One of the two cp's will actually let me spawn and the ai won't spawn in either. i did what was said to do.
Spoiler:
- 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 = "CP"} cp6 = CommandPost:New{name = "cp6"}
--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(CP) conquest:AddCommandPost(cp6) conquest:Start()
EnableSPHeroRules()
end
--------------------------------------------------------------------------- -- 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("ingame.lvl")
SetMaxFlyHeight(30) SetMaxPlayerFlyHeight (30)
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
--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 = "CP"} cp6 = CommandPost:New{name = "cp6"}
--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(CP) conquest:AddCommandPost(cp6) conquest:Start()
EnableSPHeroRules()
end
--------------------------------------------------------------------------- -- 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("ingame.lvl")
SetMaxFlyHeight(30) SetMaxPlayerFlyHeight (30)
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
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
Subject: Re: Modding problems 5/7/2014, 6:06 am
cp5 = CommandPost:New{name = "CP"} It should look like this cp5 = CommandPost:New{name = "cp5"}
conquest:AddCommandPost(CP) It should look like this conquest:AddCommandPost(cp5)
Commander Stealth Private
Messages : 15 Registration Date : 2014-05-06
Subject: Re: Modding problems 5/9/2014, 11:15 pm
I made a new skin. fairly simple one. but every time i munge it my map crashes. i'm using gimp so, what am i doing wrong. here's my lau
Spoiler:
unction ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30) SetMaxPlayerFlyHeight (30)
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
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
Subject: Re: Modding problems 5/10/2014, 1:54 am
In gimp make sure your skin is in tga format.
And where's the top of your LUA lol
Commander Stealth Private
Messages : 15 Registration Date : 2014-05-06
Subject: Re: Modding problems 5/10/2014, 2:15 am
every time i try to it says i need to export it. and when i do it doesn't work
Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
Subject: Re: Modding problems 5/10/2014, 2:38 am
What are you trying to export and what doesn't work? Need to be specific.
The skin doesnt work? GIMP? The LUA?
Commander Stealth Private
Messages : 15 Registration Date : 2014-05-06
Subject: Re: Modding problems 5/10/2014, 4:35 am
I took the rep_inf_ep3trooper.tga and opened it in GIMP. when i was done i went to save as and it wanted me to save the skin as a rep_inf_ep3trooper.xcf. I changed the xcf to a tga but GIMP said i had to switch over to export it. I did, over wrote the old skin, munged the side, and added the dc to
So i followed the tutorial, but do i have to do the "SATURATING AND HUE COLORS"?
i made a video of what i did. am i doing anything wrong?
SpartanA259 Clone Trooper PFC
Messages : 113 Registration Date : 2011-11-09 Age : 27
Subject: Re: Modding problems 5/11/2014, 2:41 am
With the way Gimp is set up now I think it'd be better to just use the "Export As" button as a short alternative to save it as a .tga. Also your .tga is called rep_inf_ep3trooper but your unit in your LUA is called rep_inf_rifleman. Wouldn't it be rep_inf_ep3rifleman if you're editing the stock ep3trooper? Unless that is something else then just forget I said that...
Commander Stealth Private
Messages : 15 Registration Date : 2014-05-06
Subject: Re: Modding problems 5/11/2014, 3:13 am
is there a way to get a early version of GIMP?
SpartanA259 Clone Trooper PFC
Messages : 113 Registration Date : 2011-11-09 Age : 27
Subject: Re: Modding problems 5/11/2014, 3:39 am
Installers for Gimp for Windows -- http://gimp-win.sourceforge.net/old.html
Commander Stealth Private
Messages : 15 Registration Date : 2014-05-06
Subject: Re: Modding problems 5/11/2014, 4:35 am
in a Tutorial it side to put a dc in front of the side for the republic. does that have to be there? Cause when the dc is there the game crashes. when it's not, it works fine. also is there supposed to be a rep.lvl file?
-- 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"}
--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:Start()
SetUberMode(1);
EnableSPHeroRules()
end
--------------------------------------------------------------------------- -- 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("ingame.lvl")
SetMaxFlyHeight(30) SetMaxPlayerFlyHeight (30)
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
Messages : 113 Registration Date : 2011-11-09 Age : 27
Subject: Re: Modding problems 5/11/2014, 4:59 am
What tutorial did you use for custom sides? And as far as I know yeah you need to have the dc: there to get custom sides to work. Could you post your BFront2 Log so we can see if there are any errors that are causing this crash?
Commander Stealth Private
Messages : 15 Registration Date : 2014-05-06
Subject: Re: Modding problems 5/11/2014, 5:01 am
How do i post me bf2 log and i'm using Fierfek tutorial
I decided to munge it again and re-put the dc in my lau and i got some warnings.
