Troubles with Pahricida's rifle

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Eggman
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Troubles with Pahricida's rifle

Post by Eggman »

I'm trying to use Pahricida's DC-15 rifle model in a map, but the weapon .odf can't find the model. I copied the correct files over to the side's msh folder (barrel.tga, case.tga, shaft.tga, and rep_weap_inf_new_rifle.msh), but upon loading the map, I get this error:

Message Severity: 3
.\Source\Weapon.cpp(2044)
Weapon "rep_weap_inf_new_rifle" missing geometry "rep_weap_inf_new_rifle"

Here's the .odf:
Hidden/Spoiler:
[WeaponClass]
ClassParent = "kas2_weap_inf_rifle"
GeometryName = "rep_weap_inf_new_rifle.msh"

[Properties]
GeometryName = "rep_weap_inf_new_rifle"
HighResGeometry = "rep_1st_weap_inf_rifle"
OrdnanceName = "kas2_weap_inf_rifle_ord"
FirePointName = "hp_fire"

//***********************************************
//************* TARGET & RANGE VALUES **********
//***********************************************

MinRange = "0"
OptimalRange = "80"
MaxRange = "500"

//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "0 0 255 255"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"

FireSound = "cis_weap_inf_wrist_blaster_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
It should be a really easy problem to fix and I've dealt with it numerous times with other models, but in this case I can't seem to find what I did wrong, so to anyone who has used the model successfully in the past, am I missing something?
RepSharpshooter
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Re: Troubles with Pahricida's rifle

Post by RepSharpshooter »

I always got munge errors with that mesh, I had to hex edit out some modl chunks to make it munge and work properly. Perhaps it's something along that line, or something completely different. In either case, you should go to your build/sides/whateversideitisyou'remungingin/munged/pc/ etc etc and look for rep_weap_inf_new_rifle.model. Make sure it is not 0-1 kb or some impractical small number. (Make sure it's there too). If it is and it's fine, I don't know what to say.
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Eggman
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Re: Troubles with Pahricida's rifle

Post by Eggman »

I haven't gotten any munge errors, but I'll try that.

Edit: Hm, didn't see anything that looked wrong.
RepSharpshooter
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Re: Troubles with Pahricida's rifle

Post by RepSharpshooter »

Well the last resort would be a manual clean and munge.

rep_weap_inf_new_rifle
rep_weap_inf_new_rifle
rep_weap_inf_new_rifle

Yep they match, I don't see anything else wrong. As a last resort, you could open your entire side in a hex editor and search for "MODL", the NAME of it will be right after MODL, which one should be rep_weap_inf_new_rifle. If that modl chunk is there, the game has no reason to be giving you errors. I do this sometimes when all else fails and I want to see if it really is munging the data or not.
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Re: Troubles with Pahricida's rifle

Post by wazmol »

I have a feeling thats the one i released, i dont think you should use it, the size is totally off, i believe rekubot released another one. Check that out.
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Eggman
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Re: Troubles with Pahricida's rifle

Post by Eggman »

Problem solved. RepSharpshooter, looks like you were right about there being something wrong with a few model chunks, but AceMastermind was able to help me out with that, so everything works fine now.
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