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Messages - Idren

#46
Hey everybody,

I'm working on getting my first custom unit mesh into BF1, and I'm running into a few issues.  I've read several tutorials, and thought I'd give it a go.
This has been my process so far:
1. Import the stock imp_inf_shocktrooper.msh into XSI.
2. Delete the backpack object
3. Delete the 2 ammo packs on the hips.
4. Select the shoulder ammo pack w/the parent bone "ribcage".
5. Select the POLYGONS and move/rotate them around so as not to move the object's pivot point.
6. Duplicate the ammo pack 2 times and move the polys into place.
7. Delete the polys from the shadowvolume that were around the backpack.
8. Hide everything but the visible objects
9. Middle click the DummyRoot
10. Export the .msh to overwrite the old imp_inf_shocktrooper.msh

Then I munge/run SPTest, and it gets into the game fine (I did the above process with the lowres model as well), but in-game, the model keeps switching back and forth between hi-res and low-res.  I've checked around and know that this can be an issue when using too many polygons in your hi-res model, but if anything, the new model has LESS polys than the original because I removed the backpack.

Oh one more thing that might be causing the issue: I wanted to use a new texture (but I'm really bad with the XSI material editor functionality) so I duplicated the original TGA, renamed it from "imp_inf_stormtrooper.tga" to "imp_inf_stormtroope2.tga", edited with gimp, exported with RLE compression UNCHECKED, opened the .msh files in a text editor, and did find/replace on all the corresponding .tga files to match the new stormtroope2 one.

I'm attaching an image of the model/hierarchy in XSI (it's a minimal poly First Order trooper I'm working on for a map in that era.)

Am I doing something wrong? - I'm most wary about how I'm doing the .tga switching, as I'm not applying it to the mesh in XSI itself...

Thanks for the help! :)
#47
In attempting to figure out how to allow for vehicles to spawn outside a base's control region, I've figured out (using the stock Bespin: Platforms map), that for any CP, the CAPTURE region is the region that defines where units must stand to both take AND keep a base - and the CONTROL region is the region that defines the "area" that the base controls - i.e. where the vehicles can spawn and not explode if left alone.  So if you need vehicles to spawn over a large area, just make that control region huge - and you don't have to worry about that base being really hard to capture.

In the various tutorials on adding bases/vehicles and the regions concerning them, it is (unintentionally) made to seem like the control region is for where units need to stand in order to keep a base under their control.

I'm fairly certain that probably everybody already knows about this, and it's only new to me :slap: but if not, then I'm glad to have helped somebody out! :)
#48
Requests / Re: The "I Have An Idea!" thread
February 28, 2017, 09:32:37 AM
Quote from: Gistech on February 28, 2017, 09:02:54 AM
Just a thought and I am a little surprised that nobody has thought of this yet, but...

How about building a clone game engine for SWBF/SWBF2? I've seen programmers working on one for another game and it's obvious that we'll never get the source code for either SWBF or SWBF2. It would, of course, require a talented programmer or a group of them, and a lot of time. As for any potential issues rising from legality, what would be presented is the engine: you would require SWBF/SWBF2 to be able to use it as it would still read the LVL files (you would place it in your SWBF/SWBF2 executable's directory and define which game you are running from INI file, which we can also use to manually alter things like control schemes, addon folder location etc)

The advantages are clear to me: full control over the engine, including memory pools, removal of limits etc, new features we have not ever had in the PC version such as the console unit selection screen, integrting new features not already possible in Battlefront, enabling bug fixes... the list goes on. I can remember psych0fred suggesting that we move Battlefront into a newer engine but it has become clear just moving it into Unity or Unreal, which would require full format reconversion, would most likely draw EA's ire. Creating an engine that requires you to own a copy of the game already that reads the native formats of SWBF would be a way around that, I think.

So there's my idea. Don't know if we have any programmers who would be willing to put in that kind of work though: after all, SWBF2 is quite a versatile game engine already, it's just a bit outdated and not as featureful as it could be.


