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 Missing Level Chunks [Solved]

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Glitch
Storm Trooper Corporal
Storm Trooper Corporal
avatar

Messages : 408
Registration Date : 2012-04-02
Age : 22
Location : Baktoid Combat Automata

PostSubject: Missing Level Chunks [Solved]   12/13/2012, 12:49 am

I have no idea how to fix this, I've mirrored how it was set up in the CIS side, but it still crashes. Crying or Very sad

error log
Code:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_041_rifleman in C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\GameData\AddOn\ZCM\Data\_lvl_pc\SIDE\rep.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_041_rocketeer in C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\GameData\AddOn\ZCM\Data\_lvl_pc\SIDE\rep.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_041_sniper in C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\GameData\AddOn\ZCM\Data\_lvl_pc\SIDE\rep.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_041_engineer in C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\GameData\AddOn\ZCM\Data\_lvl_pc\SIDE\rep.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_041_jettrooper in C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\GameData\AddOn\ZCM\Data\_lvl_pc\SIDE\rep.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_041_officer in C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\GameData\AddOn\ZCM\Data\_lvl_pc\SIDE\rep.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk  in dc:SIDE\rep.lvl

kas2c_con.lua
Code:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

    --  Empire Attacking (attacker is always #1)
    REP = 1
    CIS = 2
    --  These variables do not change
    ATT = 1
    DEF = 2
   
    WookieTeam= 3

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()

   AddDeathRegion("deathregion")
   AddDeathRegion("deathregion2")
 
    EnableSPHeroRules()
   
    --CP SETUP for CONQUEST
   
    cp1 = CommandPost:New{name = "CP1CON"}
    cp3 = CommandPost:New{name = "CP3CON"}
    cp4 = CommandPost:New{name = "CP4CON"}
    cp5 = CommandPost:New{name = "CP5CON"}
   
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}
   
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp5)
   
    conquest.OnStart = function(self)
       conquest.goal1 = AddAIGoal(REP, "Defend", 30, "gatepanel")
      conquest.goal2 = AddAIGoal(CIS, "Destroy", 30, "gatepanel")
      conquest.goal3 = AddAIGoal(CIS, "Destroy", 10, "woodl")
      conquest.goal4 = AddAIGoal(CIS, "Destroy", 10, "woodc")
      conquest.goal5 = AddAIGoal(CIS, "Destroy", 10, "woodr")
      conquest.goal6 = AddAIGoal(REP, "Defend", 10, "woodl")
      conquest.goal7 = AddAIGoal(REP, "Defend", 10, "woodc")
      conquest.goal8 = AddAIGoal(REP, "Defend", 10, "woodr")
   end
   
    conquest:Start()
   
    --Gate Stuff --
    BlockPlanningGraphArcs("seawall1")
    BlockPlanningGraphArcs("woodl")
    BlockPlanningGraphArcs("woodc")
    BlockPlanningGraphArcs("woodr")
    DisableBarriers("disableme");
   
    SetProperty("woodl", "MaxHealth", 15000)
    SetProperty("woodl", "CurHealth", 15000)
    SetProperty("woodr", "MaxHealth", 15000)
    SetProperty("woodr", "CurHealth", 15000)
    SetProperty("woodc", "MaxHealth", 15000)
    SetProperty("woodc", "CurHealth", 15000)
    SetProperty("gatepanel", "MaxHealth", 1000)
    SetProperty("gatepanel", "CurHealth", 1000)
   