Spoiler:
WARNING[PC_modelmunge rep\msh\rep_inf_jettrooper.msh]:rep_inf_jettrooper has 2379 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog! WARNING[PC_modelmunge rep\msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while... WARNING[PC_modelmunge rep\msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog! WARNING[PC_modelmunge rep\msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while... WARNING[PC_modelmunge rep\msh\all_inf_luke.msh]:all_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_aaylasecura.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog! WARNING[PC_modelmunge rep\msh\rep_inf_aaylasecura.msh]:Mesh rep_inf_aaylasecura segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169. WARNING[PC_modelmunge rep\msh\rep_inf_aaylasecura.msh]:rep_inf_aaylasecura has 1597 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_aaylasecura.msh]:Mesh rep_inf_aaylasecura segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169. WARNING[PC_modelmunge rep\msh\rep_inf_arctrooper.msh]:rep_inf_arctrooper has 2031 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_clonecommander.msh]:rep_inf_clonecommander has 1560 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_ep3anakin.msh]:rep_inf_ep3anakin has 2900 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_ep3armoredpilot.msh]:rep_inf_ep3armoredpilot has 2193 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_ep3cloakedanakin.msh]:rep_inf_ep3cloakedanakin has 3896 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_ep3heavytrooper.msh]:rep_inf_ep3heavytrooper has 2280 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_ep3jettrooper.msh]:rep_inf_ep3jettrooper has 2368 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_ep3obiwan.msh]:rep_inf_ep3obiwan has 2936 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_ep3sniper.msh]:rep_inf_ep3sniper has 4737 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_ep3spacepilot.msh]:rep_inf_ep3spacepilot has 1797 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_ep3trooper.msh]:rep_inf_ep3trooper has 1963 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_feluciatrooper.msh]:rep_inf_feluciatrooper has 1364 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_kiadimundi.msh]:rep_inf_kiadimundi has 1713 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_luke.msh]:rep_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_macewindu.msh]:rep_inf_macewindu has 2866 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_pilot.msh]:rep_inf_pilot has 2418 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_pilot_low1.msh]:rep_inf_pilot_low1 has 1060 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_trooper.msh]:rep_inf_trooper has 1807 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_inf_yoda.msh]:rep_inf_yoda has 2283 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! WARNING[PC_modelmunge rep\msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog! WARNING[PC_modelmunge rep\msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while... WARNING[PC_modelmunge rep\msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog! WARNING[PC_modelmunge rep\msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog! WARNING[PC_modelmunge rep\msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while... WARNING[PC_modelmunge rep\msh\rep_weap_inf_chaingun.msh]:rep_weap_inf_chaingun has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)! 0 Errors 35 Warnings
is there any in there causeing my problem?
Edit: so i figured out how to find my bf2 log, but it wants me to insert a disc, but i'm using steam. how would i got around that
Edit: I got it to work. Thanks everyone for the help really greatful
Edit: i notice that there is arctrooper msh's in the rep folder. how would i get those to work?
Commander Stealth Private
Messages : 15 Registration Date : 2014-05-06
Subject: Re: Modding problems 5/12/2014, 2:04 am
i cotinued making my map, and i added some objects, now i get these two error codes . what do they mean?
Spoiler:
ERROR[levelpack mission\AAAy_con.req]:Expecting bracket, but none was found. File : munged\pc\aaay_con.script.req(1)...
ucft <-- ERROR[levelpack mission\AAAy_con.req]:Expecting bracket, but none was found. File : munged\pc\aaay_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
I read that theres a munge fix on gametoast. but i can open gametoast. is it still up?
Commander Stealth Private
Messages : 15 Registration Date : 2014-05-06
Subject: Re: Modding problems 5/14/2014, 1:29 am
I have a really important question. if i make a sky to ground map for instant action and my GC, do i have to give the guy who made the sky to ground pack permission?
Icemember Dark Trooper Phase 1 Class
Messages : 1241 Registration Date : 2010-07-29 Age : 44 Location : Bespin: Cloud City
Subject: Re: Modding problems 5/14/2014, 5:21 am
You only need dc: if your doing a custom map that uses a custom side. But if your wanting to replace the default stock REP side with your custom rep side, then you dont need to add dc:
As anything renamed not of the stock will crash your game.
And assets you use of anyone modder would need permission if they didnt do a public released asset and also you would need to credit them. Unless in there release assets readme states otherwise.
Commander Stealth Private
Messages : 15 Registration Date : 2014-05-06
Subject: Re: Modding problems 5/14/2014, 9:55 pm
in the read me he says
Quote :
-The Idea (Space to Ground) and the 2 level.files are by/ made by TheSWBFIII (YT)/ Redline (GT).
so is "TheSWBFIII (YT)/ Redline (GT)" people or company's?
SpartanA259 Clone Trooper PFC
Messages : 113 Registration Date : 2011-11-09 Age : 27
Subject: Re: Modding problems 5/15/2014, 1:38 am
TheSWBFIII would be his Youtube Channel name and his Gametoast name is Redline. So that would be one person I believe.
Commander Stealth Private
Messages : 15 Registration Date : 2014-05-06
Subject: Re: Modding problems 5/17/2014, 9:00 pm
Munge visual isn't working properly. every time i hit munge only this comes up.
Spoiler:
\Common was unexpected at this time. Munging addme.lua...done. Copying files to Battlefront II directory: "C:\Program Files (x86)\Steam\steamapps\common\Star Wars Battlefront II\GameData" Addon dir exists, continuing... Mod dir "666"exists, continuing... Copying addme.script to mod dir...done Copying "mission.lvl" to modDir\data\_LVL_PC\...done Copying "core.lvl" to modDir\data\_LVL_PC\...done Copying "666" to modDir\data\_LVL_PC\...done Copying "SIDE" to modDir\data\_LVL_PC\...done Munge process finished
\ I did try to clean it, but nothing worked.
Commander Stealth Private
Messages : 15 Registration Date : 2014-05-06
Subject: Re: Modding problems 5/29/2014, 7:00 pm
Is it possible to put three factions in a galactic conquest? Edit: nevermind i got it. but now when i play my custom era my games crashes and i get this "Could not open MISSION\RERy_con.lvl" and it's fatal. what do i do? do my new era files need a ".bak" file