Create a new map, copy the race you want to edit (example: republic)
into the sides folder of the new map. Now go to assets/shell and copy
all of the folders in it, but not the .req, then paste it in the
_Build/shell folder in the newmap you created. Now Copy the “Common”
folder from within the mod-tool “assets/sides” directory and place it
in the sides folder of your new map, edit the texture, now, go into
common > script > newmapname and open the LUA file named
newmapnamec_con.lua (for me that was BS1c_con.lua ). Now if you look
down the LUA file you will see ReadDataFile("SIDE\\rep.lvl", change
this to ReadDataFile("dc:SIDE\\rep.lvl , then copy 2 .bat files in
the side you got, these are: clean.bat and munge.bat , these can be
aquired from the _BUILD >
Sides > ALL in the newmap you created, paste these into the side
folder you are modifing. Finally we munge the your new map (see Jedi
Creation doc for more info) we select the new race in the drop down
menu on the left, and select the race you edited (mine was rep) you
alos have to tick the "common" check box, then munge!
P.S: You can get the race from the assets > sides folder !
P. P.S: The textures are in the msh of your copied side folder.
This is what I'm using to make my football sides. When it says get the two .bat files where do I put them?
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
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
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 380
Uhhh what now? And admins please rename this "more crashes"
Re: I'm lost.
Posted: Thu Jan 10, 2008 11:24 pm
by Teancum
You should be able to edit the title if you edit your first post.
Re: More Crashes *sobs*
Posted: Thu Jan 10, 2008 11:31 pm
by 1z2x3c
SetMemoryPoolSize("SoldierAnimation", 400)
add that line with the other setmemorypoolsizes
new to modding?
Re: More Crashes *sobs*
Posted: Thu Jan 10, 2008 11:40 pm
by SilvaDalek
brand new to sides !
where might the setmemmorypool be
Re: More Crashes *sobs*
Posted: Fri Jan 11, 2008 12:15 am
by 1z2x3c
in your scripts for your world.
ex:
???c_con.lua
???g_con.lua
???c_1flag.lua
???g_1flag.lua
???c_ctf.lua
???g_ctf.lua
???g_eli.lua
???c_hunt.lua
or
???g_hunt.lua
some where just under the side setup
Re: More Crashes *sobs*
Posted: Fri Jan 11, 2008 12:40 am
by SilvaDalek
Can't find it .
Re: More Crashes *sobs*
Posted: Fri Jan 11, 2008 1:20 am
by 1z2x3c
in c:/bf2_modtools/data_???/common/scripts/???/???c_con.lua <==== open file
view \/
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("dc:Load\\common.lvl")
AddDeathRegion("d1")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(220)
SetMaxPlayerFlyHeight (220)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
Thnx. I searched it and it didn't come up. I'll try it later today.
Re: More Crashes *sobs*
Posted: Fri Jan 11, 2008 8:59 am
by Teancum
You have to add it. It's not in there by default for some reason. It won't stop your crashes, but it will get rid of all those errors, making your log much easier to read.