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Messages - Delta327

#61
Do you think someone converted the models and the effects for the map to bf2?
#62
SWBF2 Modding / Re: Any AT-AT wreck models?
January 06, 2017, 04:51:48 PM
You could do it with wings3d.
#63
Welcome Center / Re: SWBF Player Awards
January 05, 2017, 04:11:44 AM
Swbf2!!! And ea swbf!! :cheer:
#64
Ive had this problem you might have to remove the unit or the commander droid class (the one you just added).
#65
Did you add custom units?
#66
SWBF2 Modding / Re: Era crash [Solved]
January 01, 2017, 05:19:03 PM
I had to put dc: on the lua
#67
SWBF2 Modding / Re: Era crash
January 01, 2017, 05:08:45 PM
Nevermimd its works
#68
SWBF2 Modding / Re: Era crash
January 01, 2017, 04:08:09 PM
Sorry heres the log

[spoiler]Opened logfile BFront2.log  2016-12-29 0637
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
Boz Pity: Plains - Found rvs.lvl - Adding KotOR era and modes
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadProfile
ifs_saveop_DoOps     LoadProfile
ifs_sp_campaign: Input_Accept(): Entered:     [Nil]
ifs_sp_campaign: Input_Accept(): Entered:     _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton =    nil
cur_button =    nil
this.CurButton =    check_mode1
cur_button =    nil
this.CurButton =    nil
cur_button =    nil
this.CurButton =    nil
cur_button =    nil
Checkbox for check_era3 clicked
this.CurButton =    check_era3
cur_button =    nil
Checkbox for check_era7 clicked
this.CurButton =    check_era7
cur_button =    nil
Checkbox for check_era7 clicked
this.CurButton =    check_era7
cur_button =    nil
Checkbox for check_era7 clicked
this.CurButton =    check_era7
cur_button =    nil
Checkbox for check_era7 clicked
this.CurButton =    check_era7
cur_button =    nil
custom_AddMapNew()
custom_printTable():    table: 0529418C
The key, value is:    era_g    1
The key, value is:    mode_con_c    1
The key, value is:    isModLevel    1
The key, value is:    mode_con_k    1
The key, value is:    bSelected    1
The key, value is:    era_c    1
The key, value is:    mode_con_g    1
The key, value is:    era_k    1
The key is mapluafile, the formated value is:    BPP<A>_<B>
custom_printTable(): Returning
custom_printTable():    table: 0529972C
The key, value is:    key    mode_con
The key, value is:    subst    con
The key, value is:    showstr    modename.name.con
The key, value is:    descstr    modename.description.con
The key, value is:    icon    mode_icon_con
custom_printTable(): Returning
gMapEras.key =    era_c     Era =    era_c     subst =    c
Adding map:     BPPc_con     idx:     1
this.CurButton =    _map_add
cur_button =    nil
this.CurButton =    Launch
cur_button =    nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value.  This fixes the Leia bug.
user_script_10: Found user_script_11.lvl
user_script_10: No user_script_12.lvl.  Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class n[/spoiler]
#69
SWBF2 Modding / Re: Battlefront: Last Hope WIP
January 01, 2017, 02:38:50 PM
Hey guy Boz Pity: Plains is almost finished with the clone wars era.
#70
SWBF2 Modding / Re: Era crash
January 01, 2017, 01:42:28 PM
Quote from: Delta327 on December 31, 2016, 04:16:42 PM
Yes and it crashed (the map)
Yes it crashed
#71
SWBF2 Modding / Re: Era crash
December 31, 2016, 04:16:42 PM
Yes and it crashed (the map)
#72
SWBF2 Modding / Re: TFU assets
December 30, 2016, 10:38:37 AM
Have your tried converting then with the 3dobject veiwer? If you are trying to convert them.
#73
SWBF2 Modding / Re: Era crash
December 30, 2016, 09:14:00 AM
Ok but me dosent work though.

Heres the addme.lua

[spoiler]--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "CDV%s_%s", {era_j = 1, era_g = 1, mode_con_j = 1, mode_con_g = 1,}

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("CDV","CDVg_con",4)
AddDownloadableContent("CDV","CDVj_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\CDV\\data\\_LVL_PC\\core.lvl")[/spoiler]
#74
Requests / Map idea
December 29, 2016, 02:12:14 PM
Woudnt it be cool if someone make a scariff map?
#75
SWBF2 Modding / Re: Battlefront: Last Hope WIP
December 29, 2016, 09:45:05 AM
Ok well the picture is a bridge that looks cool for a layout for a map.