Rise of the Empire #1: New Era Begins Information Thread

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

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PR-0927
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Rise of the Empire #1: New Era Begins Information Thread

Post by PR-0927 »

Hey, I just wanted everyone to know that I am working on the Rise of the Empire maps. It is progressing very well! I just have some odd errors. I will copy and paste my PC_MungeLog.txt and BFront2.txt errors here. Hopefully, people will be able to help me fix them. Thanks!!

Here are PC_MungeLog.txt errors:

Code: Select all

WARNING[PC_modelmunge msh\all_1st_weap_inf_bowcaster.msh]:all_1st_weap_inf_bowcaster has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_bothanspy.msh]:all_inf_bothanspy has 2272 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_engineer.msh]:all_inf_engineer has 2573 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_marksperson.msh]:all_inf_marksperson has 1534 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_tatooinehansolo.msh]:all_inf_tatooinehansolo has 1334 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_wookie.msh]:all_inf_wookie has 1925 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
   0 Errors    6 Warnings

WARNING[PC_modelmunge msh\majin_weap_sniper.msh]:majin_weap_sniper has 1141 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3armoredpilot.msh]:rep_inf_ep3armoredpilot has 2193 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3trooper.msh]:rep_inf_ep3trooper has 1963 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_trooper.msh]:rep_inf_trooper has 1807 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_weap_inf_chaingun.msh]:rep_weap_inf_chaingun has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
   0 Errors   10 Warnings

