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Messages - KingCurry1717

#1
SWBF2 Modding / Re: Side not munging
July 06, 2017, 10:51:48 AM
Ah, ok ill try doing it manually then

EDIT: That solved it, thanks!
#2
SWBF2 Modding / Re: Side not munging
July 06, 2017, 12:23:08 AM
Yes, it is a custom side, however there is no new folder in _BUILD/Sides

(Also when I did my first side it did it automatically for me, so unless i'm missing something?)
#3
SWBF2 Modding / Re: Side not munging
July 05, 2017, 01:25:33 PM
No, all msh files have their respective option files
#4
SWBF2 Modding / Re: Side not munging
July 05, 2017, 12:00:32 PM
Now, I remember downloading it, and using it several times before, but I have no idea where it is now, or if it is even on this visualmunge anymore
#5
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?
#6
Welcome Center / Re: SWBF Player Awards
June 15, 2017, 11:48:57 PM
I play (original) SWBF2
#7
SWBF1 Modding / Re: Blender with .msh
June 13, 2017, 06:32:08 PM
Quote from: swgaming1015 on June 13, 2017, 06:10:08 AM
I don't believe you can open .msh files directly in blender. But what you can do is use XSI to convert the msh to obj and then import the obj file into blender.

If im correct, that depends on the version of XSI, using 7.5 (the newest one) won't convert out to OBJ (unless something new has been created to convert out), however, using a OBJ converter found here: http://www.gametoast.com/viewtopic.php?f=64&t=14857 may do the trick.
#8
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!
#9
Try here, it should give you the info you need:

http://www.gametoast.com/viewtopic.php?f=27&t=4750&hilit=sound+tutorial
#10
SWBF2 Modding / Re: Custom Side Problems
May 06, 2017, 11:16:01 PM
Here is the main part of the script


function ScriptInit()
   
    ReadDataFile("ingame.lvl")



    SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


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 
   
   
    ReadDataFile("sound\\tat.lvl;tat2gcw")
    ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rifleman",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_officer",
                    "all_inf_wookiee",
                    "all_hero_hansolo_tat")
                   
    ReadDataFile("dc:SIDE\\imp.lvl",
                    "imp_inf_stormtrooper")


SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_stormtrooper",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}
   
    SetHeroClass(ALL, "all_hero_hansolo_tat")
    SetHeroClass(IMP, "imp_hero_bobafett")


Also regarding the dc: part, how finicky ZE and .lua is, I would not even be surprised if a capital DC: fixed it .-.

EDIT: Just tried with DC: didn't work.
#11
SWBF2 Modding / Re: Custom Side Problems
May 06, 2017, 10:47:03 PM
Besides it crashing on start ;/

And no, i'm using nothing else custom, and for that matter, this was a fresh testing world I was using, and got this result. Whatever the issue is, its something deep in the system, as this is the 5th custom testing world i've created to test this, unless i'm stupid, there is something deep going on here...  :confused:

My first guess was it could be related to the system itself, but that cant logically be the case or else every mod i've used with intensive models would crash out in seconds.
#12
SWBF2 Modding / Re: Custom Side Problems
May 06, 2017, 07:40:01 PM
Well, the log told me little to nothing:

Opened logfile BFront2.log  2017-05-06 2236
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum:     PC    GameSpy    english    0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: No custom_gc_11.lvl.  Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table    Known eras buttons: 28
custom_GetGMapEras(): Finished building era table    Known eras: 28
custom_GetGMapModes(): Finished building game mode table    Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table    List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list    Known Modes: 39
ingame stream    movies\crawl.mvs
shell_interface: Opening movie:    movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme


Any other ideas?
#13
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).   
#14
SWBF2 Modding / Re: Custom Map
May 03, 2017, 03:19:50 PM
No, that just slows the game itself down, but too many polygons in the map will create a close to desktop (note a crash but not close to desktop is more likely object count which is semi unrelated). So, lets say you have 5 leet high poly objects in your map, odds are that the game would just close to desktop from high poly count.
#15
SWBF2 Modding / Re: Custom Map
May 02, 2017, 06:31:28 PM
Well, i've tried every trick ik and i've got nothing  :rant:, (side note, you may have a high poly count or something, it kept crashing to desktop without error messages for me) there is nothing wrong with lua/zeroeditor and there is nothing wrong with the map itself from what I can tell, try asking on gametoast maybe, they may be able to better help you!

-Best of Luck, Curry  :cheers: