How do I properly set up a custom map?

Started by i2Bros, September 07, 2016, 10:50:04 AM

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Hi guys, i recently downloaded Sereja's Umbara:Shadow Forest map assets and I was trying to change the sides but when I put the files in the data_025 folder I created and then munge a lot of errors shows up and the map is not playable in the game. Sereja gave me the permission to include this map in my mod, but I don't know how to simply change sides :(
How do I do that?
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Well serejas stuff is for swbf1 and you might have to convert them to bf2
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

I think Delta327 is right about converting the maps to BF2. Also, I think you have to edit the world LUA if you're adding brand new units to a map.

Do you know how I can do this? There's a tutorial? Can I do this without the zeroeditor?
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Be careful: often Sereja's maps have a lot of stuff that doesn't quite work in SWBF2. There were people trying to get his Otoh Gunga map over a while ago.
In Progress:
--Star Wars: Battlefront - Anniversary Edition (formerly Star Wars: Battlefront - Legacy Edition)
--Endor: Imperial Base

On Hold:
--Star Wars Battlefront: Elite Squadron For SWBF1

September 07, 2016, 02:02:02 PM #5 Last Edit: September 07, 2016, 02:03:37 PM by swgaming1015
You don't need Zeroeditor to edit sides. If you wanted to view a Battlefront 1 map's LUA you would have to go into Scripts/025 and use a program like notepad to open up the LUAs. You can then add your new units details to the LUA.


There are several tutorials on sides for Battlefront 1 maps on this website:

http://www.swbfgamers.com/index.php?board=49.0

I'd also recommend the Gametoast forums:

http://www.gametoast.com

September 07, 2016, 02:06:25 PM #6 Last Edit: September 07, 2016, 02:08:37 PM by Delta327
http://www.gametoast.com/viewtopic.php?f=27&t=3574

Will this help?

Edit:
You could convert the umbara models to bf2
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

September 07, 2016, 02:11:22 PM #7 Last Edit: September 07, 2016, 02:14:00 PM by Delta327
Speaking of models dose any one have the bf1 rebel marksman model for bf2.

For my mod
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

September 07, 2016, 03:22:07 PM #8 Last Edit: September 08, 2016, 02:17:15 AM by i2Bros
Nice, thanks for the help! So I was doing well I just have to follow a tutorial and ask more to Sereja. I will soon post the MungeLog so that we can find out what I have to correct.
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Ok good luck :tu:
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

September 08, 2016, 02:05:01 AM #10 Last Edit: September 08, 2016, 04:15:33 AM by i2Bros
 DELETE THIS POST
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers


EDIT: I downloaded a munged map already converted and I was trying to simply change the mission.lvl file but when I play the map no unit spwans except the human player. What I have to do now?

Quote from: i2Bros on September 08, 2016, 02:05:01 AM
This is the complete MungeLog.txt
It's messy as hell , please help! :bye:

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

ERROR[levelpack req\cis_hover_aat2.req]:Could not open munged\pc\cis_hover_fightertank.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\cis_hover_aat2.req]:Could not open munged\pc\cis_hover_fightertank.anims for input. DOS reports:

No such file or directory

   2 Errors    0 Warnings

ERROR[levelpack req\rep_fly_gunship2.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.model.req(1)...

ucft <--
ERROR[levelpack req\rep_fly_gunship2.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.model.req(1)...

ucft <--

   2 Errors    0 Warnings

ERROR[levelpack 025.req]:Could not open munged\pc\tat1_bldg_sarlacctentacle.anims for input. DOS reports:
No such file or directory
ERROR[levelpack 025.req]:Could not open munged\pc\tat1_bldg_sarlacctentacle.anims for input. DOS reports:
No such file or directory
[continuing]
   2 Errors    0 Warnings

ERROR[levelpack 025_ctf.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack 025_ctf.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack 025_eli.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack 025_eli.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
[continuing]
   4 Errors    0 Warnings

ERROR[levelpack 025.req]:Could not open munged\pc\tat1_bldg_sarlacctentacle.anims for input. DOS reports:
No such file or directory
ERROR[levelpack 025.req]:Could not open munged\pc\tat1_bldg_sarlacctentacle.anims for input. DOS reports:
No such file or directory
[continuing]
   2 Errors    0 Warnings

