_commander »

1) Added tunnels
2) Made the ammo/health droid sit on the ground instead of floating

thats all i can think of now..
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Re: a question and one big problem

Post by Fiodis »

Are there any other things? You should never make too many changes in one munge, in case something like this happens and you forget what you did.

What's your error log look like?
501st_commander
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Re: a question and one big problem

Post by 501st_commander »

No more i can think of now.
Error log:
Hidden/Spoiler:
[code]
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open sound\hot1.lvl;hot1gcw

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
.\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
.\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "arc_weap_inf_gun" missing high res geometry "arc_weap_gun.msh"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [31a68a09] has no hardpoint 'hp_light_6' [b65abda4]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "laat_wreck"!

Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, laat_wreck, that does not have an .odf file associated with it

Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'hoth_weap_bldg_ioncannon' is not localized for stats page

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=dfe393c2: trying to replace "hoth_prop_trench_turrets" with "hoth_prop_trench_turrets1"

(memory pool stuff here)

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\REP\reptroop.lvl

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\REP\repcomm.lvl

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f83941d9]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [f1bb7ab7]

Message Severity: 2
.\Source\FLEffect.cpp(427)
Attach: model '' [33b99965] has no hardpoint '' [fcf85c6e]

Message Severity: 2
.\Source\PowerupItem.cpp(49)
powerup fell thru' terrain, x = -28.155035, z = -147.322296
^hundreds of these...

[/code]
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Re: a question and one big problem

Post by da_great_ghost »

Did you try a clean? Hit the clean button next to munge in visualmunge. Maybe try a manual clean if that doesn't work(The tut is stickied in this section of the forums). About the sound I have no clue.
501st_commander
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Re: a question and one big problem

Post by 501st_commander »

The oddest thing just happened...
I moved the world files to my other pc (the one that ZE don’t work on) and munged the map on that one. The changes I made are there. :runaway:
So that one is solved for now
But the sound still don’t work :cpu:
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Re: a question and one big problem

Post by AQT »

501st_commander wrote:But the sound still don’t work :cpu:
Please elaborate.

[Custom] sound always works for me when I follow these two tutorials in order:
http://www.gametoast.com/forums/viewtop ... =27&t=4750
http://www.gametoast.com/forums/viewtop ... =27&t=6166
501st_commander
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Re: a question and one big problem

Post by 501st_commander »

AQT wrote:
501st_commander wrote:But the sound still don’t work :cpu:
Please elaborate.
preshiped sound
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Re: a question and one big problem

Post by AQT »

Based on your screenshots and your error log particularly this error,

Code: Select all

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open sound\hot1.lvl;hot1gcw
you're trying to use GCW sound for a CW era map, that's why you can hear any sound.
501st_commander
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Re: a question and one big problem

Post by 501st_commander »

so change it to

Code: Select all

sound\hot1.lvl;hot1cw

or

Code: Select all

sound\yav1.lvl;yav1cw
AQT
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Re: a question and one big problem

Post by AQT »

Second choice because the first one does not exist.
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Re: a question and one big problem

Post by 501st_commander »

Changed it now i get this,

Code: Select all

soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_CWH\Sound\shell\effects\whooshl3.wav  - while munging C:\BF2_ModTools\data_CWH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_CWH\Sound\shell\effects\whooshl3.wav, format may be invalid  - while munging C:\BF2_ModTools\data_CWH\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_CWH\Sound\shell\shell.sfx  - while munging C:\BF2_ModTools\data_CWH\Sound\shell\shell.sfx
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Re: a question and one big problem

Post by AQT »

Why are munging sound? You only need to munge sound if you plan to make custom sound .lvls. Since you are using a shipped sound .lvl you just need to have only Common checked. Test your map out in-game; there should be sound now.
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Re: a question and one big problem

Post by 501st_commander »

AQT wrote: You only need to munge sound if you plan to make custom sound .lvls.
*bangs head on table*

But the sound still dont work :?
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Re: a question and one big problem

Post by AQT »

Post your .lua, perhaps?
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