   
    OnObjectKillName(PlayAnimDown, "gatepanel");
    OnObjectRespawnName(PlayAnimUp, "gatepanel");
    OnObjectKillName(woodl, "woodl");
    OnObjectKillName(woodc, "woodc");
    OnObjectKillName(woodr, "woodr");
    OnObjectRespawnName(woodlr, "woodl");
    OnObjectRespawnName(woodcr, "woodc");
    OnObjectRespawnName(woodrr, "woodr");
 end
 
 function PlayAnimDown()
    PauseAnimation("thegateup");
    RewindAnimation("thegatedown");
    PlayAnimation("thegatedown");
    ShowMessageText("level.kas2.objectives.gateopen",1)
    ScriptCB_SndPlaySound("KAS_obj_13")
    SetProperty("gatepanel", "MaxHealth", 2200)
--    SetProperty("gatepanel", "CurHealth", 50000)
--    PlayAnimation("gatepanel");
    --SetProperty("gatepanel", "MaxHealth", 1e+37)
    --SetProperty("gatepanel", "CurHealth", 1e+37)
     
           
  -- Allowing AI to run under gate 
    UnblockPlanningGraphArcs("seawall1");
    DisableBarriers("seawalldoor1");
    DisableBarriers("vehicleblocker");
     
end

function PlayAnimUp()
    PauseAnimation("thegatedown");
    RewindAnimation("thegateup");
    PlayAnimation("thegateup");
     
           
  -- Allowing AI to run under gate 
    BlockPlanningGraphArcs("seawall1");
    EnableBarriers("seawalldoor1");
    EnableBarriers("vehicleblocker");
    SetProperty("gatepanel", "MaxHealth", 1000)
    SetProperty("gatepanel", "CurHealth", 1000)
     
end

function woodl()
    UnblockPlanningGraphArcs("woodl");
    DisableBarriers("woodl");
    SetProperty("woodl", "MaxHealth", 1800)
--    SetProperty("woodl", "CurHealth", 15)
end
   
function woodc()
    UnblockPlanningGraphArcs("woodc");
    DisableBarriers("woodc");
    SetProperty("woodc", "MaxHealth", 1800)
--    SetProperty("woodc", "CurHealth", 15)
end
   
function woodr()
    UnblockPlanningGraphArcs("woodr");
    DisableBarriers("woodr");
    SetProperty("woodr", "MaxHealth", 1800)
--    SetProperty("woodr", "CurHealth", 15)
end

function woodlr()
   BlockPlanningGraphArcs("woodl")
   EnableBarriers("woodl")
   SetProperty("woodl", "MaxHealth", 15000)
    SetProperty("woodl", "CurHealth", 15000)
end
   
function woodcr()
   BlockPlanningGraphArcs("woodc")
   EnableBarriers("woodc")
   SetProperty("woodc", "MaxHealth", 15000)
    SetProperty("woodc", "CurHealth", 15000)
end

function woodrr()
   BlockPlanningGraphArcs("woodr")
   EnableBarriers("woodr")
   SetProperty("woodr", "MaxHealth", 15000)
    SetProperty("woodr", "CurHealth", 15000)
end

function ScriptInit()
    -- Designers, these two lines *MUST* be first!
    StealArtistHeap(800 * 1024)
    SetPS2ModelMemory(3535000)
    ReadDataFile("ingame.lvl")
   

    SetMaxFlyHeight(70)

    ReadDataFile("sound\\kas.lvl;kas2cw")
    ReadDataFile("dc:SIDE\\rep.lvl",
                                "rep_inf_041_rifleman",
                                "rep_inf_041_rocketeer",
                                "rep_inf_041_sniper",
                                "rep_inf_041_engineer",
                                "rep_inf_041_jettrooper",
                                "rep_inf_041_officer",
                                "rep_hero_yoda",
                                "rep_hover_fightertank",
                                "rep_fly_cat_dome",
                                "rep_hover_barcspeeder")
    ReadDataFile("dc:SIDE\\cis.lvl",
                            "cis_tread_snailtank",
                            "cis_inf_rifleman",
--                            "cis_fly_gunship_dome",
                            "cis_inf_rocketeer",
                            "cis_inf_engineer",
                            "cis_inf_sniper",
                            "cis_hover_stap",
                            "cis_inf_officer",
--                            "cis_walk_spider",
                            "cis_hero_jangofett",
                            "cis_inf_droideka_qsd")
    ReadDataFile("SIDE\\wok.lvl",
                            "wok_inf_basic")   

