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Topics - KingCurry1717

#1
SWBF2 Modding / Side not munging
July 04, 2017, 10:09:23 PM
Ok, so I searched around for this, but could not find an answer,

I'm creating a new republic side for my mod, however unlike my previous side I created for the mod following the exact same steps, this one will not munge. Basically no munge folder appears in the munge file, and no NRP.lvl is anywhere to be found. Anyone have an idea what could be causing this issue?
#2
Requests / Imperial Officer
June 13, 2017, 06:20:51 PM
I have created a kitbashed (more heavily edited) imperial officer model that was ripped from free-radical's swbf3 by corra. However after completed the model, I was not able to create it as an unit due to XSI crashing on select on my system (AMD integrated graphics card does not like autodesk in the slightest (and to make matters worse, I am actually familiar with animating models). Would someone be willing to cover to model from OBJ to a unit .MSH. Thanks!
#3
SWBF2 Modding / Custom Side Problems
May 05, 2017, 06:44:26 PM
So, I created my own custom side using GGCTUK's stormies for models. I made new odfs, reqs for them, and everything, I munged, got the standard and I paraphrase "OH NOES IT WILL BE SLOW BECUZ NO COLLISION" message, and everything. Then, I load up the map, *turns away then looks back* and now its closed to desktop :dry:. This is not the first time this has happened to me while making a custom side, I first tried using GGCTUK's TFU models, but that didn't work and the same thing happened (closing to desktop) I figured it may just have been too many polys (but considering it was a blank map idk what I was thinking). So I decided to use the lower poly models, and that gave me the same result, so I decided to put in the the stock stormtrooper model, and guess what, the EXACT SAME CRASH happened (so my too many poly's theory was busted then and there). Everytime I change to a custom side in the LUA, I get a close to desktop, even if its light models there. Does anyone have a clue what could be causing this issue?

NOTE: I use the GCW-1035 mod commonly (all the time >.>), so the odds are its not the models are too intensive for my PC (which I thought could have been an issue as viramund city and kothlis once crashed on my PC, but it now works just fine without FPS drop).   
#4
SWBF2 Modding / AI not spawning
April 24, 2017, 09:23:05 PM
Ok, this is weird,
I have my map right, and was testing it, I noticed that I forgot to put 2 command posts in the LUA. I closed out, went back to my LUA, edited it with the CPs, munged and then BOOM, now AI won't spawn. I have not touched anything in my LUA differently (or anywhere for that matter), all I can say is, I munged, and it they didn't spawn. I got no error messages from the munge log, and like stated before, nothing was different from before, it was literally the exact same map with 2 new CPs in the LUA. Does anyone have a clue what could cause this  :(? Thanks!

NOTE: I did turn AI spawning off to take some pictures of the map earlier (before the LUA change), however I turned them back on, and it worked just all the way until the match end. I rechecked the fake console to make sure It wasn't on, and surprise surprise, it wasn't.
#5
Has anyone/is anyone willing to made/make an Executor model? And before you think "Wow, this guy is a mad nutjob for wanting a ship the size of several already massive ISDs" actually, no it can be as small as a dome model, or big as a frigate...nothing too insane  ;)

Thx!

#6
SWBF2 Modding / Sound and Smoke effects
March 31, 2017, 04:32:01 PM
Hi yes me again,

So, 2 issues. Issue number 1, I added in several AT-ATs and AT-STs, X-wings, A-wings, and Snowspeeders...however none of them have sounds. After searching around I became confused about what i'm supposed to put where, and how to add in sounds for these various vehicles (and for that matter, more that I have planned for the future).

Issue number 2, Again, after searching high and low for tutorials on how to do this, I came up empty handed, i'm trying to add in permanent smoke and explosion effects. What i'm looking for specifically is like on geonosis and kashyyyk with the random explosions and permanent smoke scattered around. If anyone is able to help me understand how to do both of these, it would be a big help, thanks!  :tu: 
#7
SWBF2 Modding / Lua Error Help
March 29, 2017, 04:04:06 PM
Ok, first post here...

So, i'm having an issue I cant seem to wrap my head around. While making my SWBF2 map, and munging, I got this error:
C:\BF2_ModTools\data_BOJ\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\BOJ\BOJg_con.lua:94: `)' expected (to close `(' at line 85) near `"imp_walk_atat"'
ERROR[scriptmunge scripts\BOJ\BOJg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\BOJ\BOJg_con.lua]:Could not read input file. [continuing]
   2 Errors    0 Warnings

ERROR[levelpack mission\BOJg_con.req]:Expecting bracket, but none was found.
File : munged\pc\bojg_con.script.req(1)...

ucft <--
ERROR[levelpack mission\BOJg_con.req]:Expecting bracket, but none was found.
File : munged\pc\bojg_con.script.req(1)...

ucft <--

   2 Errors    0 Warnings

ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
   1 Errors    0 Warnings

(It goes on even longer with some incoherent gibberish I do not think anyone would understand  :confused:)

Ive checked my lua, and it appears to be correct, and I didn't seem to get any parsing issues, does anyone know...what is going on .-.

I've also attached my lua if anyone can check it out for me...thanks...

~King Curry