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List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 10:56 am
by Lord-Bandu
I thought it would be cool to add modtools bugs list.

1. No way to add new SFX

2. The CLEAN in Visual Munge doesnt always work (I usually end up having to delete the lvl files manually)

3. The Modtool.exe (SPtest) doesnt work with most (if not all) DVD versions of the game.

4. The XSI Edit Flags script is missing options to make polygons 'GLOW' and there is a lack of Documentation on 'GLOW'



Please dont post all bad things that have happened to you if it has only happened once. Only add something if its a continuous problem.

Hopefully Pandemic are working on these things already ,for the Final tools.

If one of the PAN guys see's this could you confirm whether there will be an update on the tools or not and if yes, what things can we expect to be added/fixed.

Thanks

RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 11:00 am
by drummerzoid1
visual munge doesn't work on some versions of windows xp pls fix that.

RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 11:18 am
by [RDH]Zerted
ZeroEdit dosn't work on some Windows 2000 machines.

After creating a new map, munging the shell without changing anything doesn't work.

RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 12:04 pm
by PR-0927
- Sound is not completely possible. Premunged sound files for SWBF II are needed to do so.

- The sound .lvl files are not copied after munging. They must be copied manually.

- Adding new models causes the icon of the model to shift towards the middle of the screen.


- Majin Revan

Re: RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 1:55 pm
by OOM-9
MajinRevan wrote:- Sound is not completely possible. Premunged sound files for SWBF II are needed to do so.

- The sound .lvl files are not copied after munging. They must be copied manually.

- Adding new models causes the icon of the model to shift towards the middle of the screen.

- Majin Revan

This is not a bug of the mod tools, it simply a part of the game, you have to setup the new weapon model in the .hud files. PAN-Fnord sent me 3 PMs detailing the entire process, and I am supposed to write the tutorial once I figure it out, but my video card exploded the day AFTER recieving the PMs. I sent them combined to L-5-R who was supposedly going to figure it out.



~OOM-9

RE: Re: RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 2:47 pm
by Teancum
Off-Topic: -- 00M-9 -- Any luck finding a fan for your card?

Posted: Wed Mar 29, 2006 3:03 pm
by OOM-9
Off-Topic: GAH, looks like I haveto package it and ship it to canada so that ATI can repair it for me... >.<

Says "allow for 8-10 business days after we recieve it for repairs... so basically 16-20 days after I send it >.<




~OOM-9

Re: RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 3:06 pm
by OGEB1103
MajinRevan wrote: - Adding new models causes the icon of the model to shift towards the middle of the screen.
This also happens when you set a primary weapon as a secondary one does it not.

Re: RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 4:05 pm
by PR-0927
OGEB1103 wrote:
MajinRevan wrote: - Adding new models causes the icon of the model to shift towards the middle of the screen.
This also happens when you set a primary weapon as a secondary one does it not.

True. OOM-9, could you please send those PMs to me? I'd like to try my hand at it. I have tried editing the .hud files with no luck.

:(

- Majin Revan

RE: Re: RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 4:13 pm
by Astute
-Munging in the Sound folder sometimes messes up the munged map.
-GeometryScale doesn't work :(
-Sometimes the munge or something will read the layers wrong, and exclude layers from the map.

On the topic of the icon in the middle of the screen, I get that problem even when using existing models(ex.imp_weap_inf_rifle)

Re: RE: Re: RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 4:47 pm
by OOM-9
Astute wrote:-Munging in the Sound folder sometimes messes up the munged map.
-GeometryScale doesn't work :(
-Sometimes the munge or something will read the layers wrong, and exclude layers from the map.

On the topic of the icon in the middle of the screen, I get that problem even when using existing models(ex.imp_weap_inf_rifle)
Did you edit the mesh in anyway? even hex editing a model makes the game believe it's a brand new model.


~OOM-9

Re: RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 4:48 pm
by OOM-9
OGEB1103 wrote:
MajinRevan wrote: - Adding new models causes the icon of the model to shift towards the middle of the screen.
This also happens when you set a primary weapon as a secondary one does it not.
This has never happened to me... I got that happening when I was using the pistol as primary, but that was because it was a hex editted pistol...