   ReadDataFile("SIDE\\tur.lvl",
                     "tur_bldg_beam",
                     "tur_bldg_recoilless_kas")
                     
    SetupTeams{

        rep={
            team = REP,
            units = 29,
            reinforcements = 150,
            soldier = {"rep_inf_041_rifleman",10, 25},
            assault = {"rep_inf_041_rocketeer",1, 4},
            engineer = {"rep_inf_041_engineer",1, 4},
            sniper  = {"rep_inf_041_sniper",1, 4},
            officer = {"rep_inf_041_officer",1, 4},
            special = {"rep_inf_041_jettrooper",1, 4},
           
           
        },
       
        cis={
            team = CIS,
            units = 29,
            reinforcements = 150,
            soldier = {"cis_inf_rifleman",10, 25},
            assault = {"cis_inf_rocketeer",1, 4},
            engineer = {"cis_inf_engineer",1, 4},
            sniper  = {"cis_inf_sniper",1, 4},
            officer  = {"cis_inf_officer",1, 4},
            special = {"cis_inf_droideka_qsd",1, 4},
        }
    }
           
    SetHeroClass(REP, "rep_hero_yoda")

    SetHeroClass(CIS, "cis_hero_jangofett")
           
   SetTeamName(3, "locals")
    SetTeamIcon(3, "all_icon")
    AddUnitClass(3, "wok_inf_warrior",2)
    AddUnitClass(3, "wok_inf_rocketeer",2)
    AddUnitClass(3, "wok_inf_mechanic",1)
   

    SetUnitCount(3, 5)
   AddAIGoal(WookieTeam, "Deathmatch", 100)
   SetTeamAsFriend(ATT,3)
    SetTeamAsFriend(3,ATT)
    SetTeamAsEnemy(DEF,3)
    SetTeamAsEnemy(3,DEF) 

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 6) -- 4 droidekas (special case: 0 leg pairs)
    AddWalkerType(1, 0) --
--    AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
    local weaponCnt = 230
    SetMemoryPoolSize("Aimer", 70)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 220)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityHover", 11)
    SetMemoryPoolSize("EntityLight", 40)
    SetMemoryPoolSize("EntityCloth", 58)
    SetMemoryPoolSize("EntityFlyer", 6)
    SetMemoryPoolSize("EntitySoundStream", 3)
    SetMemoryPoolSize("EntitySoundStatic", 120)
    SetMemoryPoolSize("MountedTurret", 15)
    SetMemoryPoolSize("Navigator", 50)
    SetMemoryPoolSize("Obstacle", 300)
    SetMemoryPoolSize("PathFollower", 50)
    SetMemoryPoolSize("PathNode", 512)
    SetMemoryPoolSize("TentacleSimulator", 8)
    SetMemoryPoolSize("TreeGridStack", 300)
    SetMemoryPoolSize("UnitAgent", 50)
    SetMemoryPoolSize("UnitController", 50)
    SetMemoryPoolSize("Weapon", weaponCnt)

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("KAS\\kas2.lvl", "kas2_con")
    SetDenseEnvironment("false")
   
    SetMaxFlyHeight(65)
    SetMaxPlayerFlyHeight(65)

    --  Birdies
    SetNumBirdTypes(1)
    SetBirdType(0,1.0,"bird")

    --  Fishies
    SetNumFishTypes(1)
    SetFishType(0,0.8,"fish")

    --  Local Stats
    --SetTeamName(3, "locals")
    --SetTeamIcon(3, "all_icon")
    --AddUnitClass(3, "wok_inf_warrior", 3)
    --AddUnitClass(3, "wok_inf_rocketeer", 2)
    --AddUnitClass(3, "wok_inf_mechanic", 2)
    --SetUnitCount(3, 7)
    --SetTeamAsEnemy(3,DEF)
    --SetTeamAsFriend(3,ATT)

