Getting the firgates flyable--that now are...INN news break!

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Post by Teancum »

Comment out the AnimationName = "rep_fly_anakinstarfighter". If there's only one problem with crashing, that would be it. My guess is that there's more than that giving you problems though. Why not post a bfront2.log so we can see what errors are appearing?
Moving_Target
Master Bounty Hunter
Master Bounty Hunter
Posts: 1670
Joined: Sat Oct 22, 2005 10:16 pm
Location: Here

Post by Moving_Target »

Ok i took out the AnimationName line, but go figure it still crashes and from the bfront2.log i have alot of work to do (if i read/skimed correctly). Here it is....
Opened logfile BFront2.log 2006-05-30

EDIT: removed Bfront2.log for space and convenience. and that fact it's obsolete.
Last edited by Moving_Target on Thu Jun 01, 2006 3:46 pm, edited 1 time in total.
User avatar
jangoisbaddest
Lieutenant General
Lieutenant General
Posts: 661
Joined: Mon Feb 27, 2006 12:10 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: All Along The Watchtower

Post by jangoisbaddest »

Any error with severity 3 is enough to crash the map. I spot at least five in there, all relating to missing ODF files. You might want to just copy all the assets from the space template into your world's world1/ODF folder, and any others missing (the items starting with tur are in the tur side folder in the assets). And by the way, I love your attitude! Keep up your work - it will pay off, believe me. Good luck with this crazy project!
Moving_Target
Master Bounty Hunter
Master Bounty Hunter
Posts: 1670
Joined: Sat Oct 22, 2005 10:16 pm
Location: Here

Post by Moving_Target »

Thanks! I've just added the tur odf and mshs and a few other things awhile ago. The only problem is i dont understand this line..
Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "rep_fly_repassaultship_sc" missing geometry "rep_fly_repassaultship"

Im munging now.

Postmunge edit: still crashes...o well...i'll try tommorrow.
User avatar
jangoisbaddest
Lieutenant General
Lieutenant General
Posts: 661
Joined: Mon Feb 27, 2006 12:10 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: All Along The Watchtower

Post by jangoisbaddest »

Geometry usually refers to a .msh file, in this case rep_fly_repassaultship.msh. Find that in the space template folder, and whatever files that go along with it (ex: the msh.option file, lowrez mshd if any) and put it in your world1/msh folder (unless you're making a new side, in which case you should put it in your side's msh folder). Debugging is a gas, ain't it?
Moving_Target
Master Bounty Hunter
Master Bounty Hunter
Posts: 1670
Joined: Sat Oct 22, 2005 10:16 pm
Location: Here

Post by Moving_Target »

Muhahahahah Victory is mine!!!! and all your bases belong to me!!!! I'll be back!! with screenshots!!!

EDIT!!!! Here are teh screens!!!
Image

Image

How do you like the cockpit?
Image

It's working now how do i change the camera distance?
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Post by Teancum »

EyePointOffset = "0.0 1.0 -2.0"
TrackCenter = "0.0 0.0 0.0"
//TrackOffset = "0.0 2.5 8.0"
TiltValue = "5.0"

These are the values you need to change: Here's a 'doc' on what they mean:

http://www.secretsociety.com/forum/down ... mented.txt
Tuskenjedi

Post by Tuskenjedi »

that's so beatiful...
Moving_Target
Master Bounty Hunter
Master Bounty Hunter
Posts: 1670
Joined: Sat Oct 22, 2005 10:16 pm
Location: Here

Post by Moving_Target »

Hello and welcome to your Imperial News Network Update. Progress has slowed on getting the new frigates flyable, due to final paperwork. The current problem is the crew miss read the plans and placed the command bay at teh wrong section of the ship. Fixes are being made, but the command bay section changes are not showing. We expect progress to start back up anywhere between 4-7 days. Thank you for tuning in to INN.
Captain_Mazda

Post by Captain_Mazda »

Good luck bud.
Moving_Target
Master Bounty Hunter
Master Bounty Hunter
Posts: 1670
Joined: Sat Oct 22, 2005 10:16 pm
Location: Here

Post by Moving_Target »