I'm nearly finishing up a Computer Science degree - and I think I'd be up for some programming to that end! (I'd prefer working on BF1 though) I don't have any experience creating a game engine, but I'd be willing to learn and start writing some code!  :tu:
#49
Released Assets / Idren's SWBF1 Sky Compilation
February 26, 2017, 04:22:28 PM
I decided to make an Easy-To-Use Sky Compilation to help people to be able to add skies to their worlds with more ease.  I tried my hand at modding SWBF1 back in 2006, and could never get a sky to work! So this is for all the people who are VERY new to modding SWBF, and need an extra helping hand with getting skies up and running.  I hope people find this useful! :wave:

Name: Idren's Sky Compilation
Contents: .SKY, .MSH, .TGA, .ODF files
Compatible with: SWBF1 (idk anything about swbf2 modding so if it works, let me know and I'll update this!)  :)
Download Size: 9MB
How long it took me: 6 hours

Description:
     1) A compilation of all the SWBF1 stock skies.  Each sky has its own folder that contains an easy installation guide, and all files needed to put the sky into your map.  This includes a normalized ModID.sky file that adds the sky to your world without having to do much .sky file editing (you'll have to change the lowres terrain section to match the terrain you're using - or just stick with the standard geonosis one.)
     2) This also has a separate folder of Dome Objects (death star, ion cannon, cloud city, mountain ranges, clouds, etc.) each with an easy to follow installation guide.
     3) A simplified / more explicit tutorial for adding Sky Dome Flyers (capital ships, etc.) to your world.

Credits:
     Psych0fred for the sky tutorial (also included)
     LucasArts & Pandemic for the assets
     Idren (me) for the compilation, etc.
     
#50
Yeah, here's my LUA:

[spoiler]---------------------------------------------------------------------------------
-- 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.
---------------------------------------------------------------------------------
--start header

function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header


--start objectives
--   These can be hard-coded: i.e. AddMissionObjective(IMP,"red", "Eliminate Enemy Forces")
AddMissionObjective(IMP,"red", "level.Tat4.objectives.1");
AddMissionObjective(IMP,"orange", "level.Tat4.objectives.2");
AddMissionObjective(IMP,"orange", "level.Tat4.objectives.3");
AddMissionObjective(ALL,"red", "level.Tat4.objectives.1");
AddMissionObjective(ALL,"orange", "level.Tat4.objectives.2");
AddMissionObjective(ALL,"orange","level.Tat4.objectives.3");
--end objectives


--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
--end soundlvl

ReadDataFile("dc:COMMON\\common.lvl");

-- Start sidelvls
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_basicdesert", --The units REQ for the level
"all_inf_lukeskywalker", --The hero's REQ for the level
"all_inf_smuggler", --The 5th troop's REQ (wookie smuggler)
"all_fly_falcon",
"all_fly_xwing");

--     ::EXAMPLE SECTION FROM STOCK GAME::
--     FOR HOTH, ALL NECESSARY .REQ files for troops/vehicles needed
--     on Hoth are added here!
--
--   ReadDataFile("SIDE\\all.lvl",
--       "all_fly_snowspeeder",       --the .REQ file for the snowspeeders
--       "all_inf_basicsnow",          --the .REQ file for the troopers w/snowy textures
--       "all_inf_lukeskywalkersnow",   --the .REQ file for luke in the snow texture
--       "all_inf_smugglersnow",       --the .REQ file for snowy looking wookies
--       "all_walk_tauntaun")          --the .REQ file for the tauntauns.
--   ReadDataFile("SIDE\\imp.lvl",
--       "imp_inf_basicsnow",         --the .REQ for basic troops w/snow textures
--       "imp_inf_dark_troopersnow",   --the .REQ for dark troopers w/snow textures
--       "imp_inf_darthvader",         --the .REQ for vader
--       "imp_walk_atat",            --the .REQ for ATATs
--       "imp_walk_atst_snow",         --the .REQ for ATST w/snow textures
--       "imp_droid_probe")         --the .REQ for probe droids (unused in final game)


ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_basic",
"imp_inf_dark_trooper",
"imp_fly_tiefighter");