ERROR[PC_texturemunge msh\back_front_part_holder.tga]:TextureMunge(back_front_part_holder:336x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\back_front_part_holder.tga]:TextureMunge(back_front_part_holder:336x319x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_ammo_block.tga]:TextureMunge(blast_ammo_block:337x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_ammo_block.tga]:TextureMunge(blast_ammo_block:337x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_barrel.tga]:TextureMunge(blast_barrel:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_barrel.tga]:TextureMunge(blast_barrel:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_barrel_firepoint.tga]:TextureMunge(blast_barrel_firepoint:304x305x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_barrel_firepoint.tga]:TextureMunge(blast_barrel_firepoint:304x305x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_base_weapon.tga]:TextureMunge(blast_base_weapon:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_base_weapon.tga]:TextureMunge(blast_base_weapon:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_estra_scope.tga]:TextureMunge(blast_estra_scope:336x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_estra_scope.tga]:TextureMunge(blast_estra_scope:336x319x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_extra_thing.tga]:TextureMunge(blast_extra_thing:336x317x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_extra_thing.tga]:TextureMunge(blast_extra_thing:336x317x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_extra_thing1.tga]:TextureMunge(blast_extra_thing1:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_extra_thing1.tga]:TextureMunge(blast_extra_thing1:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_extra_thing2.tga]:TextureMunge(blast_extra_thing2:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_extra_thing2.tga]:TextureMunge(blast_extra_thing2:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_extra_thing3.tga]:TextureMunge(blast_extra_thing3:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_extra_thing3.tga]:TextureMunge(blast_extra_thing3:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_extra_thingy_scope.tga]:TextureMunge(blast_extra_thingy_scope:304x305x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_extra_thingy_scope.tga]:TextureMunge(blast_extra_thingy_scope:304x305x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_front_front_scope.tga]:TextureMunge(blast_front_front_scope:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_front_front_scope.tga]:TextureMunge(blast_front_front_scope:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_hand_grip.tga]:TextureMunge(blast_hand_grip:334x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_hand_grip.tga]:TextureMunge(blast_hand_grip:334x319x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_main_gun.tga]:TextureMunge(blast_main_gun:329x327x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_main_gun.tga]:TextureMunge(blast_main_gun:329x327x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\blast_second_hand_grip.tga]:TextureMunge(blast_second_hand_grip:336x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\blast_second_hand_grip.tga]:TextureMunge(blast_second_hand_grip:336x319x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\digital_scope.tga]:TextureMunge(digital_scope:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\digital_scope.tga]:TextureMunge(digital_scope:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\estra_scope.tga]:TextureMunge(estra_scope:336x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\estra_scope.tga]:TextureMunge(estra_scope:336x319x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\extra_thing.tga]:TextureMunge(extra_thing:336x317x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\extra_thing.tga]:TextureMunge(extra_thing:336x317x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\extra_thing1.tga]:TextureMunge(extra_thing1:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\extra_thing1.tga]:TextureMunge(extra_thing1:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\extra_thing2.tga]:TextureMunge(extra_thing2:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\extra_thing2.tga]:TextureMunge(extra_thing2:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\extra_thing3.tga]:TextureMunge(extra_thing3:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\extra_thing3.tga]:TextureMunge(extra_thing3:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\front_front_part_holder.tga]:TextureMunge(front_front_part_holder:336x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\front_front_part_holder.tga]:TextureMunge(front_front_part_holder:336x319x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\front_part_gun.tga]:TextureMunge(front_part_gun:335x317x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\front_part_gun.tga]:TextureMunge(front_part_gun:335x317x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\hand_grip.tga]:TextureMunge(hand_grip:334x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\hand_grip.tga]:TextureMunge(hand_grip:334x319x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\launcher.tga]:TextureMunge(launcher:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\launcher.tga]:TextureMunge(launcher:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\main_gun.tga]:TextureMunge(main_gun:329x327x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\main_gun.tga]:TextureMunge(main_gun:329x327x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\mini_rocket.tga]:TextureMunge(mini_rocket:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\mini_rocket.tga]:TextureMunge(mini_rocket:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\second_hand_grip.tga]:TextureMunge(second_hand_grip:336x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\second_hand_grip.tga]:TextureMunge(second_hand_grip:336x319x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_ammo_block.tga]:TextureMunge(sniper_ammo_block:337x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_ammo_block.tga]:TextureMunge(sniper_ammo_block:337x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_base_weapon.tga]:TextureMunge(sniper_base_weapon:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_base_weapon.tga]:TextureMunge(sniper_base_weapon:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_extra_scope.tga]:TextureMunge(sniper_extra_scope:336x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_extra_scope.tga]:TextureMunge(sniper_extra_scope:336x319x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_extra_scope1.tga]:TextureMunge(sniper_extra_scope1:336x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_extra_scope1.tga]:TextureMunge(sniper_extra_scope1:336x319x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_extra_thing.tga]:TextureMunge(sniper_extra_thing:336x317x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_extra_thing.tga]:TextureMunge(sniper_extra_thing:336x317x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_extra_thing1.tga]:TextureMunge(sniper_extra_thing1:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_extra_thing1.tga]:TextureMunge(sniper_extra_thing1:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_extra_thing2.tga]:TextureMunge(sniper_extra_thing2:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_extra_thing2.tga]:TextureMunge(sniper_extra_thing2:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_extra_thing3.tga]:TextureMunge(sniper_extra_thing3:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_extra_thing3.tga]:TextureMunge(sniper_extra_thing3:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_extra_thingy_scope.tga]:TextureMunge(sniper_extra_thingy_scope:304x305x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_extra_thingy_scope.tga]:TextureMunge(sniper_extra_thingy_scope:304x305x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_front_barrel_silencer.tga]:TextureMunge(sniper_front_barrel_silencer:337x317x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_front_barrel_silencer.tga]:TextureMunge(sniper_front_barrel_silencer:337x317x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_front_digital_scope_thingy.tga]:TextureMunge(sniper_front_digital_scope_thingy:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_front_digital_scope_thingy.tga]:TextureMunge(sniper_front_digital_scope_thingy:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_front_main_gun.tga]:TextureMunge(sniper_front_main_gun:335x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_front_main_gun.tga]:TextureMunge(sniper_front_main_gun:335x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_front_thingy.tga]:TextureMunge(sniper_front_thingy:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_front_thingy.tga]:TextureMunge(sniper_front_thingy:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_hand_grip.tga]:TextureMunge(sniper_hand_grip:334x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_hand_grip.tga]:TextureMunge(sniper_hand_grip:334x319x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_left_support_holder.tga]:TextureMunge(sniper_left_support_holder:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_left_support_holder.tga]:TextureMunge(sniper_left_support_holder:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_left_thingy.tga]:TextureMunge(sniper_left_thingy:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_left_thingy.tga]:TextureMunge(sniper_left_thingy:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_main_digital_scope_thing.tga]:TextureMunge(sniper_main_digital_scope_thing:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_main_digital_scope_thing.tga]:TextureMunge(sniper_main_digital_scope_thing:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_main_gun.tga]:TextureMunge(sniper_main_gun:329x327x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_main_gun.tga]:TextureMunge(sniper_main_gun:329x327x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_right_support_holder.tga]:TextureMunge(sniper_right_support_holder:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_right_support_holder.tga]:TextureMunge(sniper_right_support_holder:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_right_thingy.tga]:TextureMunge(sniper_right_thingy:336x318x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_right_thingy.tga]:TextureMunge(sniper_right_thingy:336x318x1): Must have power of two dimensions!
 [continuing]
ERROR[PC_texturemunge msh\sniper_second_hand_grip.tga]:TextureMunge(sniper_second_hand_grip:336x319x1): Must have power of two dimensions!
ERROR[PC_texturemunge msh\sniper_second_hand_grip.tga]:TextureMunge(sniper_second_hand_grip:336x319x1): Must have power of two dimensions!
 [continuing]
  98 Errors    0 Warnings
BFront2.txt errors tomorrow!!