~OOM-9

RE: Re: RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 11:46 pm
by Astute
I used Geometry Scale in the odf. What happens is that the model shows up scaled to the size i want in the editor, but reverts back ingame.

RE: Re: RE: List of SWBF2 MODTOOL bugs

Posted: Wed Mar 29, 2006 11:58 pm
by [RDH]Zerted
-When you change the size of the terrain, the objects don't line up correctly ingame compared to how they look in ZeroEdit.

RE: Re: RE: List of SWBF2 MODTOOL bugs

Posted: Thu Mar 30, 2006 12:27 am
by Krun
BF2_ModTools called for BINKW32.dll after it work a few times, copied the file to the BF1_ModTools folder started working again a couple of times. Now if I try to run BF2_modtools.exe I get this error

Opened logfile BFront2.log 2006-03-29 2313

Message Severity: 3
.\Source\GameState.cpp(1562)
Could not open core.lvl

Message Severity: 3
.\Source\GameState.cpp(1609)
Could not open common.lvl

Message Severity: 3
.\Source\ShellLoop.cpp(281)
Could not open shell.lvl

Message Severity: 3
.\Source\LuaScript.cpp(435)
Script file shell_interface not found

BF2_modtools.exe no longer working

Re: RE: Re: RE: List of SWBF2 MODTOOL bugs

Posted: Thu Mar 30, 2006 12:36 am
by Vyse
Astute wrote:I used Geometry Scale in the odf. What happens is that the model shows up scaled to the size i want in the editor, but reverts back ingame.
Your suposed to add a .option to the mesh in the mesh folder! That is not Vmunge's fault.

RE: Re: RE: List of SWBF2 MODTOOL bugs

Posted: Thu Mar 30, 2006 12:37 am
by Schizo
I notice that ZeroEditor has a tendancy to freeze up a lot. This can be really annoying sometimes. I save often so as not to lose my work, but when ZeroEditor freezes up right as I'm doing something, it can be a real hassel. Also, sometimes I'll load an object to place in the map, and ZeroEditor will crash. I load my map back up, go back in, load the same object to place, and it'll work fine. I don't know what that's all about.

Re: RE: Re: RE: List of SWBF2 MODTOOL bugs

Posted: Thu Mar 30, 2006 4:01 am
by Dragonum
Schizo wrote:I notice that ZeroEditor has a tendancy to freeze up a lot. .
the ZE freeze also, when you delete a few objects, i think more then 10 in the same time.
i delete the cap ships in the standart space map after i create a new project and every 10 objects i delete, the ZE crash.

RE: Re: RE: List of SWBF2 MODTOOL bugs

Posted: Thu Mar 30, 2006 4:29 am
by CarbineImpulse
BF2_ModTools called for BINKW32.dll after it work a few times, copied the file to the BF1_ModTools folder started working again a couple of times. Now if I try to run BF2_modtools.exe I get this error
Guru wrote:
Some people have had issues with Bink dll issues, please make sure to open the tools by going to start>programs>lucasarts>SWBF2>modtools.

I had 5 emails on this....
Bandu:
3. The Modtool.exe (SPtest) doesnt work with most (if not all) DVD versions of the game.
I've noticed that a lot of people have been saying this too, however I do have the DVD version and everything works perfectly (and did first time). Maybe we can look at possible system/OS differences that might effect this, this might help Pandemic narrow down what the exact problem is. I can't imagine why some DVD versions would work and others not.

RE: Re: RE: List of SWBF2 MODTOOL bugs

Posted: Thu Mar 30, 2006 10:18 am
by Lord-Bandu
good idea.

Can people with the DVD version of the game post their specs .

-If your modtool.exe (SPtest ) WORKS post your specs in GREEN

-If your modtool.exe (SPtest ) does NOT WORK post your specs in RED


PS. To post your message in colour , highlight your text and change the 'default colour' .