--   ReadDataFile("***\\***\\***.lvl", "***_***_***")
--   by default looks in SWBF's main folder locations.
--  in order to change this to look in the AddOn folder
--  for assets, you have to start the command w/"dc:" for
--  "downloadable content" - this specifies that the assets
--  should be looked for in the AddOn folder of SWBF's GameData stuff.
--
-- ::EXAMPLE from TATOOINE: JABBA'S PALACE (TAT3)
--ReadDataFile("dc:SIDE\\gam.lvl",      --the side's .lvl file
--     "gam_inf_gamorreanguard")       --the necessary .REQ for the side (gammoreans)

--end sidelvls

--ReadDataFile("dc:COMMON\\common.lvl") - reads from DataMODID\Data\_lvl_pc\Common\common.lvl;

--start loadouts
--This section specifies the Team Name, Icon, and ODFs for the units.
--ALL UNITS MUST BE THE SAME ONES REFERENCED BY THE ABOVE .REQ FILES!!!
--(you don't have to add vehicles here)
--
--ALLIANCE
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",10)
AddUnitClass(ALL, "all_inf_vanguard",1)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",2)
AddUnitClass(ALL, "all_inf_smuggler",1)
SetHeroClass(ALL, "all_inf_lukeskywalker")
--EMPIRE
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "ord_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilottie",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
--end loadouts



--start teamstats
--   This section specifies how many troops are allowed on the battlefield
--   at a time.  For example, HOTH uses 28 units allowed for both ATT (attacking team)
--   and DEF (defending team)
--   SetUnitCount(team, number of units allowed at a time)
--   NOTE: The value entered here (16) MUST match the value of all above
--        AddUnitClass(team, odf, unitcount) unitcounts added together.
--        so the Alliance added 10 soldiers, 1 vanguard, 2 pilots, 2 marksmen,
--        and 1 wookie smuggler.  10+1+2+2+1 = 16, so the Alliance's SetUnitCount()
--        below must be: SetUnitCount(ATT, 16) because the Alliance is ATT
--       (attacking)/(team 1)
--
--   SetReinforcementCount(team, number of troops at the start)
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats




--start alliances
--   This section defines the relationship between the teams.
--   Typically this shouldn't need to be modified - unless adding
--   a 3rd side like gammoreans/geonosians in which case you do some
--   Team relationship setting.
--
--   EXAMPLE:
--  --Local Stats
--   --SetTeamName(3, "locals")
         --SetTeamName(team, name) sets team 3's name to "locals"
--   --AddUnitClass(3, "geo_inf_geonosian", 7) AddUnitClass(team,odf,allowed num/unit)
--          --AddUnitClass(team, odf, allowed #/unit)
--   --SetUnitCount(3, 7)
         --SetUnitCount(team, # of total allowed units/map at a time)
--   --SetTeamAsFriend(3, DEF)
         --SetTeamAsFriend(team, friendly team)

-- These values ENSURE very explicitly that the Attackers
-- don't attack tehir teammates, that Attackers attack
-- Defenders, that Defenders don't attack their teammates,
-- and that Defenders attack Attackers.
-- Then the Attacking Team is set as Team 1 (ATT).
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances


--start memorypools
ClearWalkers()
AddWalkerType(0, 0)-- special -> droidekas
AddWalkerType(1, 0)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityFlyer", 10)
--end memorypools


--start worldlvl
--   This ReadDataFile() loads the WORLD.lvl file. (The one created
--  in ZeroEdit which is munged into the .lvl file).
--  This .lvl file MUST be read AFTER all the sides are
--  COMPLETELY DONE being set up (above).
--  i.e. side.lvls loaded, units added,
--  unit counts/reinforcements specified,
--  team relationships set, and memorypools added for vehicles
--  mines, etc.

ReadDataFile("dc:Tat4\\Tat4.lvl")
--end worldlvl


--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay


--start flyheight
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
--end flyheight


