List of SWBF2 MODTOOL bugs
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List of SWBF2 MODTOOL bugs
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
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
visual munge doesn't work on some versions of windows xp pls fix that.
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RE: List of SWBF2 MODTOOL bugs
ZeroEdit dosn't work on some Windows 2000 machines.
After creating a new map, munging the shell without changing anything doesn't work.
After creating a new map, munging the shell without changing anything doesn't work.
- PR-0927
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RE: List of SWBF2 MODTOOL bugs
- 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
- 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
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
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RE: Re: RE: List of SWBF2 MODTOOL bugs
Off-Topic: -- 00M-9 -- Any luck finding a fan for your card?
Re: RE: List of SWBF2 MODTOOL bugs
This also happens when you set a primary weapon as a secondary one does it not.MajinRevan wrote: - Adding new models causes the icon of the model to shift towards the middle of the screen.
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Re: RE: List of SWBF2 MODTOOL bugs
OGEB1103 wrote:This also happens when you set a primary weapon as a secondary one does it not.MajinRevan wrote: - Adding new models causes the icon of the model to shift towards the middle of the screen.
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.
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RE: Re: RE: List of SWBF2 MODTOOL bugs
-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)
-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
Did you edit the mesh in anyway? even hex editing a model makes the game believe it's a brand new model.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)
~OOM-9
Re: RE: List of SWBF2 MODTOOL bugs
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...OGEB1103 wrote:This also happens when you set a primary weapon as a secondary one does it not.MajinRevan wrote: - Adding new models causes the icon of the model to shift towards the middle of the screen.
~OOM-9
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RE: Re: RE: List of SWBF2 MODTOOL bugs
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.
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RE: Re: RE: List of SWBF2 MODTOOL bugs
-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
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
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
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Re: RE: Re: RE: List of SWBF2 MODTOOL bugs
Your suposed to add a .option to the mesh in the mesh folder! That is not Vmunge's fault.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.
RE: Re: RE: List of SWBF2 MODTOOL bugs
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.
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Re: RE: Re: RE: List of SWBF2 MODTOOL bugs
the ZE freeze also, when you delete a few objects, i think more then 10 in the same time.Schizo wrote:I notice that ZeroEditor has a tendancy to freeze up a lot. .
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
Guru wrote: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
Bandu: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....
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.3. The Modtool.exe (SPtest) doesnt work with most (if not all) DVD versions of the game.
RE: Re: RE: List of SWBF2 MODTOOL bugs
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' .
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' .