Conversion Pack Vehicles problem
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adventfear
- Rebel Sergeant

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Conversion Pack Vehicles problem
Is there any way to get the Hovernaut, Falcon, and Rebel Combat Speeder (BF1) in game? I have tried everything yet they just don't spawn.
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woner11
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Re: Conversion Pack Vehicles problem
What I did was actually place them ingame, but post your lua and make sure the vehicle spawns are correct.
- SBF_Dann_Boeing
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Re: Conversion Pack Vehicles problem
1. check your error log to see if their are any req issues aka "level chunk errors"
2. if you have these in a side(s) that isn't one of the default sides (like all, imp, cis, rep, jed, ewk, des, wok, etc), but has a new side name, that you also make a corresponding folder in _Build/sides that has the munge and clean batch files in them.
2. if you have these in a side(s) that isn't one of the default sides (like all, imp, cis, rep, jed, ewk, des, wok, etc), but has a new side name, that you also make a corresponding folder in _Build/sides that has the munge and clean batch files in them.
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woner11
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Re: Conversion Pack Vehicles problem
Yes it needs to be
The dc means that it is in the maps sides folder and not the assests folder.
You also have to make a vehicles folder in your Build/ Sides and copy the munge and clean bat in.
Code: Select all
ReadDataFile(dc:SIDE\\vehicles.lvl","(whatever your vehicles are)"You also have to make a vehicles folder in your Build/ Sides and copy the munge and clean bat in.
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woner11
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Re: Conversion Pack Vehicles problem
Did you read the getting started guide, because this is all documented in there.
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adventfear
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Re: Conversion Pack Vehicles problem
Okay, the good? I can put it in the map.
The bad? The freaking map CRASHES four seconds after loading.
The bad? The freaking map CRASHES four seconds after loading.
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Aman/Pinguin
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Re: Conversion Pack Vehicles problem
Post he Bfront2 Log
- Maveritchell
- Jedi Admin

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Re: Conversion Pack Vehicles problem
This whole thing is much easier (and much smaller, sizewise) if you just create a custom side with just the vehicles in it that you want. It shouldn't be difficult, but I think what you're trying to do is too many things you're unfamiliar with at once.
I think the best way for you to approach this would be to:
a) learn how to make a custom side
b) set up a custom side with just one vehicle
c) make sure it works
Then you can go ahead and add in everything else you need.
Here's a checklist you should go over mentally when you have custom side issues.
-Do I have all the files necessary?
-Are my .reqs correct (did I create a .req file for the unit/vehicle and put it in the req folder, and then did I add the name of that .req to the SIDENAME.req)?
-Is it called correctly in the .lua?
-Did I add a folder (and the munge.bat and clean.bat) with the name of the side to _BUILD/Sides?
If you can answer all those questions affirmatively, then you don't have a side setup issue, you have most likely an .odf setup issue.
Again, with your situation I would just scrap what you have (don't use an entire ALL side, especially if almost everything is unmodified) and create a custom side. Read Jedi Creation. Read the FAQ. Etc. Etc.
I think the best way for you to approach this would be to:
a) learn how to make a custom side
b) set up a custom side with just one vehicle
c) make sure it works
Then you can go ahead and add in everything else you need.
Here's a checklist you should go over mentally when you have custom side issues.
-Do I have all the files necessary?
-Are my .reqs correct (did I create a .req file for the unit/vehicle and put it in the req folder, and then did I add the name of that .req to the SIDENAME.req)?
-Is it called correctly in the .lua?
-Did I add a folder (and the munge.bat and clean.bat) with the name of the side to _BUILD/Sides?
If you can answer all those questions affirmatively, then you don't have a side setup issue, you have most likely an .odf setup issue.
Again, with your situation I would just scrap what you have (don't use an entire ALL side, especially if almost everything is unmodified) and create a custom side. Read Jedi Creation. Read the FAQ. Etc. Etc.
- Teancum
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Re: Conversion Pack Vehicles problem
Yes, yes, to Maveritchell you listen. :yodaful:
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woner11
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Re: Conversion Pack Vehicles problem
Also crashing after it loads for a bit is usually do to someone entering a corrupt turret, a corrupt unit spawning, and/or a corrupt weapon being used.
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adventfear
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Re: Conversion Pack Vehicles problem
Thanks for clearing that up Mav and every one else for helping.
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woner11
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Re: Conversion Pack Vehicles problem
Post its req. There seems to be some error with it's req.
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adventfear
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Re: Conversion Pack Vehicles problem
Hidden/Spoiler:
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Caleb1117
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Re: Conversion Pack Vehicles problem
It's not the vehicle.req, it's talking about the munged texture.req
Something is not right with your texture.
Is it a power of 2? 64x64, 128x128, 256x256, 512x512, etc?
Something is not right with your texture.
Is it a power of 2? 64x64, 128x128, 256x256, 512x512, etc?
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woner11
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Re: Conversion Pack Vehicles problem
How big is your map?
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Caleb1117
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Re: Conversion Pack Vehicles problem
... What is that?adventfear wrote:Code: Select all
ucft { REQN { "texture" "qex00000" "qex00001" "qex00008" "qex00009" "qex00010" "qex00011" "qex00012" "qex00013" "qex00014" "qex00015" "qex00016" "qex00017" "qex00018" "qex00020" "qex00021" "qex00022" "qex00023" "qex00024" } }
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adventfear
- Rebel Sergeant