--start ainotify
--end ainotify


--start stayinturrets
--end stayinturrets


--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment


--start birdsandfish
--end birdsandfish


--start deathregions
AddDeathRegion("DeathRegion")
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatgcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(ALL,1.0,"all_tat_amb_start",0,1);
SetAmbientMusic(ALL,0.99,"all_tat_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_tat_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_tat_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"imp_tat_amb_middle",1,1);
SetAmbientMusic(IMP,0.1,"imp_tat_amb_end",2,1);
SetVictoryMusic(ALL,"all_tat_amb_victory");
SetDefeatMusic (ALL,"all_tat_amb_defeat");
SetVictoryMusic(IMP,"imp_tat_amb_victory");
SetDefeatMusic (IMP,"imp_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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");
SetPlanetaryBonusVoiceOver(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
--   These camera coordinates are found using the freeCamera in SPTest.
--   using the "dumpcamera" command (not sure of the exact wordage) SPTest
--  creates a camera coordinates file - you can copy/paste these coordinates
--  here to set up the VICTORY/DEFEAT screenshots that appear at the end of a mission.
--  I believe they also appear in the background of the Spawn Screen.
   AddCameraShot(-0.095777, 0.014938, -0.983401, -0.153379, 136.105103, 6.695038, 45.282383);
   AddCameraShot(-0.019187, 0.003187, -0.986296, -0.163836, 14.197001, 4.032150, 57.600346);
   AddCameraShot(0.941011, 0.103629, 0.320182, -0.035260, 23.043026, 1.548243, 88.652977);
--end camerashots

--start footer
end
--end footer[/spoiler]

I've got my custom common.lvl in Tat4\Data\_lvl_pc\Common\common.lvl

It's loading in - I have custom controlzones, and have them calling on a different image geometry file (not imp_icon.msh that the stock bases uses - but I think after looking through some LUAs that the shell is using the stock imp_icon.msh.  Is there a way to use a custom shell.lvl for a single map?
#51
I'm starting to get the feeling I'm starting too many new topics...?

I'm working on a single map with a custom imperial Side. I've been trying to get the icons/holograms for all the imperial stuff to change using a custom common.lvl file.  I've gotten it to work for bases but it's not working for all the rest of the instances where the hologram of the imperial icon (the .msh) is used: spawn screen, victory/defeat screen, and the player stats/awards screens.

This is also the case with the .tga imperial icon.  I think the only place it shows up is right after you select the map it shows up next to the rebel icon.

I've been able to get all of this to work by swapping out the game's common.lvl with my own, but I want to be able to do it without changing the icons for every map in the game.

Also, when running SPTest I'm getting a lot of messages like this:

     Message Severity: 2
     D:\src\FRONTLINE_PC\FrontLine\Source\FLEffect.cpp(180)
     FLEffect::Read: duplicate effect class name (7f7fc4c9)!

for effects/objects/collision meshes etc.  I'm assuming this is because I've got duplicates of what's in the game's common.lvl in my common.lvl - what's the best way around this?

Thanks so much everybody for all the continued help you've been giving!
#52
SWBF1 Modding / Re: Zero Editor crashes when I click
February 22, 2017, 10:23:16 PM
Are you generating a new terrain that's not a square of a power of 2?
(16x16, 48x48, 64x64, 128x128, 256x256, 512x512, 1024x1024, etc. though larger ones will probably crash ZE/Battlefront)
I don't think ZE likes terrain sizes that aren't like that.
#53
Sorry for the bump...  :confused: - I didn't want to create another new topic because I've been posting a lot of new ones lately and don't want to crowd other people out... And my new issue fits in this topic so hopefully it's alright..

I'm having issues getting a custom common.lvl file to work with my map.  I'm using the common.lvl builder you pointed me to.  In the builder, I copied the stuff in "Data" into "Custom" and then changed/added some .tga/.msh files, added them to the custom.req file, munged, and got the new common.lvl file. 

Here's where I'm getting lost though - I've added a "ReadDataFile("dc:COMMON\\common.lvl");" to my map's mission.lua (right before reading in side.lvls), but I'm not sure where to put the common.lvl after getting it from the builder.

Thanks for all the help you guys have already given me (and all your huge contributions to the community!)
#54
Quote from: Sereja on February 21, 2017, 10:42:04 AM
Definitely some of the weapons .odf are missing. Perhaps you forgot to take proton torpedoes on board.

Thanks a ton! That fixed it!  :tu:

The standalone Millenium Falcon download doesn't have the all_weap_fly_xwing_ptorpedo2.odf files - I just swapped them out for the standard xwing_ptorpedo.odf that shipped with the game and that fixed it.