soundflmunge.exe : Warning : Files line 24 and 25 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerA02
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 26 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerA03
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 27 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerA04
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 28 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerA05
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 29 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerA06
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 31 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerB01
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 32 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerB02
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 33 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerB03
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 34 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerB04
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 35 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerB05
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 36 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerB06
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 38 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerC01
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 39 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerC02
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 40 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerC03
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 41 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerC04
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 42 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerC05
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 43 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_layerC06
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 45 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_low01
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 46 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_low02
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 47 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias fs_walker_low03
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 53 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias wpn_gunship_blaster_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 54 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias wpn_gunship_laser_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 55 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias wpn_gunship_laser_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 60 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias eng_repGunship_hi_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 61 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias eng_repGunship_low_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 62 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias eng_repGunship_mid_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 67 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias wpn_spdrbike_blaster_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 71 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias eng_speederbike_hi_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 72 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias eng_speederbike_low_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 24 and 73 reference the same source file c:\windows\media\chord.wav.  fs_walker_layerA01 will alias eng_speederbike_mid_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025cw.sfx
soundflmunge.exe : Warning : Files line 3 and 8 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias fs_droideka_01
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 9 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias fs_droideka_02
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 10 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias fs_droideka_03
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 11 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias fs_droideka_04
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 13 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias drd_droideka_roll_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 15 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias drd_droideka_shield_on
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 20 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias wpn_cmbtSpdr_blaster_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 21 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias wpn_cmbtSpdr_turret_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 22 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_combatSpeeder_hi_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 23 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_combatSpeeder_mid_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 24 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_combatSpeeder_low_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 29 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias wpn_gunship_laser_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 30 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias wpn_gunship_laser_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 31 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias wpn_IFT_blaster_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 32 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias wpn_IFT_missile_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 34 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_interceptorTank_low_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 35 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_interceptorTank_mid_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 36 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_interceptorTank_hi_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 43 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias wpn_spdrbike_blaster_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 47 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_speederbike_hi_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 48 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_speederbike_low_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 49 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_speederbike_mid_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 54 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias wpn_ATTE_trtBlaster_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 55 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias wpn_ATTE_frontBlaster_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 61 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_takeoff_gunship01
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 62 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_takeoff_gunship02
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 63 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias R_LAAT_land01
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 65 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias wpn_gunship_blaster_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 66 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias wpn_gunship_rocket_fire
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 67 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_repGunship_hi_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 68 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_repGunship_low_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 69 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_repGunship_mid_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 75 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias fs_spiderWalker_01
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 76 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias fs_spiderWalker_02
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 77 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias fs_spiderWalker_03
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 78 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias hyd_spiderWalker_01
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 79 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias hyd_spiderWalker_02
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 80 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias hyd_spiderWalker_03
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 81 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias hyd_spiderWalker_04
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 82 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_spiderWalker_mid_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 83 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_spiderWalker_low_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Warning : Files line 3 and 84 reference the same source file c:\windows\media\chord.wav.  wpn_rep_arccaster_fire will alias eng_spiderWalker_hi_lp
  - while munging C:\BF2_ModTools\data_025\Sound\worlds\025\025gcw.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_025\Sound\shell\effects\whooshl3.wav  - while munging C:\BF2_ModTools\data_025\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_025\Sound\shell\effects\whooshl3.wav, format may be invalid  - while munging C:\BF2_ModTools\data_025\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_025\Sound\shell\shell.sfx  - while munging C:\BF2_ModTools\data_025\Sound\shell\shell.sfx
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers

Quote from: i2Bros on September 08, 2016, 04:14:38 AM
EDIT: I downloaded a munged map already converted and I was trying to simply change the mission.lvl file but when I play the map no unit spwans except the human player. What I have to do now?
Can you post the mission.lvl?

September 08, 2016, 08:38:09 AM #13 Last Edit: September 08, 2016, 08:48:44 AM by i2Bros
Yes, sure.

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
   

   --  CIS Attacking (attacker is always #1)
    CIS = 1;
    REP = 2;
    --  These variables do not change
    ATT = CIS;
    DEF = REP;


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()

    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 
   
    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder")
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_aat")
                             
                             
    ReadDataFile("SIDE\\tur.lvl",
             "tur_bldg_laser",
             "tur_bldg_tower")         
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 20,
         reinforcements = 150,
         soldier  = { "rep_inf_ep3_rifleman",9, 25},
         assault  = { "rep_inf_ep3_rocketeer",1, 4},
         engineer = { "rep_inf_ep3_engineer",1, 4},
         sniper   = { "rep_inf_ep3_sniper",1, 4},
         officer = {"rep_inf_ep3_officer",1, 4},
         special = { "rep_inf_ep3_jettrooper",1, 4},
          
      },
      cis = {
         team = CIS,
         units = 20,
         reinforcements = 150,
         soldier  = { "cis_inf_rifleman",9, 25},
         assault  = { "cis_inf_rocketeer",1, 4},
         engineer = { "cis_inf_engineer",1, 4},
         sniper   = { "cis_inf_sniper",1, 4},
         officer = {"cis_inf_officer",1, 4},
         special = { "cis_inf_droideka",1, 4},
      }
   }
     
    SetHeroClass(CIS, "cis_hero_darthmaul")
    SetHeroClass(REP, "rep_hero_anakin")
   

    --  Level Stats
    --  ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 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("WalkerLegPair", 12)
--SetMemoryPoolSize("TreeGridStack", 960)
SetMemoryPoolSize("TreeGridStack", 999)
SetMemoryPoolSize("EntityHover", 14)
SetMemoryPoolSize("EntityWalker", 4)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EntityFlyer", 8)
SetMemoryPoolSize("Aimer", 500)
SetMemoryPoolSize("EntityLight", 500)
SetMemoryPoolSize("Obstacle", 999)
SetMemoryPoolSize("WalkerBlendUnit", 60)
   
SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:025\\025.lvl", "025_conquest")
    ReadDataFile("dc:025\\025.lvl", "025_conquest")
    SetDenseEnvironment("false")

    --  Birdies
    SetNumBirdTypes(2);
    SetBirdType(0,1.0,"bird3");
    SetBirdType(1,1.5,"bird4");

    AddDeathRegion("Death1");
    AddDeathRegion("Death2");
    AddDeathRegion("Death3");
    AddDeathRegion("Death4");
    AddDeathRegion("Death5");
    AddDeathRegion("Death6");
    AddDeathRegion("Death7");
    AddDeathRegion("Death8");
    AddDeathRegion("Death9");
    AddDeathRegion("Death10");
    AddDeathRegion("Death11");
    AddDeathRegion("Death12");
    AddDeathRegion("Death13");
    AddDeathRegion("Death14");
    AddDeathRegion("Death15");
    AddDeathRegion("Death16");
    AddDeathRegion("Death17");
    AddDeathRegion("Death18");
    AddDeathRegion("Death19");
    AddDeathRegion("Death20");
    AddDeathRegion("Death21");
    AddDeathRegion("Death22");
    AddDeathRegion("Death23");
    AddDeathRegion("Death24");



    --  Sound
   
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
   
    OpenAudioStream("dc:sound\\025.lvl",  "025gcw_music")

    OpenAudioStream("sound\\kas.lvl",  "kascw_music");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("sound\\kas.lvl",  "kas");
    OpenAudioStream("sound\\kas.lvl",  "kas");

    OpenAudioStream("dc:sound\\025.lvl",  "025");
    OpenAudioStream("dc:sound\\025.lvl",  "025");

SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
--    SetAmbientMusic(REP, 1.0, "rep_kas_amb_start",  0,1);
--    SetAmbientMusic(REP, 0.99, "rep_kas_amb_middle", 1,1);
--    SetAmbientMusic(REP, 0.1,"rep_kas_amb_end",    2,1);
--    SetAmbientMusic(CIS, 1.0, "cis_kas_amb_start",  0,1);
--    SetAmbientMusic(CIS, 0.99, "cis_kas_amb_middle", 1,1);
--    SetAmbientMusic(CIS, 0.1,"cis_kas_amb_end",    2,1);

    SetAmbientMusic(REP, 1.0, "imp_umb_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "imp_umb_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.15,"imp_umb_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "all_umb_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "all_umb_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.15,"all_umb_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_kas_amb_victory");
    SetDefeatMusic (REP, "rep_kas_amb_defeat");
    SetVictoryMusic(CIS, "cis_kas_amb_victory");
    SetDefeatMusic (CIS, "cis_kas_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(REP,REP,0,"rep_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(REP,CIS,0,"rep_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(REP,REP,1,"");
SetPlanetaryBonusVoiceOver(REP,CIS,1,"");
SetPlanetaryBonusVoiceOver(REP,REP,2,"rep_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(REP,CIS,2,"rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP,REP,3,"rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP,CIS,3,"rep_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(REP,REP,4,"rep_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(REP,CIS,4,"rep_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(REP,REP,5,"rep_bonus_rep_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP,CIS,5,"rep_bonus_cis_sabotage");
SetPlanetaryBonusVoiceOver(REP,REP,6,"");
SetPlanetaryBonusVoiceOver(REP,CIS,6,"");
SetPlanetaryBonusVoiceOver(REP,REP,7,"rep_bonus_rep_training");--advanced training
SetPlanetaryBonusVoiceOver(REP,CIS,7,"rep_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,CIS,0,"cis_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(CIS,REP,0,"cis_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(CIS,CIS,1,"");
SetPlanetaryBonusVoiceOver(CIS,REP,1,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,2,"cis_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(CIS,REP,2,"cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS,CIS,3,"cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(CIS,REP,3,"cis_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(CIS,CIS,4,"cis_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(CIS,REP,4,"cis_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(CIS,CIS,5,"cis_bonus_cis_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS,REP,5,"cis_bonus_rep_sabotage");
SetPlanetaryBonusVoiceOver(CIS,CIS,6,"");
SetPlanetaryBonusVoiceOver(CIS,REP,6,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,7,"cis_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,REP,7,"cis_bonus_rep_training");--advanced training

--OpeningSateliteShot
    AddCameraShot(0.866429, 0.000000, 0.497798, 0.000000, 218.657883, 15.766537, 142.812714);
    AddCameraShot(-0.318809, 0.000000, -0.946403, 0.000000, 27.424097, 29.265772, -521.292725);
    AddCameraShot(0.703257, 0.000000, -0.710362, 0.000000, 119.500610, 42.950558, 208.319794);
end

If it can help the music sound is missing in the game, even though I'm sure I put all of that in the .lua file.
I'm replacing exclusively the mission.lvl file. You can find the map here:

Everything else just works fine.
"Come on, you apes! Do you wanna live forever?"
- Lieutenant Rasczak speaking to the Roughnecks troopers