Help creating an era mod please

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Trix
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Help creating an era mod please

Post by Trix »

I have tried creating an era mod with varients of this guide:
viewtopic.php?f=27&t=16616
but everytime it either turns up a .lua error, or when it does not, crashes when I click play in game to load the map.

Any ideas please.
Thanks
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Re: Help creating an era mod please

Post by THEWULFMAN »

Well we're gonna need to know the Lua error before we go any further. And your error log after it crashes.

We only know what you tell us.
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Re: Help creating an era mod please

Post by Trix »

Okay, I will try again in a bit and see if I can find the error log. Thanks.

EDIT: I can now successfully edit the mission.lvl to edit vanilla maps, so will be able to add era (I hope), however I must replace the mission.lvl in GameData/data/_LVL_PC. It does not work if I leave it in GameData/addon/ABC... Is there any way to resolve this?
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Re: Help creating an era mod please

Post by [RDH]Zerted »

There's no need to replace the retail mission.lvl. What you want to do is use an addme.lua to add your custom era onto the other map. You do everything the same as if you were making a new map except your Lua script loads the existing map's world files and your addme adds the mission to the existing map's info instead of adding a new map (though it'll still work as a new map entry, so get it working that way first then modify the addme to change the existing map).
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Re: Help creating an era mod please

Post by Anakin »

Trix wrote:Okay, I will try again in a bit and see if I can find the error log. Thanks.

EDIT: I can now successfully edit the mission.lvl to edit vanilla maps, so will be able to add era (I hope), however I must replace the mission.lvl in GameData/data/_LVL_PC. It does not work if I leave it in GameData/addon/ABC... Is there any way to resolve this?
Why don't you follow the tutorial you posted in your first post. It does not replace the stock mission.lvl. Follow it step by step and if you have questions, or any crashs just ask here for help in this way:
1. What is problem (short discription)
2. What have you done (detailed discription from the time it worked the last time till you post your question)
3. Post your own ideas what could cause the problem (optional)
4. Post your own solutions you already tried to fix the problem
5. Attach the error log. If you have no idea where to find it or how to generate, read the FAQ Thread.

good luck with your era mod
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Re: Help creating an era mod please

Post by Trix »

Thank you, Zerted and Anakin.

I am now managing to edit the vanilla maps (without replacing the mission.lvl - so it is all in the ABC mod folder) to change the reinforcement counts, however when I try to use AddUnitClass command to add a new unit it fails. The new should have all odf/msh/req files.

In the cor1c_con.lua script, I have:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_fly_assault_DOME",
"rep_fly_gunship_DOME",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_Commander_Bacara",
"rep_hero_macewindu")

rep_inf_ep3_Commander_Bacara being my custom unit. Because I am editing a vanilla map do I have to add anything more, other than the dc:
Any suggestions please.
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Re: Help creating an era mod please

Post by [RDH]Zerted »

You should post your error log. If you don't know how to find it look at the Everything You Need sticky topic. The more info you give us the better we can help.
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Re: Help creating an era mod please

Post by Trix »

I believe this is the error log?
Hidden/Spoiler:
WARNING[PC_modelmunge msh\rep_inf_jettrooper.msh]:rep_inf_jettrooper has 2379 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_inf_luke.msh]:all_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:Mesh rep_inf_aaylasecura segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169.
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:rep_inf_aaylasecura has 1597 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:Mesh rep_inf_aaylasecura segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169.
WARNING[PC_modelmunge msh\rep_inf_arctrooper.msh]:rep_inf_arctrooper has 2031 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_clonecommander.msh]:rep_inf_clonecommander has 1560 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3anakin.msh]:rep_inf_ep3anakin has 2900 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3armoredpilot.msh]:rep_inf_ep3armoredpilot has 2193 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3cloakedanakin.msh]:rep_inf_ep3cloakedanakin has 3896 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3heavytrooper.msh]:rep_inf_ep3heavytrooper has 2280 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3jettrooper.msh]:rep_inf_ep3jettrooper has 2368 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3obiwan.msh]:rep_inf_ep3obiwan has 2936 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3sniper.msh]:rep_inf_ep3sniper has 4737 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3spacepilot.msh]:rep_inf_ep3spacepilot has 1797 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3trooper.msh]:rep_inf_ep3trooper has 1963 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3_Commander_Bacara.msh]:rep_inf_ep3_Commander_Bacara has 5203 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_feluciatrooper.msh]:rep_inf_feluciatrooper has 1364 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_kiadimundi.msh]:rep_inf_kiadimundi has 1713 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_luke.msh]:rep_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_macewindu.msh]:rep_inf_macewindu has 2866 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_pilot.msh]:rep_inf_pilot has 2418 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_pilot_low1.msh]:rep_inf_pilot_low1 has 1060 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_trooper.msh]:rep_inf_trooper has 1807 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_yoda.msh]:rep_inf_yoda has 2283 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_weap_inf_chaingun.msh]:rep_weap_inf_chaingun has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 36 Warnings
I can completely change the stock sides in the vanilla maps, so that is all fine now, thanks! :)

However, to create a new era (eg. for Coruscant), in my common\scripts\cor folder, would I simply copy (for example) cor1c_con.lua, and rename it something different like cor1b_con.lua, or is it more complicated?
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Re: Help creating an era mod please

Post by jedimoose32 »

That's the munge error log. Can you go to [BF2 Installation Directory]\GameData and post the contents of BFront2.txt? That would be the game's debug/error log. Make sure you're running the game via BF2_ModTools.exe (copied from the modtools directory to the GameData folder first).

You're partially correct about creating a new era, however there is more to it than that. There should be more information on that in the 1.3 patch documentation. First let's see what your BFront2 log says.
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Re: Help creating an era mod please

Post by Trix »

Thank you jedimoose, however I search my whole computer and nothing comes up for bfront2... So, I cannot find this log.
As for the actually era, I shall attempt to follow the 1.3 howto.
Thanks!
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Re: Help creating an era mod please

Post by jedimoose32 »

As I mentioned, the BFront2.txt will only generate if you run the game with BF2_ModTools.exe.

Good luck with following the 1.3 documentation.
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Re: Help creating an era mod please

Post by Trix »

Ah right okay, well BF2_modtools.exe does not work for me... "The program can't start because binkw32.dll is missing from your computer. Try reinstalling the program to fix the problem." - Had this .dll missing for something else before and couldn't fix. Considering I can still make mods, what does the BF2_modtools.exe even do?

And thanks? - It seems followable for the first half, the second...not so... :)
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Re: Help creating an era mod please

Post by razac920 »

You need to put BF2_modtools.exe in the same location as the main game executable.
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Re: Help creating an era mod please

Post by Noobasaurus »

Trix wrote:Considering I can still make mods, what does the BF2_modtools.exe even do?
It's a debugger for the game. When you play the game, it records all of the errors and happenings in the game so that you can see what's going wrong. It's extremely useful for finding the sources of crashes.
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Re: Help creating an era mod please

Post by Trix »

This may help me, just a little for fault finding I think...
However, it now says "Please insert CD 1." - Thankfully I do have the disc copy as well as the new fangled Steam thing, however even when I insert the disc, I still get this message...
Any clues please?
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Re: Help creating an era mod please

Post by thelegend »

Teancum wrote:Question #4 - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - The BF2_modtools.exe is the debug executable, copy it from C:\BF2_ModTools and paste it in the same folder as your BattlefrontII.exe, usually:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
you can launch BF2_modtools.exe and play your map, then exit or let it crash to generate a BFront2.log located in that same folder.
If you encounter a "Please insert CD 1" dialog or have the DVD or digital download version of SWBF2, use THIS modified BF2_modtools.exe
THIS= http://www.gametoast.com/viewtopic.php?f=27&t=13806
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