It also doesn't come with the custom icons for the map/HUD - Were those in a custom Common.lvl that you had? Are they anywhere on the site?
#55
Hi,

I downloaded "Sereja's Millenium Falcon" to see if I was able to get it into a map as a flyer (it's awesome by the way!)  :cheer: And I was able to get it into the game, but when switching gunner positions, it crashes the game.  SPTest gives me this error on the crash:

     Message Severity: 3
     D:\src\FRONTLINE_PC\FrontLine\Platform\PC\pcFirstPerson.cpp(60)
     FirstPerson::LoadLVLFile: Could not open FPM\all\imptiftr.lvl

and I think it's related to some more errors that show up earlier when loading the map:

     Message Severity: 2
     D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1410)
     Weapon 'weapons.all.weap.fly_falcon_cannon2' is not localized for stats page

     Message Severity: 2
     D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1410)
     Weapon 'weapons.all.weap.fly_falcon_cannon' is not localized for stats page

     Message Severity: 3
     D:\src\FRONTLINE_PC\FrontLine\Source\EntityFlyer.cpp(2881)
     Flyer "all_fly_falcon" weapon 2 "all_weap_fly_xwing_ptorpedo2" not found

It's only crashing when switching gunner positions IF there are ai units on board. (I think)
If I spawn quick, grab the falcon, and take off flying Solo, switching positions doesn't lead to a crash.  However, I think when an AI unit either gets in first, OR if they get in and then  the AI has to fly when you switch positions it's crashing the game.

I thought maybe it was an issue with there being no first-person option, but I've tested every gunner position and cockpit view in 1st person and it doesn't crash - so I'm not too sure what's going on.

Thanks for any and all help!
#56
Quote from: Ginev on February 17, 2017, 02:03:07 AM
We know chrome effect from very long time however if you dont have XSI 7.5+ZETOOLS it will be quite a trick.The other method without XSI is to open your msh model with MEshtool V4.Download it from Gametoast.If you cant maybe we can release it here for peopel who cannot enter gametoast.When you download it there is a text file with the tool that is explaining how to add chrome.Its simple.

I've got XSI and the ZETOOLS, I'm having trouble getting started with navigating the program though.  (I'm too used to 3dsMax and all the hotkeys/controls are so different) Are the XSI Materials directly exportable to msh? (i.e. a raytraced material?) I'm sure BF1 probably doesn't like raytracing though - so what's the method for adding a chrome texture in XSI?
#57
I'm using Autodesk 3ds Max - it exports to .vrml and then I'm using the msh viewer to convert from .vrml to .msh, and its been working out so far! :)

It's available for free for students (if you have a .edu email address) for a 3 year limited license (you can't use it for profit) - and it has a LOT of great tutorials built in that I find easier to follow than the XSI tutorials I've seen.
#58
Has anyone figured a way to make a chrome-like texture for SWBF1?

I thought I saw one of sereja's models (a Naboo Starfighter in a WIP somewhere) that had a chrome looking underside, I'd love to be able to add some chrome (or a nice fake chrome) to the game - a re-skin / model for a captain phasma troop would be pretty cool.  ;)
#59
SWBF1 Modding / ZeroEdit Runtime Error! crash on startup
February 14, 2017, 12:55:53 PM
To begin, I've already looked through every topic brought up by the search: "ZeroEditor"
The Error:
____________________________________________________________
|"Microsoft Visual C++ Runtime Library                                                 |
| ```````````````````````````````````````````````````````````|
|     Runtime Error!                                                                              |
|                                                                                                        |
|     Program: C:\LucasArts\BFBuilder\DataTat4\zeroeditor.exe               |
|     (also tried at "C:\BFBuilder\DataTat4\zeroeditor.exe)                       |
|                                                                                                       |
|     This application has requested the Runtime to terminate it in an       |
|     unusual way.                                                                              |
|     Please contact the application's support team for more information. |
|                                                                     _______________       |
|                                                                    |         OK           |       |
|                                                                    |______________|       |
|___________________________________________________________|

I'm running Windows 10 Home edition, (OS Build 14393.693)
No graphics card - just integrated graphics w/an intel i7 processor

My attempts to fix so far:
1) ZeroEditor.exe has permission to Modify, Read & execute, Read, Write.
2) ZeroEditor.exe has the box checked to "Run this program as an administrator"
3) It's the Updated version of ZeroEditor (the Jan 2005 one) and has the boundary fix installed.