- Majin Revan
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EraOfDesann
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Post by EraOfDesann »

:shock: Holy crap. Wish I could help you but I just got into mapping for BF2. Lately I've just been finishing older maps/taking a break.

Anyhoo, I look forward to the mod's release! Get on Xfire sometime. :)
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Post by Teancum »

Well the 98 errors are due to the fact that the textures aren't in a power of 2. (I.E. on the last one the texture is 336x319, when it should be 256x256 or 512x512)
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Post by minilogoguy18 »

yeah every game engine will reject anything thats demensions arent even numbers
dreadlordnyax

Post by dreadlordnyax »

i think i remember hearing somewhere that the "NO COLLISION GEOMETRY" warnings were inavoidable, and dont really matter anyways. i've gotten that a number of times, and the map runs fine.
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Post by PR-0927 »

O.K., but how do I fix the texture errors? Do I just resize every texture to be like 384x384, 512x512, or 256x256?

I knew the "NO COLLISION GEOMMETRY" errors were ignorable.

Thanks! BFront2.txt errors coming soon!

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Post by Teancum »

128x128, 256x256 or 512x512 --- they have to be that size or they won't work.
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PR-0927
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Post by PR-0927 »

Here are my BFront2.txt errors:

Code: Select all

Opened logfile BFront2.log  2006-03-18 1539
ingame stream    movies\crawl.mvs
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
prev =     texture     iLastPage =     4
ifs_legal.Exit

Message Severity: 2
.\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
num, Selection =    1    table: 03D4494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    1
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
play movie    cor1         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
num, Selection =    1    table: 03D4494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    16
EraSelection.subst =     g    era_g
play movie    cor1         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

bEra_CloneWar =     1     bEra_Galactic =     1
clonewar_visable =     false     galactic_visable =     true
Adding map:     RE1g_con     idx:     1
this.CurButton =    _map_add
cur_button =    nil
this.CurButton =    Launch
cur_button =    nil

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

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

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Source\EntityGeometry.cpp(1103)
Entity "all_hover_combatspeeder" unknown hit location "p_crithit"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "all_hover_combatspeeder" unknown building collision "p_box"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\Weapon.cpp(2119)
Weapon "all_weap_inf_orbital_attack" missing fire point "hp_fire"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\Weapon.cpp(2119)
Weapon "rep_weap_inf_orbital_attack" missing fire point "hp_fire"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0fa155b9: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=1c9e4a0b: trying to replace "geo_bldg_bunker" with "geo_bldg_bunker1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=12a15a72: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent4"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=11a158df: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent7"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=13a15c05: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent5"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=2e86aacd: trying to replace "geo_prop_rock_bunker" with "geo_prop_rock_bunker1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0da15293: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=10a1574c: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent6"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0ca15100: trying to replace "geo_prop_geonosian_vent" with "geo_prop_geonosian_vent2"

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\REP\repsnipe.lvl

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\REP\repcomma.lvl

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 65

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 66

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 67

Here are my PC_MungeLog.txt errors:

Code: Select all

WARNING[PC_modelmunge msh\all_1st_weap_inf_bowcaster.msh]:all_1st_weap_inf_bowcaster has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_bothanspy.msh]:all_inf_bothanspy has 2272 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_engineer.msh]:all_inf_engineer has 2573 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_marksperson.msh]:all_inf_marksperson has 1534 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_wookie.msh]:all_inf_wookie has 1925 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
   0 Errors    5 Warnings

WARNING[PC_modelmunge msh\majin_weap_sniper.msh]:majin_weap_sniper has 1141 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3armoredpilot.msh]:rep_inf_ep3armoredpilot has 2193 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3trooper.msh]:rep_inf_ep3trooper has 1963 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_snitrooper.msh]:rep_inf_snitrooper has 1963 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_trooper.msh]:rep_inf_trooper has 1807 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_weap_inf_chaingun.msh]:rep_weap_inf_chaingun has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
   0 Errors   11 Warnings

soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav  - while munging D:\Paurav\BF2_ModTools\data_RE1\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid  - while munging D:\Paurav\BF2_ModTools\data_RE1\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list D:\Paurav\BF2_ModTools\data_RE1\Sound\shell\shell.sfx  - while munging D:\Paurav\BF2_ModTools\data_RE1\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file ..\..\gcw\effects\wpn_cmbtSpdr_turret_fire.wav  - while munging D:\Paurav\BF2_ModTools\data_RE1\Sound\worlds\RE1\RE1gcw.sfx
soundflmunge.exe : Error : Unable to open file ..\..\gcw\effects\wpn_cmbtSpdr_turret_fire.wav, format may be invalid  - while munging D:\Paurav\BF2_ModTools\data_RE1\Sound\worlds\RE1\RE1gcw.sfx
soundflmunge.exe : Error : Unable to read file list D:\Paurav\BF2_ModTools\data_RE1\Sound\worlds\RE1\RE1gcw.sfx  - while munging D:\Paurav\BF2_ModTools\data_RE1\Sound\worlds\RE1\RE1gcw.sfx
soundflmunge.exe : Error : Unable to open file D:\Paurav\BF2_ModTools\data_RE1\Sound\shell\effects\whooshl3.wav  - while munging D:\Paurav\BF2_ModTools\data_RE1\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file D:\Paurav\BF2_ModTools\data_RE1\Sound\shell\effects\whooshl3.wav, format may be invalid  - while munging D:\Paurav\BF2_ModTools\data_RE1\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list D:\Paurav\BF2_ModTools\data_RE1\Sound\shell\shell.sfx  - while munging D:\Paurav\BF2_ModTools\data_RE1\Sound\shell\shell.sfx

Help please!!

- Majin Revan
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Post by Teancum »

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\REP\repsnipe.lvl

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\REP\repcomma.lvl

Are the only ones you need to worry about for now.
Vyse
General
General
Posts: 776
Joined: Sun Aug 28, 2005 5:01 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Vyse »

Majin, when you munge do you have any of the sound stuff selected!!! If you do it will cause major errors. PAN messed up the sound.bats so you don't have to have the sound stuff check in order to have your map munge correctly.

If you make adjustments to the LUA you have to remunge the COMMON check mark in Vmunge. If you just changed some things in ZE then just munge without anything checked. Atleast thats what I found.
User avatar
PR-0927
Old School Staff
Posts: 844
Joined: Fri Dec 31, 2004 9:15 pm
Location: Kent, OH, U.S.A.

Post by PR-0927 »

Well, if I do not check sound, will the sounds work? Most of my sounds are not working for some odd reason. Here is my RE1.req file in the sounds folder:

Code: Select all

ucft
{
    REQN
    {
        "str"
        "align=2048"
    }
    REQN
    {
        "lvl"
        "RE1gcw"
    }
 }

Here is RE1gcw.req in the sounds folder:

Code: Select all

ucft
{
    REQN
    {
        "bnk"
        "align=2048"
        "RE1gcw"
	"RE1"
    }

    REQN
    {
        "config"
	"imp_hover_speederbike"
        "rep_walk_atrt"
        "rep_hover_fightertank"
        "all_hover_combatspeeder"
        "rep_unit"
	"lightning"
    }
}

And, here is RE1gcw.sfx in the sounds folder:

Code: Select all

// Combatspeeder -----------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\gcw\effects\wpn_cmbtSpdr_blaster_fire.wav  -resample xbox 22050 pc 44100
..\..\gcw\effects\wpn_cmbtSpdr_turret_fire.wav   -resample xbox 22050 pc 44100
..\..\gcw\effects\eng_combatSpeeder_hi_lp.wav    -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_mid_lp.wav   -resample xbox 22050 pc 22050
..\..\gcw\effects\eng_combatSpeeder_low_lp.wav   -resample xbox 22050 pc 22050
#endifplatform xbox pc
// --------------------------------------------------------------------------------------------------------------

// IFT-RFT -------------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\global\effects\wpn_IFT_blaster_fire.wav         -resample xbox 22050 pc 44100
..\..\global\effects\wpn_IFT_missile_fire.wav         -resample xbox 22050 pc 44100
//..\..\global\effects\wpn_IFT_trtBlaster_fire.wav      -resample xbox 22050 pc 22050
..\..\global\effects\eng_interceptorTank_low_lp.wav   -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_mid_lp.wav   -resample xbox 11025 pc 22050
..\..\global\effects\eng_interceptorTank_hi_lp.wav    -resample xbox 22050 pc 22050
#endifplatform xbox pc
// ---------------------------------------------------------------------------------------------------------------
// AT Walker Common -ATAT ATST ATTE -------------------------

// AT Walker Engine ATAT ATST ATTE
#ifplatform xbox pc
..\..\global\effects\eng_walker_hi_lp.wav            -resample xbox 22050 pc 22050
..\..\global\effects\eng_walker_mid_lp.wav           -resample xbox 12000 pc 22050
..\..\global\effects\eng_walker_low_lp.wav            -resample xbox 12000 pc 22050
..\..\global\effects\hyd_walker01.wav atst_leg_up01  -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker02.wav atst_leg_up02  -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker03.wav atst_leg_up03  -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker04.wav atst_leg_up04  -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker05.wav atst_leg_up05  -resample xbox 22050 pc 22050
..\..\global\effects\hyd_walker06.wav atst_leg_up06  -resample xbox 22050 pc 22050
#endifplatform xbox pc