    --  Sound
   
    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick) 
    AudioStreamAppendSegments("sound\\global.lvl", "wok_unit_vo_quick", voiceQuick)

    OpenAudioStream("sound\\global.lvl",  "cw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\kas.lvl",  "kas")
    OpenAudioStream("sound\\kas.lvl",  "kas")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",  1)
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",  1)
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

    SetAmbientMusic(REP, 1.0, "rep_kas_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_kas_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2,"rep_kas_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_kas_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_kas_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2,"cis_kas_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_kas_amb_victory")
    SetDefeatMusic (REP, "rep_kas_amb_defeat")
    SetVictoryMusic(CIS, "cis_kas_amb_victory")
    SetDefeatMusic (CIS, "cis_kas_amb_defeat")

    SetOutOfBoundsVoiceOver(1, "repleaving")
    SetOutOfBoundsVoiceOver(2, "cisleaving")

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null")
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null")
    SetSoundEffect("SpawnDisplayUnitChange",      "shell_select_unit")
    SetSoundEffect("SpawnDisplayUnitAccept",      "shell_menu_enter")
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
    SetSoundEffect("SpawnDisplayBack",            "shell_menu_exit")

    SetAttackingTeam(ATT)


    --Kas2 Docks
    --Wide beach shot
   AddCameraShot(0.977642, -0.052163, -0.203414, -0.010853, 66.539520, 21.864969, 168.598495);
   AddCameraShot(0.969455, -0.011915, 0.244960, 0.003011, 219.552948, 21.864969, 177.675674);
   AddCameraShot(0.995040, -0.013447, 0.098558, 0.001332, 133.571289, 16.216759, 121.571236);
   AddCameraShot(0.350433, -0.049725, -0.925991, -0.131394, 30.085188, 32.105236, -105.325264);



-- GOOD SHOTS --
   -- Gate to Right


--Kinda Cool --
   
    AddCameraShot(0.163369, -0.029669, -0.970249, -0.176203, 85.474831, 47.313362, -156.345627);
   AddCameraShot(0.091112, -0.011521, -0.987907, -0.124920, 97.554062, 53.690968, -179.347076);
   AddCameraShot(0.964953, -0.059962, 0.254988, 0.015845, 246.471008, 20.362143, 153.701050); 
   
-- OLD --

--    AddCameraShot(0.993669, -0.099610, -0.051708, -0.005183, 109.473549, 34.506077, 272.889221);
--    AddCameraShot(0.940831, -0.108255, -0.319013, -0.036707, -65.793930, 66.455177, 289.432678);


end


rep_inf_041_rifleman.odf
Code:
[GameObjectClass]
ClassParent        = "rep_inf_default_rifleman"

[Properties]
GeometryName        = "rep_inf_ep3trooper"
GeometryLowRes      = "rep_inf_ep3trooper_low1"
FirstPerson        = "REP\reptroop;rep_1st_trooper"

OverrideTexture        = "rep_inf_041trooper"

rep_inf_041_rifleman.req
Code:
ucft
{
    REQN
    {
        "class"
        "rep_inf_041_rifleman"
    }
}