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Re: Conversion Pack Vehicles problem
512 x 512
It's a power of two.
To caleb:
imp_fly_tie_x1.model in the "munged" section of my map. Here is the "class" file in the same munged folder.
It's a power of two.
To caleb:
imp_fly_tie_x1.model in the "munged" section of my map. Here is the "class" file in the same munged folder.
Code: Select all
ucft
{
REQN
{
"texture"
"tie-fighter_icon"
"hud_imp_tiefighter_icon"
}
REQN
{
"model"
"hud_tie_fighter_shape"
"imp_fly_tie_x1"
"imp_fly_tiebomber_chunk1"
"imp_fly_tiebomber_chunk2"
"imp_fly_tiebomber_chunk3"
"imp_fly_tiebomber_chunk4"
"imp_fly_tiebomber_chunk5"
}
REQN
{
"class"
"imp_fly_tiefighter_sc_exp"
"imp_weap_fly_tiefighter_sc_cannon"
"imp_weap_fly_tiefighter_ptorpedo"
}
REQN
{
"config"
"com_sfx_explosion_lg"
"com_sfx_vehiclespark_sc"
"com_sfx_vehiclesmoke_sc"
"com_sfx_vehicleflame_sc"
"com_sfx_contrail"
}
}-
Caleb1117
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Re: Conversion Pack Vehicles problem
Oh, don't worry about fixing those, reqs, they are made on munge, and if they are flawed, best to clean.
I don't think the textures should keep it from working, but go to wherever the texture.req(s) is/are, and delete them.
I.E. find the qex00011.texture.req, and the same files of any other such textures causing problems, and munge, it should act as a miniature clean.
I often do this when I just changed one model or skin in a side, and don't want to do a full or manual clean to get it to show.
I don't think the textures should keep it from working, but go to wherever the texture.req(s) is/are, and delete them.
I.E. find the qex00011.texture.req, and the same files of any other such textures causing problems, and munge, it should act as a miniature clean.
I often do this when I just changed one model or skin in a side, and don't want to do a full or manual clean to get it to show.
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woner11
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Re: Conversion Pack Vehicles problem
Ya, see if that clears up anything. If you want the file back then just got to your recycle bin.
- Teancum
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Re: Conversion Pack Vehicles problem
You should never have to edit any of those reqs. Not ever. If you have to touch those there's a problem with the munge itself. Do a manual clean (see the sticky topic) and re-munge.