// AT Walker Footsteps XBOX and PC ATTE ATAT ATST
#ifplatform xbox pc
..\..\global\effects\fs_walker_layerA01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerA06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerB01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerB06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_layerC01.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC02.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC03.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC04.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC05.wav -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_layerC06.wav -resample xbox 22050 pc 22050

..\..\global\effects\fs_walker_low01.wav  -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low02.wav  -resample xbox 22050 pc 22050
..\..\global\effects\fs_walker_low03.wav  -resample xbox 22050 pc 22050
#endifplatform xbox pc
// AT Walker Common -ATAT ATST ATTE -------------------------


// Speederbike ---------------------------------------------------------------------------------------------
#ifplatform xbox pc
..\..\global\effects\wpn_spdrbike_blaster_fire.wav   -resample xbox 22050 pc 44100
//..\..\global\effects\eng_distSpeederbike_lp.wav      -resample xbox 22050 pc 22050
//..\..\global\effects\eng_speederbike_grit_lp.wav     -resample xbox 22050 pc 22050
//..\..\global\effects\eng_doubleSpdBike_grit_lp.wav   -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_hi_lp.wav       -resample xbox 22050 pc 22050
..\..\global\effects\eng_speederbike_low_lp.wav      -resample xbox 11025 pc 22050
..\..\global\effects\eng_speederbike_mid_lp.wav      -resample xbox 11025 pc 22050
#endifplatform xbox pc
// ---------------------------------------------------------------------------------------------------------------

// All Turrets * Excludes Autoturret //////////////////////////////////////////////////////////////////////////
// Damage
// * Sparks uses fusioncutter
#ifplatform xbox pc
..\..\global\effects\emt_torch_lp.wav                 -resample xbox 22050 pc 44100
#endifplatform xbox pc
// Small Turret ----------
..\..\global\effects\wpn_vehicle_weaponEquip.wav     -resample ps2 14000 xbox 22050 pc 22050
#ifplatform xbox pc
..\..\gcw\effects\wpn_cmbtspdr_blaster_fire.wav     com_weap_turret_fire_small -resample xbox 22050 pc 22050
..\..\global\effects\wpn_intrcptTnk_trtYaw_lp.wav     -resample xbox 22050 pc 22050
..\..\global\effects\wpn_intrcptTnk_trtPtch_lp.wav    -resample xbox 22050 pc 22050
#endifplatform xbox pc
// ----------------------------------------------------------------------------------------------------------

// Rep Rifleman /////////////////////////////////////////////////////////////////////////////////
#ifplatform xbox pc
..\..\cw\effects\wpn_rep_blaster_fire.wav         -resample xbox 22050 pc 44100
..\..\cw\effects\wpn_rep_pistol_fire.wav          -resample xbox 22050 pc 44100
..\..\global\effects\chain_wind_lp.WAV  wpn_chaingun_spin   -resample ps2 16000 xbox 22050 pc 22050
..\..\cw\effects\ChainGun01.wav         wpn_chaingun_fire01 -resample ps2 16000 xbox 22050 pc 22050
#endifplatform xbox pc
// End Officers -----------------------------------------------------------------------------------------------------

Notice how I am using Republic vs. Rebels? Well, when I play the game, I cannot get the thing to say "Empire" instead of "Republic". Also, the logo is the Republic logo instead of the Empire logo. Here is my RE1g_con.lua file:

Code: Select all

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

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

	--  Empire Attacking (attacker is always #1)
    local ALL = 2
    local IMP = 1
    --  These variables do not change
    local ATT = 1
    local DEF = 2
    
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"}
    cp5 = CommandPost:New{name = "cp5"}
    
    
    
    --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:AddCommandPost(cp5)
    
    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(40)
	SetMaxPlayerFlyHeight(40)


    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  
    SetMemoryPoolSize ("FLEffectObject::OffsetMatrix",100)
    
    
    ReadDataFile("sound\\cor.lvl;cor1gcw")
    ReadDataFile("dc:sound\\RE1.lvl;RE1gcw")
    ReadDataFile("dc:SIDE\\all.lvl",
        "all_hover_combatspeeder",
        "all_inf_engineer",
        "all_inf_support",
        "all_inf_rifleman",
        "all_inf_rocketeer",
	"all_inf_infiltrator",
        "all_inf_sniper")
                    
