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| Missing Level Chunks [Solved] | |
| Author | Message |
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Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: 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. error log - Code:
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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:
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-- -- 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:
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[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:
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ucft { REQN { "class" "rep_inf_041_rifleman" } } rep.req - Code:
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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 |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: 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. |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: 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:
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[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:
- Code:
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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_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"
} }
kas2c_con.lua - Spoiler:
- Code:
-
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_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_inf_droideka_qsd") ReadDataFile("SIDE\\wok.lvl", "wok_inf_basic")
ReadDataFile("SIDE\\jed.lvl", "cis_hero_jango", "rep_hero_yoda")
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")
|
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: 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? |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: Missing Level Chunks [Solved] 12/20/2012, 7:58 pm | |
| Yep 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 |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: 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. |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: Missing Level Chunks [Solved] 12/20/2012, 10:37 pm | |
| It did Guess I'll just scrap the rep side and start again.... |
| | | Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
| Subject: 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. |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: 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.
It worked! Thanks Icemember! (I completely forgot about hex editing ) 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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| Subject: Re: Missing Level Chunks [Solved] | |
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| | | | Missing Level Chunks [Solved] | |
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