Sereja's Otoh Gunga map conversion to SWBF2
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- Deviss
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Sereja's Otoh Gunga map conversion to SWBF2
hello to everybody, i am trying to learn a bit of mapping, beginning with convert way, i followed Teancum's tutorial and i got the next error :
any idea with is the problem with the .req file?
here its the req file
thanks in advance
Hidden/Spoiler:
any idea with is the problem with the .req file?
here its the req file
Hidden/Spoiler:
thanks in advance

- Teancum
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Re: converting otoh gunga (BF1 map) to bf2 troubles
If you want me to take a look at the files I still have SWBF2 installed. I would probably have to see for myself to help fix it though. Once it's fixed I can send the files back to you so you can add other layers besides conquest.
- Deviss
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Re: converting otoh gunga (BF1 map) to bf2 troubles
Teancum wrote:If you want me to take a look at the files I still have SWBF2 installed. I would probably have to see for myself to help fix it though. Once it's fixed I can send the files back to you so you can add other layers besides conquest.
Many thanks for your offer Teancum, i fixed errors, and when i try play the map, it stay loading infinity and never begin :S
Converted map
bf2log
Hidden/Spoiler:
thanks again

- thelegend
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Re: converting otoh gunga (BF1 map) to bf2 troubles
- Code: Select all
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)Texture 'oto_wallhelders_bump' [40a4de5e] uses 1.33 MB
Try to remove all the bump.tga files. Maybe this can help. If your map keeps loading then there might be too many objects or you possibly reached the Graphics limit.
Re: converting otoh gunga (BF1 map) to bf2 troubles
If this will be helpful for you - here is a my progress of porting this map - https://www.dropbox.com/s/n6ae6okz9wg0oyd/020.rar?dl=0 I tried it a few months ago. Map is loading fine, but some textures are disappearing or red.
- Deviss
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Re: converting otoh gunga (BF1 map) to bf2 troubles
thelegend wrote:
- Code: Select all
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)Texture 'oto_wallhelders_bump' [40a4de5e] uses 1.33 MB
Try to remove all the bump.tga files. Maybe this can help. If your map keeps loading then there might be too many objects or you possibly reached the Graphics limit.
i tried, and resizeing them but anyway it freeze :S
xap4o wrote:If this will be helpful for you - here is a my progress of porting this map - https://www.dropbox.com/s/n6ae6okz9wg0oyd/020.rar?dl=0 I tried it a few months ago. Map is loading fine, but some textures are disappearing or red.
wow that was very useful, i tried your version and it start fine but... when i replace your .odf files with the mines, the map again freeze , the problem is on .odf files surely, now i must find how to
EDIT: i tried my convertion, with your .odf files and anyway it freeze :S any idea?
Re: converting otoh gunga (BF1 map) to bf2 troubles
Oh, I forgot to say, I deleted some .odf/.msh/.anims because I found that they are freezing the map. Don't remember which. Compare files in your 020 folder and mine.
- Deviss
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Re: converting otoh gunga (BF1 map) to bf2 troubles
xap4o wrote:Oh, I forgot to say, I deleted some .odf/.msh/.anims because I found that they are freezing the map. Don't remember which. Compare files in your 020 folder and mine.
yes for example, this file make map freeze:
oto_orb_door_real.odf
Hidden/Spoiler:
i tried deleting animationtrigger line, but freeze anyway, maybe did you delete those msh and tga files?
i am using your map, with all my .tga files and with my world1 folder complete (.ter, .pth, .mrq .... files) and the map run fine but:
* strange ugly floor
* object appear and disappear
* republic side can't go out from his commandpost
* doors are invisible
Re: converting otoh gunga (BF1 map) to bf2 troubles
i am using your map, with all my .tga files and with my world1 folder complete (.ter, .pth, .mrq .... files) and the map run fine but:
* strange ugly floor
* object appear and disappear
* republic side can't go out from his commandpost
* doors are invisible
I had this bugs too, so I breaked up porting. Sereja tried to port this maps to BF2, but faced with problems too. Check his posts in his profile, maybe you will find some important info.
- Deviss
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Re: converting otoh gunga (BF1 map) to bf2 troubles
xap4o wrote:i am using your map, with all my .tga files and with my world1 folder complete (.ter, .pth, .mrq .... files) and the map run fine but:
* strange ugly floor
* object appear and disappear
* republic side can't go out from his commandpost
* doors are invisible
I had this bugs too, so I breaked up porting. Sereja tried to port this maps to BF2, but faced with problems too. Check his posts in his profile, maybe you will find some important info.
yes i saw it thanks

i will try resize .tga to low (everything to 512x512, no more 1024x1024)
really is the best bf1 map for me, and its the unique otoh gunga map too, so i will give try and try, if i found something i will report it here