    ReadDataFile("dc:SIDE\\rep.lvl",
        "rep_hover_speederbike",
        "rep_hover_fightertank",
        "rep_inf_ep3_engineer",
        "rep_inf_ep3_support",
        "rep_inf_ep3_rifleman",
        "rep_inf_ep3_rocketeer",
        "rep_inf_ep3_sniper",
	"rep_inf_clone_commando",
        "rep_walk_oneman_atst")

	SetupTeams{
		all = {
			team = ALL,
			units = 64,
			reinforcements = 1000,
			soldier	= { "all_inf_rifleman",14, 25},
			assault	= { "all_inf_rocketeer",10,15},
			engineer = { "all_inf_engineer",10,15},
			sniper	= { "all_inf_sniper",10,15},
			officer	= { "all_inf_support",10,15},
			special	= { "all_inf_infiltrator",10,15},
		},
		imp = {
			team = IMP,
			units = 64,
			reinforcements = 1000,
			soldier	= { "rep_inf_ep3_rifleman",14, 25},
			assault	= { "rep_inf_ep3_rocketeer",10,15},
			engineer = { "rep_inf_ep3_engineer",10,15},
			sniper	= { "rep_inf_ep3_sniper",10,15},
			officer	= { "rep_inf_ep3_support",10,15},
			special	= { "rep_inf_clone_commando",10,15},
		},
	}
    
    --  Level Stats
    ClearWalkers()
    AddWalkerType(1, 4) -- 1x2 (1 pair of legs)

    local weaponCnt = 1024
    SetMemoryPoolSize("Aimer", 75)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth", 32)
    SetMemoryPoolSize("EntityLight", 200)
    SetMemoryPoolSize("EntityHover", 8)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
    SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
    SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoldierAnimation", 500)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
    SetMemoryPoolSize("UnitAgent", 128)
    SetMemoryPoolSize("UnitController", 128)
    SetMemoryPoolSize("Weapon", weaponCnt)

    SetSpawnDelay(8.0, 0.25)
    ReadDataFile("dc:RE1\\RE1.lvl", "RE1_conquest")
    SetDenseEnvironment("false")


    --  Sound Stats
    
    voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
    
    voiceQuick = OpenAudioStream("sound\\global.lvl",  "all_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl",  "imp_unit_vo_quick", voiceQuick)    
    
    OpenAudioStream("sound\\global.lvl",  "gcw_music")
    OpenAudioStream("sound\\cor.lvl",  "cor1")
    OpenAudioStream("sound\\cor.lvl",  "cor1")

    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_cor_amb_start",  0,1)
    SetAmbientMusic(ALL, 0.8, "all_cor_amb_middle", 1,1)
    SetAmbientMusic(ALL, 0.2, "all_cor_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start",  0,1)
    SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
    SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end",    2,1)

    SetVictoryMusic(ALL, "all_cor_amb_victory")
    SetDefeatMusic (ALL, "all_cor_amb_defeat")
    SetVictoryMusic(IMP, "imp_cor_amb_victory")
    SetDefeatMusic (IMP, "imp_cor_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null")
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null")
    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")

    --  Camera Stats
    --Tat2 Mos Eisley
	AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
	AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
	AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
	AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
	AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end

Thanks!!

- Majin Revan
Vyse
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Post by Vyse »

The only sounds that won't work are those that you custom put into the sound folder and vehicle sounds. Rends has a thread somewhere where he got the vehicle sound working....

The only way I have gotton custom sfx is by setting up my files in BFBuilder then taking the munged .lvl and placing it in my munged maps folder. The LUA looks for a sound.lvl it doesn't know if it came from SWBF1 or SWBF2 lol. There are still things that don't work though do to PAN mistake, like .MUS etc. So far all I've got is effects and ambient streams working through that process.
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Post by Teancum »

CTRL+H is your friend. Replace IMP with REP.
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Post by PR-0927 »

Teancum...why? And, where?

- Majin Revan
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Post by Teancum »

In your LUA. it makes it look for the REP name, REP VO, etc.
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Post by PR-0927 »

I don't have that problem. The VO works fine. They use Imperial VO. But, I'd like to fix the other problems I posted.

- Majin Revan
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Post by PR-0927 »

Please help, you all! Somehow, the Empire name and symbol problem fixed itself!!

Anyways, my sounds for vehicles do not work at all. My custom .wav files for the Imperial Clone Commando's weapons do not work either. The actual gun sounds don't work for the Empire either (using Republic weapons). I am going to post the files that needed editing to get sound working, please tell me what is wrong!!