Ok im a little confused here... i change the -2.0 to -150.0 and i see no if not very little change. Here's what i have currently. I dont know what change. I'd thought all that needed to be change is the Eyepointoffset Z-axis. Any help?
EyePointOffset = "0.0 1.0 -150.0"
TrackCenter = "0.0 0.0 0.0"
//TrackOffset = "0.0 2.5 8.0"
TiltValue = "5.0"

Thanks!
Moving_Target
Master Bounty Hunter
Master Bounty Hunter
Posts: 1670
Joined: Sat Oct 22, 2005 10:16 pm
Location: Here

Post by Moving_Target »

I looked in the Bfront2 thing and i found a few interesting things that i dont completely under stand.
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'tur_weap_laser_auto' is not localized for stats page

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [fa5a36fb] has no hardpoint 'hp_enginelt2_1' [522fe620]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [fa5a36fb] has no hardpoint 'hp_enginelt2_4' [45ea8d4b]

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "all_fly_blockaderunner"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=2a68769c: trying to replace "spa1_prop_imp_shipturret" with "spa1_prop_imp_shipturret2"

Now i still have the camera problem, but i started working on the banking clan and blockaderunner and they wont spawn. Now the Bfront2 thing is only after starting hte GCW assault so there is nothing on the Banking clan ships.
xwingguy

Post by xwingguy »

Moving_Target wrote:I looked in the Bfront2 thing and i found a few interesting things that i dont completely under stand.
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'tur_weap_laser_auto' is not localized for stats page
means that it hasn't been given a name for hud usage in the EditLocalize. If this weapon is only used by autoturrets, don't worry about it.
Moving_Target wrote:Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [fa5a36fb] has no hardpoint 'hp_enginelt2_1' [522fe620]
Moving_Target wrote:Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [fa5a36fb] has no hardpoint 'hp_enginelt2_4' [45ea8d4b]
Your trying trying to attach an engine effect to a point that doesn't exist. (Frigates don't have any hardpoints except for damage effects.)
Moving_Target wrote:Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "all_fly_blockaderunner"
You haven't properly called it in your lua or it isn't mentioned in that side's req.
Moving_Target wrote:Message Severity: 2
.\Source\StringDB.cpp(48)
ID=2a68769c: trying to replace "spa1_prop_imp_shipturret" with "spa1_prop_imp_shipturret2"
Happens to me all the time and it doesn't seem to do anything bad.
MasterSkywalker
Major
Major
Posts: 501
Joined: Mon Apr 17, 2006 1:44 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by MasterSkywalker »

Nice you got the frigates working, but I already got them working back in April when I was bored lol :P Its pretty wierd when a blockade runner rolls lol.
Moving_Target
Master Bounty Hunter
Master Bounty Hunter
Posts: 1670
Joined: Sat Oct 22, 2005 10:16 pm
Location: Here

Post by Moving_Target »

Im not seeing where i havent placed the blockaderunner in the lua or side req, but ill post them aways.

EDIT: REmoved because it's out of date and a waste of space.

Thanks agian 4 all teh help!!
Last edited by Moving_Target on Fri Jun 30, 2006 3:14 pm, edited 1 time in total.
xwingguy

Post by xwingguy »

Moving_Target wrote:
ReadDataFile("dc:SIDE\\cbr.lvl","all_fly_blockaderunner_sc")
You've got a "sc" space combat extension to the name here.
Moving_Target wrote: Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "all_fly_blockaderunner"
While you don't have it here.
Moving_Target
Master Bounty Hunter
Master Bounty Hunter
Posts: 1670
Joined: Sat Oct 22, 2005 10:16 pm
Location: Here

Post by Moving_Target »

would removing the sc from the lua fix the problem? either way im about to find out!

EDIT: Woot that fixed it!
Kyross

Post by Kyross »

You can make anything flyable, too. I tink it was steve who made a flying R2 unit ship in swbf1...Imma remake that...
Moving_Target
Master Bounty Hunter
Master Bounty Hunter
Posts: 1670
Joined: Sat Oct 22, 2005 10:16 pm
Location: Here

Post by Moving_Target »

Cool! Argh! i dont know what im doing wrong but the camera will not move. The cockpit camera angle. Anyone know how to change this? Thanks!
Kyross

Post by Kyross »

Maybe it's just too big? I wanted to make a flyable star desroyer for swbf1...Massive, and one object.

There is a bunch of values right? Just try changing different ones.
Post Reply