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Messages - DarkHunter

#1
SWBF2 Modding / COULD NOT OPEN MISSION.LVL
October 28, 2018, 01:25:59 PM
Hi again men, and sorry for asking again, but continually I have differents problems with mod tools visualmunge.
Now I ve decided to create a new map because my previus map have a lot of errors, but the new inconvenient is that when I create a new map, and play it, the game crash with the message: COULD NOT OPEN MISSION.LVL
help please. Thanks.
#2
SWBF2 Modding / Re: OBJECTS WITH INVISIBLE TEXTURES
October 28, 2018, 12:45:28 PM
Quote from: Idren on October 22, 2018, 06:37:59 PM
The error you're getting looks like the tga files aren't in a size that the game likes - powers of 2 -> 512x512, 1024x1024, 2048x2048, etc. I believe the first game typically uses 512x512 and 1024x1024. I'm not sure about BF2's limitations, but it should still follow that same sizing pattern.

but I replaced the tga archives where I realized  changes, and I put the original archives, so I dont know where is the problem when  I see white textures. Thanks man for your attention.

( how can I post some images about white textures for you to view the problem?)
#3
SWBF2 Modding / Re: NEW MAP-SKY
October 27, 2018, 01:48:15 PM
Quote from: Red04 (CC-4398) on October 27, 2018, 08:48:26 AM
I'm not a SWBF2 skilled modder, but I think I can help you with this as I have worked on some map conversions from this game ported to SWBF1.

It's possible that the default sky is displayed because you haven't renamed the .sky file to the name of your mod, or there's some attribute which is wrong.

Another possibility is that at the moment of copying and pasting the files from the Kashyyyk Data Folder you've forgotten to copy any file. In almost all .sky files there's a main texture "sky_MapName.tga" and also some dome model files that require a .msh next to their .tga texture in the same folder. If I remember correctly, these files which depend on the main .sky file must be in the same folder as the .wld file.

I hope it works for something.



ok man. but I have to change only the name of Sky archive to "ABC.sky", or I have to change all the names of diferents archives?
#4
SWBF2 Modding / NEW MAP-SKY
October 27, 2018, 07:34:44 AM
Hi men, now I have a problem about to change the map sky. the Predetermined sky of  the map appears with yavin sky, and even though I change the sky archives from Kashyyyk data folder, when play the map, that appear with yavin sky. help please
#5
SWBF2 Modding / OBJECTS WITH INVISIBLE TEXTURES
October 20, 2018, 01:18:14 PM
Hi mate, I have a new question about star wars battlefront 2 modding. I m creating my first map, but the problem is that when I munge the map, and then play it, the objects appear with some parts without textures, appear with white walls. So, I delete the msh archives, and copy the original from assets folder, and replace it. But that dont work, neither work when I edit the tga archives.
I need urgent help. Thanks so much


ERROR[PC_texturemunge world1\hotx.tga]:TextureMunge(hotx:123x123x1): Must have power of two dimensions!

WARNING[PC_modelmunge msh\hoth_bldg_ioncannon.msh]:hoth_bldg_ioncannon has 1089 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
#6
SWBF2 Modding / I need help with the textures
February 28, 2018, 08:22:36 AM
hi men, I dont know why, but when I place some object in a custom map and later I play it with mod tools, that object appear without textures, completely black color. I hope your help :cheer:
#7
Quote from: Led on February 26, 2018, 04:11:11 AM
Most reskinnig is done by editing the TGA file.  Load it into a program such as GIMP. 

It is not easy, as the map of the skin to the object can be difficult to discern, but try it and see what it looks like.

VERY IMPORTANT:  save the new file with RLE COMPRESSION turned off.

For more information, see the skinning tutorial in the SWBF1 tutorials section.

Thank you so much dude, I´ll try it later  :tu:
#8
SWBF2 Modding / Re: STAR WARS BATTLEFRONT 2 MODDING
February 26, 2018, 06:06:27 AM
Quote from: Anyder on February 26, 2018, 05:46:09 AM
Hey there,

Please stop posting the same topic 3 times. If nobody is replying is either because they do not know or because they do not have (or have had) time to do so.

Thanks for your time.  :cheers:



Sorry man, I only wanted to separate my first question from the second question, doing two diferents post, but I dont know very well how to use the post, poll, etc. I didnt wanted to be a spammer.   :cheers:
#9
SWBF2 Modding / STAR WARS BATTLEFRONT 2 MODDING DOUBTS
February 26, 2018, 03:02:36 AM
Hi men,  I have some big doubts
how can I change the object´s colors? for example, I want to put a trenches on my custom Kashyyyk map, but I would like the trenches hasn´t white color
how Could I change the skin of a object?I  Would want change the Felucia trunk skin by the Kashyyyk´ Skin
and finally, there is a way to change the objects´size?
Im working on my first custom map and need the help from wiset
thanks
#10
SWBF2 Modding / STAR WARS BATTLEFRONT 2 MODDING
February 24, 2018, 02:27:55 PM
Hi men,  I have some big doubts
how can I change the object´s colors? for example, I want to put a trenches on my custom Kashyyyk map, but I would like the trenches hasn´t white color
how Could I change the skin of a object?I  Would want change the Felucia trunk skin by the Kashyyyk´ Skin
and finally, there is a way to change the objects´size?
Im working on my first custom map and need the help from wiset
thanks
#11
SWBF2 Modding / Re: STAR WARS BATTLEFRONT 2 MODDING
February 24, 2018, 02:14:56 PM
thanks so much man :
#12
SWBF2 Modding / STAR WARS BATTLEFRONT 2 MODDING
February 20, 2018, 06:48:09 AM
THERE IS A SITE WHERE WE CAN FIND EXPORTED ASSETS OF SWBI TO SWBII?