Here is my munge.bat file in data_RE1\_BUILD\Sound (I downloaded the premunged sound thing for SWBF and overwrote the sound files in data\_BUILD\Sound and data_RE1\_BUILD\Sound):

Code: Select all

@Setlocal enabledelayedexpansion 

@cd   ..\..\
@set PATH="%CD%"\..\ToolsFL\Bin;%PATH%

@set BANKOPT=-template

@call soundmunge.bat pc
@if %SOUNDCLEANLVL%x==1x @del /S /Q _BUILD_PC\sound\*.lvl & @call soundmunge.bat pc
@if /i %1==pc set BANKOPT=-template -stub c:\windows\media\chord.wav
@if %SOUNDLVL%x==globalx goto buildglobalbank
@if not %SOUNDLVL%x==x goto skipglobalbank
:buildglobalbank
@rem Build a global sound bank...
@set BANKLIST=
@for /R %%A in (*.sfx) do @set BANKLIST=!BANKLIST! %%A
@if %SOUNDLOG%x==1x ( @set SOUNDOPT=-verbose & @set SOUNDLOGOUT=%LOGDIR%\SoundBankLog.txt ) else ( @set SOUNDOPT= & @set SOUNDLOGOUT=NUL )
@echo Munging common.bnk, this could take a while...
@soundflmunge -platform pc -banklistinput %BANKLIST% -bankoutput _LVL_PC\Sound\common.bnk -checkdate -resample -compact nowarning -checkid noabort -relativepath %SOUNDOPT% 2>>.\MungeLog.txt 1>>%SOUNDLOGOUT%

:skipglobalbank

@cd   _BUILD_PC\sound

endlocal

Here is my soundclean.bat file:

Code: Select all

@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%

@rem Clean, global, shell and side specific sound data
@call soundcleandir _BUILD\sound\cw\%MUNGE_DIR%     _LVL_%MUNGE_PLATFORM%\sound\cw.lvl     cw
@call soundcleandir _BUILD\sound\gcw\%MUNGE_DIR%    _LVL_%MUNGE_PLATFORM%\sound\gcw.lvl    gcw
@call soundcleandir _BUILD\sound\global\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\global.lvl global
@call soundcleandir _BUILD\sound\shell\%MUNGE_DIR%  _LVL_%MUNGE_PLATFORM%\sound\shell.lvl  shell
@rem Clean world specific sound data
@call soundcleandir _BUILD\sound\worlds\cor\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\cor.lvl   cor
@call soundcleandir _BUILD\sound\worlds\dag\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\dag.lvl   dag
@call soundcleandir _BUILD\sound\worlds\dea\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\dea.lvl   dea
@call soundcleandir _BUILD\sound\worlds\end\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\end.lvl   end
@call soundcleandir _BUILD\sound\worlds\fel\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\fel.lvl   fel
@call soundcleandir _BUILD\sound\worlds\geo\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\geo.lvl   geo
@call soundcleandir _BUILD\sound\worlds\hot\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\hot.lvl   hot
@call soundcleandir _BUILD\sound\worlds\kam\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\kam.lvl   kam
@call soundcleandir _BUILD\sound\worlds\kas\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\kas.lvl   kas
@call soundcleandir _BUILD\sound\worlds\mus\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\mus.lvl   mus
@call soundcleandir _BUILD\sound\worlds\myg\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\myg.lvl   myg
@call soundcleandir _BUILD\sound\worlds\nab\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\nab.lvl   nab
@call soundcleandir _BUILD\sound\worlds\pol\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\pol.lvl   pol
@call soundcleandir _BUILD\sound\worlds\spa\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\spa.lvl   spa
@call soundcleandir _BUILD\sound\worlds\tan\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\tan.lvl   tan
@call soundcleandir _BUILD\sound\worlds\tat\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\tat.lvl   tat
@call soundcleandir _BUILD\sound\worlds\uta\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\uta.lvl   uta
@call soundcleandir _BUILD\sound\worlds\yav\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\yav.lvl   yav
@call soundcleandir _BUILD\sound\worlds\RE1\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\RE1.lvl   yav
@call soundcleandir _BUILD\sound\worlds\test\%MUNGE_DIR% _LVL_%MUNGE_PLATFORM%\sound\test.lvl test
@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit

Here is my soundmunge.bat file:

Code: Select all

@if %1x==x goto noplatform
@set MUNGE_PLATFORM=%1
@set MUNGE_DIR=MUNGED\%MUNGE_PLATFORM%