- Locutus
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Re: converting otoh gunga (BF1 map) to bf2 troubles
The problem with this map is also that the collision of the non-crashing objects is bugging out (I also tried to convert it once).
If you're interested in porting maps from Sereja I could recommend the Polar Express map. I got the map port completely working and added flag and conquest mode (see my Dropbox folder for source file download), just the sides are still buggy. (if you wanna give it a try - I lost my motivation for it)
If you're interested in porting maps from Sereja I could recommend the Polar Express map. I got the map port completely working and added flag and conquest mode (see my Dropbox folder for source file download), just the sides are still buggy. (if you wanna give it a try - I lost my motivation for it)
- AceMastermind
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Re: converting otoh gunga (BF1 map) to bf2 troubles
xap4o wrote:If this will be helpful for you - here is a my progress of porting this map - https://www.dropbox.com/s/n6ae6okz9wg0oyd/020.rar?dl=0 I tried it a few months ago. Map is loading fine, but some textures are disappearing or red.
You're missing oto_orb_door_real.odf and oto_arc_bridge_sm_vcol.odf.
oto_orb_door.anims should look like this:
- Code: Select all
ucft
{
ANIM
{
"open"
}
}
remove "door" from it.
Your 020.ter file crashes my TerrainMunge.exe. I can't munge this project. These can't be the files that produced a working map for you. The red or disappearing textures are likely caused by something in the sky file. If you (or Deviss) can share the exact files that got you to the point of being able to play the map, then we can start from there and just tweak the sky parameters, fix collision etc.
- Deviss
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Re: converting otoh gunga (BF1 map) to bf2 troubles
wow i really apreciate the help from everybody
, it look like a team.
there are 2 ways:
* xap4o's proyect with my 020.ter file work ingame
* my project version but without the 2 odf named before
i did a mix of both proyects, if you want i can upload it on some hours

there are 2 ways:
* xap4o's proyect with my 020.ter file work ingame
* my project version but without the 2 odf named before
i did a mix of both proyects, if you want i can upload it on some hours

- AceMastermind
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Re: converting otoh gunga (BF1 map) to bf2 troubles
Neither of those projects fully load for me. The loading freezes on either the last dot or next to last. I don't think we're working with the exact same files here. I'm not going to troubleshoot why the map won't load if 2 or 3 people already have a working data_020 project that compiles into a playable map. If you have the project in a working state and are capable of fully loading into the map, zip up your data_020 project and upload it so everyone is on the same page.
- Deviss
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Re: converting otoh gunga (BF1 map) to bf2 troubles
you are right
, here its my last stable version:
https://dl.dropboxusercontent.com/u/669 ... ta_020.rar

https://dl.dropboxusercontent.com/u/669 ... ta_020.rar
- Teancum
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Re: converting otoh gunga (BF1 map) to bf2 troubles
Wait, are the source files for Otoh Gunga available? I'd love to play that on the Xbox. 

- Deviss
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Re: converting otoh gunga (BF1 map) to bf2 troubles
Teancum wrote:Wait, are the source files for Otoh Gunga available? I'd love to play that on the Xbox.
yes sir, here they are:
http://www.swbfgamers.com/index.php?act ... ;down=1119
- AceMastermind
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Re: converting otoh gunga (BF1 map) to bf2 troubles
CP1 is sealed off by the terrain. I lowered all the terrain by -70 just to get it out of the way for now.
I removed all of the "vcol" objects that were placed in ZE to reduce clutter, vehicles are an afterthought at this point.
Sereja was scaling most of the msh files by 2-2.5 times with an option file, this results in the flickering side effect in SWBF2. The best course of action here is to import > scale > export, and add SWBF2 collision where convenient since the red objects look like collision geometry being rendered.
oto_orb_door_real.odf causes the loading screen to freeze, the files look fine though. I even recreated the door animation and exported to take its place. No idea whats going on there, this map doesn't like something about that object, but when you remove the ODF for it the map works fine. I'll probably try a stock animated door to see what happens next.
EDIT: Nope, doesn't work either, even after reducing the number from 47 down to 5.
I removed all of the "vcol" objects that were placed in ZE to reduce clutter, vehicles are an afterthought at this point.
Sereja was scaling most of the msh files by 2-2.5 times with an option file, this results in the flickering side effect in SWBF2. The best course of action here is to import > scale > export, and add SWBF2 collision where convenient since the red objects look like collision geometry being rendered.
oto_orb_door_real.odf causes the loading screen to freeze, the files look fine though. I even recreated the door animation and exported to take its place. No idea whats going on there, this map doesn't like something about that object, but when you remove the ODF for it the map works fine. I'll probably try a stock animated door to see what happens next.
EDIT: Nope, doesn't work either, even after reducing the number from 47 down to 5.
- Deviss
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Re: converting otoh gunga (BF1 map) to bf2 troubles
AceMastermind wrote:CP1 is sealed off by the terrain. I lowered all the terrain by -70 just to get it out of the way for now.
I removed all of the "vcol" objects that were placed in ZE to reduce clutter, vehicles are an afterthought at this point.
Sereja was scaling most of the msh files by 2-2.5 times with an option file, this results in the flickering side effect in SWBF2. The best course of action here is to import > scale > export, and add SWBF2 collision where convenient since the red objects look like collision geometry being rendered.
oto_orb_door_real.odf causes the loading screen to freeze, the files look fine though. I even recreated the door animation and exported to take its place. No idea whats going on there, this map doesn't like something about that object, but when you remove the ODF for it the map works fine. I'll probably try a stock animated door to see what happens next.
EDIT: Nope, doesn't work either, even after reducing the number from 47 down to 5.
i arrived to late, i found this on swbfgamers forum:
sereja2 wrote:Some SWBF2 modders say, it's because of SWBF2 memory, is overloads by msh.option size parameters. Those game, wants to use models with real size only. So solvation of this problem is pretty easy (but takes a lot of free time and bored): you have to import each of my model in XSI, by the last version of ZETools, and resize them, according their -Size line, in each msh.option file. After you export them back, and delete -Size line from each msh.option, the bug should be gone, I guess.
i will import/export every .msh files with rescale

- Teancum
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Re: converting otoh gunga (BF1 map) to bf2 troubles
If this is successfully converted to SWBF2 I'd love to convert it to Xbox as well. I'm gathering up maps for a possible future update to the SWBF2 Xbox mod.
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