Sereja's Otoh Gunga map conversion to SWBF2

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Master of the Force
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Sereja's Otoh Gunga map conversion to SWBF2

Postby Deviss » Wed Jul 29, 2015 8:00 am

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 :

Hidden/Spoiler:
ERROR[levelpack 020.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack 020.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings

ERROR[levelpack 020.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack 020.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings


any idea with is the problem with the .req file?

here its the req file
Hidden/Spoiler:
ucft
{
REQN
{
"config"
}

REQN
{
"texture"
"020_map"
"platform=pc"
"water_bumpmap_0"
"water_bumpmap_1"
"water_bumpmap_2"
"water_bumpmap_3"
"water_bumpmap_4"
"water_bumpmap_5"
"water_bumpmap_6"
"water_bumpmap_7"
"water_bumpmap_8"
"water_bumpmap_9"
"water_bumpmap_10"
"water_bumpmap_11"
"water_bumpmap_12"
"water_bumpmap_13"
"water_bumpmap_14"
"water_bumpmap_15"
"water_normalmap_0"
"water_normalmap_1"
"water_normalmap_2"
"water_normalmap_3"
"water_normalmap_4"
"water_normalmap_5"
"water_normalmap_6"
"water_normalmap_7"
"water_normalmap_8"
"water_normalmap_9"
"water_normalmap_10"
"water_normalmap_11"
"water_normalmap_12"
"water_normalmap_13"
"water_normalmap_14"
"water_normalmap_15"
"water_specularmask_0"
"water_specularmask_1"
"water_specularmask_2"
"water_specularmask_3"
"water_specularmask_4"
"water_specularmask_5"
"water_specularmask_6"
"water_specularmask_7"
"water_specularmask_8"
"water_specularmask_9"
"water_specularmask_10"
"water_specularmask_11"
"water_specularmask_12"
"water_specularmask_13"
"water_specularmask_14"
"water_specularmask_15"
"water_specularmask_16"
"water_specularmask_17"
"water_specularmask_18"
"water_specularmask_19"
"water_specularmask_20"
"water_specularmask_21"
"water_specularmask_22"
"water_specularmask_23"
"water_specularmask_24"
"nab2_water"
}
REQN
{
"path"
"020"
}
REQN
{
"congraph"
"020"
}
REQN
{
"envfx"
"020"
}
REQN
{
"world"
}
REQN
{
"prop"
"020"
}
REQN
{
"boundary"
"020"
}
REQN
{
"class"
}
REQN
{
"config"
-- "flyerspray"
-- "walkerstomp"
-- "hailfire_wake"
-- "dustwake"
"flyerspray"
"walkerstomp"
"hailfire_wake"
}
REQN
{
"lvl"
"020_conquest"
}
}


thanks in advance :)

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Teancum » Wed Jul 29, 2015 9:38 am

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.

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Deviss » Sun Aug 02, 2015 4:17 am

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:
Opened logfile BFront2.log 2015-08-02 0514
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy spanish 1
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: Found custom_gc_4.lvl
custom_gc_4: Entered
ifs_freeform_init_egc.lua
ifs_freeform_start_egc.lua
custom_gc_4: Taking control of custom_GetGCButtonList()...
custom_gc_4: Taking control of custom_PressedGCButton()...
custom_gc_4: Exited
shell_interface: Found custom_gc_5.lvl
custom_gc_5: Entered
ifs_freeform_init_abc.lua
ifs_freeform_start_abc.lua

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\ABC\core.lvl
custom_gc_5: Taking control of custom_GetGCButtonList()...
custom_gc_5: Taking control of custom_PressedGCButton()...
custom_gc_5: Exited
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_5: custom_GetGCButtonList(): Entered
custom_gc_4: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_4: custom_GetGCButtonList(): Exited
custom_gc_5: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawlsp.mvs
shell_interface: Opening movie: movies\shellsp.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Kashyyyk Depot Added
RAS Prosecutor Hangar Added
Death Watch Bunker Added
Cannot find ..\..\addon\BFX\data\_LVL_PC\mission.lvl. Skipping BFX's extra missions
Cannot find ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Skipping DT's extra missions