@rem Munge global, shell and side specific sound data
@call soundmungedir _BUILD\sound\cw\%MUNGE_DIR%     sound\cw     sound\cw\%MUNGE_PLATFORM%     %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cw
@call soundmungedir _BUILD\sound\gcw\%MUNGE_DIR%    sound\gcw    sound\gcw\%MUNGE_PLATFORM%    %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gcw
@call soundmungedir _BUILD\sound\global\%MUNGE_DIR% sound\global sound\global\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound global nolevelfile
@call soundmungedir _BUILD\sound\shell\%MUNGE_DIR%  sound\shell  sound\shell\%MUNGE_PLATFORM%  %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound shell
@rem Munge world specific sound data
@call soundmungedir _BUILD\sound\worlds\cor\%MUNGE_DIR% sound\worlds\cor sound\worlds\cor\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound cor
@call soundmungedir _BUILD\sound\worlds\dag\%MUNGE_DIR% sound\worlds\dag sound\worlds\dag\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dag
@call soundmungedir _BUILD\sound\worlds\dea\%MUNGE_DIR% sound\worlds\dea sound\worlds\dea\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound dea
@call soundmungedir _BUILD\sound\worlds\end\%MUNGE_DIR% sound\worlds\end sound\worlds\end\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound end
@call soundmungedir _BUILD\sound\worlds\fel\%MUNGE_DIR% sound\worlds\fel sound\worlds\fel\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound fel
@call soundmungedir _BUILD\sound\worlds\gal\%MUNGE_DIR% sound\worlds\gal sound\worlds\gal\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound gal
@call soundmungedir _BUILD\sound\worlds\geo\%MUNGE_DIR% sound\worlds\geo sound\worlds\geo\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound geo
@call soundmungedir _BUILD\sound\worlds\hot\%MUNGE_DIR% sound\worlds\hot sound\worlds\hot\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hot
@call soundmungedir _BUILD\sound\worlds\kam\%MUNGE_DIR% sound\worlds\kam sound\worlds\kam\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kam
@call soundmungedir _BUILD\sound\worlds\kas\%MUNGE_DIR% sound\worlds\kas sound\worlds\kas\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound kas
@call soundmungedir _BUILD\sound\worlds\mus\%MUNGE_DIR% sound\worlds\mus sound\worlds\mus\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound mus
@call soundmungedir _BUILD\sound\worlds\myg\%MUNGE_DIR% sound\worlds\myg sound\worlds\myg\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound myg
@call soundmungedir _BUILD\sound\worlds\nab\%MUNGE_DIR% sound\worlds\nab sound\worlds\nab\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound nab
@call soundmungedir _BUILD\sound\worlds\pol\%MUNGE_DIR% sound\worlds\pol sound\worlds\pol\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound pol
@call soundmungedir _BUILD\sound\worlds\spa\%MUNGE_DIR% sound\worlds\spa sound\worlds\spa\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound spa
@call soundmungedir _BUILD\sound\worlds\tan\%MUNGE_DIR% sound\worlds\tan sound\worlds\tan\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tan
@call soundmungedir _BUILD\sound\worlds\tat\%MUNGE_DIR% sound\worlds\tat sound\worlds\tat\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound tat
@call soundmungedir _BUILD\sound\worlds\uta\%MUNGE_DIR% sound\worlds\uta sound\worlds\uta\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound uta
@call soundmungedir _BUILD\sound\worlds\yav\%MUNGE_DIR% sound\worlds\yav sound\worlds\yav\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound yav
@call soundmungedir _BUILD\sound\worlds\RE1\%MUNGE_DIR% sound\worlds\RE1 sound\worlds\RE1\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound RE1
@call soundmungedir _BUILD\sound\worlds\hero\%MUNGE_DIR% sound\worlds\hero sound\worlds\hero\%MUNGE_PLATFORM% %MUNGE_PLATFORM% _BUILD _LVL_%MUNGE_PLATFORM%\sound _BUILD\sound hero

@goto exit
:noplatform
@echo Platform must be specified as the first argument
:exit

Is everything correct? Am I missing something? Was I supposed to even download the SWBF premunged sound things and replace the stuff in data\_BUILD\Sound and data_RE1\_BUILD\Sound?

Please help! This way, we can fix the sound errors and teach everyone how to work with sound!!

- Majin Revan
Lord-Bandu

Post by Lord-Bandu »

To get custom sounds working you cant use the SWBF2 Visual Munge.

You copy your sound .LVL (which you create with BFBuilder (SWBF1) into your maps LVL folders .

Vyse already told you this I believe,
Last edited by Lord-Bandu on Sun Mar 19, 2006 7:02 pm, edited 1 time in total.
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Post by PR-0927 »

Oops, I actually didn't see his post earlier. But, even now...I don't really understand what he is trying to tell me...

Does that mean we cannot add missing sounds? Huh? LOL, I feel stupid. If vehicle and custom sounds don't work, the weapon sounds should at least work.

And, I need to know if my .bat files are correct anyways!

- Majin Revan
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Post by PR-0927 »

Still no luck...

I changed my munge.bat file back to the correct way and removed the premunged stuff for SWBF.

But, I have quite a bit of pictures! Here we go:

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image


- Majin Revan
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