rep.req
Code:
ucft
{
    REQN
    {
        "lvl"
        "rep_bldg_forwardcenter"
        "rep_fly_anakinstarfighter_sc"
        "rep_fly_arc170fighter_dome"
        "rep_fly_arc170fighter_sc"
        "rep_fly_assault_dome"
        "rep_fly_cat_dome"
        "rep_fly_gunship"
    "kam_fly_ride_gunship"
        "rep_fly_gunship_sc"
        "rep_fly_gunship_dome"
        "rep_fly_jedifighter_dome"
        "rep_fly_jedifighter_sc"
        "rep_fly_ride_gunship"
        "rep_fly_vwing"         
        "rep_hero_aalya"
        "rep_hero_anakin"
        "rep_hero_cloakedanakin"
        "rep_hero_kiyadimundi"
        "rep_hero_macewindu"
        "rep_hero_macewindu_obi"
        "rep_hero_obiwan"
        "rep_hero_yoda"     
        "rep_hero_plokoon"
        "rep_hero_quigon"     
        "rep_hover_fightertank"
        "rep_hover_barcspeeder"     
        "rep_inf_ep2_engineer"
        "rep_inf_ep2_gunner"
        "rep_inf_ep2_jettrooper"
        "rep_inf_ep2_jettrooper_training"
        "rep_inf_ep2_jettrooper_rifleman"
        "rep_inf_ep2_jettrooper_sniper"
        "rep_inf_ep2_officer"
        "rep_inf_ep2_officer_training"
        "rep_inf_ep2_pilot"
        "rep_inf_ep2_rifleman"
        "rep_inf_ep2_rocketeer"
        "rep_inf_ep2_rocketeer_chaingun"
        "rep_inf_ep2shotgunner"
        "rep_inf_ep2_sniper"
        "rep_inf_ep2_marine"             
        "rep_inf_ep3_engineer"
        "rep_inf_ep3_gunner"
        "rep_inf_ep3_jettrooper"
        "rep_inf_ep3_officer"
        "rep_inf_ep3_pilot"
        "rep_inf_ep3_rifleman"
        "rep_inf_ep3_marine"
        "rep_inf_ep3_rocketeer"
        "rep_inf_ep3_shotgunner"
        "rep_inf_ep3_sniper"
        "rep_inf_021_engineer"
        "rep_inf_021_gunner"
        "rep_inf_021_jettrooper"
        "rep_inf_021_officer"
        "rep_inf_021_pilot"
        "rep_inf_021_rifleman"
        "rep_inf_021_marine"
        "rep_inf_021_rocketeer"
        "rep_inf_021_shotgunner"
        "rep_inf_021_sniper"
        "rep_inf_021_sniper_felucia"   
        "rep_inf_041_engineer"
        "rep_inf_041_gunner"
        "rep_inf_041_jettrooper"
        "rep_inf_041_officer"
        "rep_inf_041_pilot"
        "rep_inf_041_rifleman"
        "rep_inf_041_marine"
        "rep_inf_041_rocketeer"
        "rep_inf_041_shotgunner"
        "rep_inf_041_sniper"   
        "rep_inf_187_engineer"
        "rep_inf_187_gunner"
        "rep_inf_187_jettrooper"
        "rep_inf_187_officer"
        "rep_inf_187_pilot"
        "rep_inf_187_rifleman"
        "rep_inf_187_marine"
        "rep_inf_187_rocketeer"
        "rep_inf_187_shotgunner"
        "rep_inf_187_sniper"
        "rep_inf_212_engineer"
        "rep_inf_212_gunner"
        "rep_inf_212_jettrooper"
        "rep_inf_212_officer"
        "rep_inf_212_pilot"
        "rep_inf_212_rifleman"
        "rep_inf_212_marine"
        "rep_inf_212_rocketeer"
        "rep_inf_212_shotgunner"
        "rep_inf_212_sniper"
        "rep_inf_327_engineer"
        "rep_inf_327_gunner"
        "rep_inf_327_jettrooper"
        "rep_inf_327_officer"
        "rep_inf_327_pilot"
        "rep_inf_327_rifleman"
        "rep_inf_327_marine"
        "rep_inf_327_rocketeer"
        "rep_inf_327_shotgunner"
        "rep_inf_327_sniper"
        "rep_inf_501_engineer"
        "rep_inf_501_gunner"
        "rep_inf_501_jettrooper"
        "rep_inf_501_officer"
        "rep_inf_501_pilot"
        "rep_inf_501_rifleman"
        "rep_inf_501_marine"
        "rep_inf_501_rocketeer"
        "rep_inf_501_shotgunner"
        "rep_inf_501_sniper"
        "rep_inf_SHK_engineer"
        "rep_inf_SHK_gunner"
        "rep_inf_SHK_jettrooper"
        "rep_inf_SHK_officer"
        "rep_inf_SHK_pilot"
        "rep_inf_SHK_rifleman"
        "rep_inf_SHK_marine"
        "rep_inf_SHK_rocketeer"
        "rep_inf_SHK_shotgunner"
        "rep_inf_SHK_sniper"
        "rep_walk_atte"
        "rep_walk_atte_nospawn"
        "rep_walk_oneman_atst"
        "rep_veh_remote_terminal"
        "uta1_prop_gunship"
        "uta_fly_ride_gunship"
        "uta_fly_ride_gunshipmyg"