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
addme.SOL: Mass Effect: Unification (R5) is not installed! Continuing...
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\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
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era24 clicked
this.CurButton = check_era24
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
this.CurButton = nil
cur_button = nil
DoubleClicked
custom_AddMapNew()
custom_printTable(): table: 04F2F124
The key, value is: change table: 04F2F29C
The key, value is: blue 15
The key, value is: mode_hunt_x 1
The key is mapluafile, the formated value is: 020<A>_<B>
The key, value is: mode_con_x 1
The key, value is: bSelected 1
The key, value is: green 185
The key, value is: era_x 1
The key, value is: mode_bf1_x 1
The key, value is: red 255
custom_printTable(): Returning
custom_printTable(): table: 04AE6D2C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras[i].key = era_x Era = era_x subst = x
Adding map: 020x_con idx: 1
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_rep_defense_buff" already loaded in ather level file


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1932)
Memory pool "FLEffectObject::Read" not found

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'oto_wallhelders_bump' [40a4de5e] uses 1.33 MB


thanks again :)

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby thelegend » Sun Aug 02, 2015 5:24 am

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.

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby xap4o » Sun Aug 02, 2015 6:19 pm

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.

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Deviss » Sun Aug 02, 2015 6:56 pm

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?

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby xap4o » Mon Aug 03, 2015 4:35 am

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.

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Deviss » Mon Aug 03, 2015 6:40 am

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:
[GameObjectClass]

ClassLabel = "door"
GeometryName = "oto_door_fake.msh"


[Properties]

GeometryName = "oto_orb_door"


AnimationName = "oto_orb_door"

Animation = "open"

AnimationTrigger = "hp_active 3.0"

OrdnanceCollision = "p_-svbot-cylinder-dooru"
OrdnanceCollision = "p_-svbot-cube-doorl1"
OrdnanceCollision = "p_-svbot-cube-doorl2"
OrdnanceCollision = "p_-svbot-cube-doorl3"

OrdnanceCollision = "p_-svbot-cube-doorr1"
OrdnanceCollision = "p_-svbot-cube-doorr2"
OrdnanceCollision = "p_-svbot-cube-doorr3"

OrdnanceCollision = "p_-svbot-cube-dooru1"
OrdnanceCollision = "p_-svbot-cube-dooru2"
OrdnanceCollision = "p_-svbot-cube-dooru3"

VehicleCollision = "none"

VehicleCollision = "CLEAR"

//OpenSound = "door_open"
OpenSound = "com_blg_commandpost_capture defer"
//CloseSound = "door_close"
CloseSound = "com_blg_commandpost_lost defer"

FoleyFXGroup = "metal_foley"


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

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby xap4o » Mon Aug 03, 2015 7:00 am

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.

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Deviss » Mon Aug 03, 2015 9:51 am

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 :D, Sereja tried but fail, thelegend too, i am beginner on mapping, maybe i will have the beginner's luck lol.

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 :)

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Locutus » Mon Aug 03, 2015 10:45 am

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)

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby AceMastermind » Mon Aug 03, 2015 1:42 pm

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.

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Deviss » Mon Aug 03, 2015 2:48 pm

wow i really apreciate the help from everybody :D, 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 :)

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby AceMastermind » Mon Aug 03, 2015 4:52 pm

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.

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Deviss » Mon Aug 03, 2015 6:19 pm

you are right :D, here its my last stable version:
https://dl.dropboxusercontent.com/u/669 ... ta_020.rar

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Teancum » Mon Aug 03, 2015 8:05 pm

Wait, are the source files for Otoh Gunga available? I'd love to play that on the Xbox. ;)

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Deviss » Mon Aug 03, 2015 8:07 pm

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

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby AceMastermind » Tue Aug 04, 2015 12:53 am

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.

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Deviss » Tue Aug 04, 2015 1:53 pm

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 :)

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Re: converting otoh gunga (BF1 map) to bf2 troubles

Postby Teancum » Wed Aug 05, 2015 11:56 am

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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