4) I have also tried to run it in compatibility mode for: Windows XP (Service Pack 2), Windows XP (Service Pack 3), and even Windows 98/ Windows Me

5) my config.ini file has the "handleException = 1" line (I've switched it back and forth between 1 and 0 for every configuration attempt).

6) I downloaded the 3DAnalyzer and forced SoftwareTnL.

7) Reboot

Things I haven't done: (that apparently can cause crashes)
1) Modified anything to do with Sky
2) Done anything with Boundaries

Order of Events:
This morning, I was able to use ZeroEditor just fine! I haven't done any editing (or even touching) of boundaries yet even though I have the fix installed, just moved a couple objects around and raised some terrain.  All was working fine and I moved on to some (imported) SIDE edits. I did a bunch of localization stuff - renaming sides, all the first/last names for the rebels, renaming alliance/imperial troop types & weapons (all works fine),  I messed around with some of my ODFs (all_weap_inf_rifle, all_weap_inf_bowcaster, imp_weap_inf_rifle) and their respective ords. Then I cleaned/munged, started up SPTest to check out my edits (repeat odf/sptests several times) then decided to grab some camera shots of the level in SPTest.  Realized my SPTest was never putting out a log - so I gave it "Read & execute, Read, and Write" permissions. - then created my camera shots, put them in my .lua files, ran SPTest again and everything went well.
     (I also tried using the common.lvl builder in there at some point but couldn't get a specific edit working (not sure where to put the common.lvl file after creating it) (I also have an edited msh (com_icon_imperial) in the DataTat4\Common\MSHs folder - but ZE was still working after that edit.))

Then I decided to go into ZeroEditor again to start doing some AI Planning, and now I'm getting the Runtime Error every time I start up.

I've tried running ZeroEditor for all my maps, and it's the same thing every time.
I've even restarted the computer to just reset everything, and still no luck.

I'm not sure what happened to cause it to crash/stop working (one thing I remember that this morning, ZE had the little "administrator" icon on it, and now it doesn't - even though it's set to run as administrator.)

I'm really hoping someone knows what I can do/try to get this working.  I find it odd that it has been working fine the past week or so, and just midday today stopped being able to start.

Any ideas? (Thanks for reading)

::EDIT:: It's FIXED!!  :cheer: All I did was go back into ZeroEditor.exe's properties then compatibility - set it to not run in compatibility mode for anything, and set it to NOT be run as an administrator.  Then tried running it by Right-Clicking on it and then running it as an administrator... I have no idea why that worked (especially since it wasn't working that way before.  But I'm glad it's working atm!

Sorry for such a quick post/self-fix - but maybe it'll be helpful to somebody.
#60
Quote from: Phobos on February 10, 2017, 07:31:07 AM
The default name for local factions is probably Gammoreans in that core.lvl, you would have to edit the localization and remunge if you wanted a custom name.

I think for changing base hologram textures, you want to use the common.lvl builder. Here are the most updated builders for common and shell http://tiny.cc/perfectbuilders

Thanks for that link and all the help! There's a LOT of stuff to look through here lol :D

EDIT: So I realized that the hologram textures are actually .MSH files (com_icon_imperial) called on by the controlzone ODF files. I made my alternate icon msh and replaced the com_icon_imperial.msh in my DataTat4/Common/MSHs (which I thought would work, but didn't in-game. Is this why I would need a common.lvl builder?

So if using the builder, would I just copy the whole Data\Common folder into the Custom\Common folder - replace the com_icon_imperial.msh with my version, and munge?
Where do I put the common.lvl file once I've created it using the builder? Do I have to do a ReadDataFile() on it in my mission .lua?

Also when I munge the common.lvl file, I have several interesting things that might be affecting this process: "Missing file empire com_icon_imperial.model
              required by ..\..\_build_pc\common\munged\com_bldg_controlzone.class.req
                              ..\..\_build_pc\common\munged\com_bldg_major_controlzone.class.req

So I've changed the "com_icon_imperial.MSH" but idk how to change (or if I need to find/change) the .model version.