    }
}


Last edited by Glitch on 12/21/2012, 3:21 am; edited 3 times in total
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Icemember
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PostSubject: Re: Missing Level Chunks [Solved]   12/13/2012, 1:30 am

Add these missing meshes to the side msh folder

rep_inf_041_rifleman
rep_inf_041_rocketeer
rep_inf_041_sniper
rep_inf_041_engineer
rep_inf_041_jettrooper
rep_inf_041_officer

If so and still not working, do a manual side clean and remunge.

If replacing the stock rep side, dont forget to copy and paste it to the stock sides folder.

Back-up always.
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Glitch
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PostSubject: Re: Missing Level Chunks [Solved]   12/18/2012, 11:48 pm

The crashing has stopped after the manual clean and re-munge. Unfortunately I've run into more problems. The models are only making use of the edited stock skin. I feel like such an idiot, i've done this before. Why can't I get it to work again??

rep_inf_041_rifleman.odf

Code:
[GameObjectClass]
ClassParent        = "rep_inf_default_rifleman"

[Properties]
GeometryName        = "rep_inf_ep3trooper"
GeometryLowRes      = "rep_inf_ep3trooper_low1"
FirstPerson        = "REP\reptroop;rep_1st_trooper"

OverrideTexture        = "rep_inf_041trooper"

The texture name is "rep_inf_041trooper.tga" and has green markings.

rep.req

Spoiler:
 

kas2c_con.lua

Spoiler:
 




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Icemember
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PostSubject: Re: Missing Level Chunks [Solved]   12/20/2012, 6:18 pm

Did you make a rep_inf_ep3trooper.msh file for your soldiers model with -keepmaterial override_texture?
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Glitch
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PostSubject: Re: Missing Level Chunks [Solved]   12/20/2012, 7:58 pm

Yep Neutral Maybe I should use one of your clone model assets. May or may not work.

rep_inf_ep3trooper.msh.option
Code:
-lodgroup soldier -nocollision -keepmaterial override_texture
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PostSubject: Re: Missing Level Chunks [Solved]   12/20/2012, 8:13 pm

when all else fails, do a manual side clean. Then remunge. That cant fail lol.
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PostSubject: Re: Missing Level Chunks [Solved]   12/20/2012, 10:37 pm

It did Crying or Very sad Guess I'll just scrap the rep side and start again....
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PostSubject: Re: Missing Level Chunks [Solved]   12/20/2012, 10:40 pm

you can always just hex the model to go with the texture name which I find is much much easier then odf-ing it.
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PostSubject: Re: Missing Level Chunks [Solved]   12/20/2012, 11:36 pm

Icemember wrote:
you can always just hex the model to go with the texture name which I find is much much easier then odf-ing it.

Surprised It worked! Thanks Icemember! (I completely forgot about hex editing Embarassed )

One of the temporary saturated 501st skins I've been using. (Gametoast has plenty but their all inconsistent from one another, shades, visors, battle damage, color, etc. If only I could find a large set of all the legions by one author.)



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