Battle on Saleucami
Moderator: Moderators
Battle on Saleucami
Map is progressing well. Textures and terrain are finished. Soon you will be able to fly through the canyon area on a BARC Speeder where Stass Allie was shot down.
The design is taking a very long time, but I'm pleased with the way it looks currently.
Once a playable and bug-free version is released, I will work on creating Stass Allie.
Anything special you'd like to see in Saleucami?
Clone Wars:
Republic
AT-TE
IFT-X
BARC Speeder
Delta-aethersprite Jedi Starfighter (if I code the model and get it to work)
Eta-2 Arctis Jedi Starfighter (Republic Starfighter)
ARC-170
LAAT/i
Hero - Once the map is finished, Anakin. A while later, hopefully Stass Allie.
CIS
Spider Walker
AAT
STAP
Hailfire Droid
MTT (slim chance since I couldn't find the hidden models for it)
Droid Tri-fighter
Vulture Droid
Droid Gunship
Armored Tank Droid (perhaps)
Hero - Either Count Dooku or General Grievous. I'm thinking Grievous but you tell me
Galactic Civil War:
AT-AT
IFT-T
AT-ST
Speederbike
TIE Interceptor
TIE Fighter
Theta-class Imperial Shuttle
Hero - Darth Vader
Rebel Alliance
Combat Speeder
Alliance AAC-1 Tank
Speederbike
X-Wing
A-Wing
Snowspeeder (for those that want the more fun ways of taking down AT-ATs )
K-Wing (we'll see about that)
Hero - Luke Skywalker
Any suggestions/comments?
The design is taking a very long time, but I'm pleased with the way it looks currently.
Once a playable and bug-free version is released, I will work on creating Stass Allie.
Anything special you'd like to see in Saleucami?
Clone Wars:
Republic
AT-TE
IFT-X
BARC Speeder
Delta-aethersprite Jedi Starfighter (if I code the model and get it to work)
Eta-2 Arctis Jedi Starfighter (Republic Starfighter)
ARC-170
LAAT/i
Hero - Once the map is finished, Anakin. A while later, hopefully Stass Allie.
CIS
Spider Walker
AAT
STAP
Hailfire Droid
MTT (slim chance since I couldn't find the hidden models for it)
Droid Tri-fighter
Vulture Droid
Droid Gunship
Armored Tank Droid (perhaps)
Hero - Either Count Dooku or General Grievous. I'm thinking Grievous but you tell me
Galactic Civil War:
AT-AT
IFT-T
AT-ST
Speederbike
TIE Interceptor
TIE Fighter
Theta-class Imperial Shuttle
Hero - Darth Vader
Rebel Alliance
Combat Speeder
Alliance AAC-1 Tank
Speederbike
X-Wing
A-Wing
Snowspeeder (for those that want the more fun ways of taking down AT-ATs )
K-Wing (we'll see about that)
Hero - Luke Skywalker
Any suggestions/comments?
-
- Sith
- Posts: 1396
- Joined: Tue Jun 07, 2005 11:50 am
RE: Battle on Saleucami
HEy captain mazda! Good to have ou here (if you are the one from lucas arts forums) you seemed to be interested in modding, but i didnt wanna invite you because last time i did invite someone i screwed up... badly... anyways.. this sounds great. Can't wait to play it
RE: Battle on Saleucami
Hey Jabba! Yes, it is me, how you doing?
I could post screenshots from the editor, but here's the problem. When I attempt to run the map, as soon as it finishes loading, it just quits to desktop. Everytime. I've checked and there seems to be nothing wrong in my map. I cleaned and munged it so I have no idea what the heck is wrong with it. Until this problem is fixed, I won't be able to work more on it. The terrain and objects were already finished.
This is a huge problem.
Can anyone please help me? Any help would be appreciated. If you can save my map which I've worked countless hours upon, I will give you the credit you deserve. Please, I beg of you expert modders to look upon me with mercy and provide me with assistance!
I could post screenshots from the editor, but here's the problem. When I attempt to run the map, as soon as it finishes loading, it just quits to desktop. Everytime. I've checked and there seems to be nothing wrong in my map. I cleaned and munged it so I have no idea what the heck is wrong with it. Until this problem is fixed, I won't be able to work more on it. The terrain and objects were already finished.
This is a huge problem.
Can anyone please help me? Any help would be appreciated. If you can save my map which I've worked countless hours upon, I will give you the credit you deserve. Please, I beg of you expert modders to look upon me with mercy and provide me with assistance!
RE: Battle on Saleucami
Mr. Mazda ...
What have you added/changed to the map from when it worked till your last ,fatal, munge?
added a vehicle? added water? etc
if you can remember im sure we can find the secrets
What have you added/changed to the map from when it worked till your last ,fatal, munge?
added a vehicle? added water? etc
if you can remember im sure we can find the secrets
RE: Battle on Saleucami
I have no idea. The first time I did a clean+munge to run it in the game was when I noticed it crashes right after the map loading screen finishes up. I don't know why it is doing this. A friend of mine told me it could well have been a problem with my command posts, so I took out my command posts and moved them into a more open area. I also re-did the spawn paths.
I've placed non-CP Techno Union Ships, wrecked LAATs and AT-TEs, along with many canyons, rock formations, and plants. I've also put in the Great Spire along with 2 ground hangars. Most objects are from the Geonosis map. Plus I've added wrecked Techno Union Ships along with the crashed cruiser on the Mos Eisley map.
I've run out of ideas, I just hope one of you geniuses can save my work:)
Vehicles are a negative. I've had no luck in placing them and haven't tried them in this map yet. Water I also do not yet know how to place.
I've placed non-CP Techno Union Ships, wrecked LAATs and AT-TEs, along with many canyons, rock formations, and plants. I've also put in the Great Spire along with 2 ground hangars. Most objects are from the Geonosis map. Plus I've added wrecked Techno Union Ships along with the crashed cruiser on the Mos Eisley map.
I've run out of ideas, I just hope one of you geniuses can save my work:)
Vehicles are a negative. I've had no luck in placing them and haven't tried them in this map yet. Water I also do not yet know how to place.
RE: Battle on Saleucami
mine does this for any map so please inform me when you figure it out
RE: Battle on Saleucami
Can the fact that I haven't worked on the script of the map have anything to do with it? For example, I have 2 CPs per team and a neutral one for a total of 5 on the map. The script hasn't been touched yet.
RE: Battle on Saleucami
So you made you map , added all the vehicles etc etc and then did your only munge?
thats just askin for trouble ... especially if your new to swbf tools.
post your mission.LUA
thats just askin for trouble ... especially if your new to swbf tools.
post your mission.LUA
RE: Battle on Saleucami
No, I said I haven't put in any vehicles yet. The only things on that map are:
-5 command posts
-5 control regions
-5 capture regions
-5 sets of spawn paths
-some plants from Felucia
-lots and lots of rock formation objects from Geonosis
-a Geonosis texture on the ground
-5 Techno Union Ships (non-CP versions)
-lots of terrain height adjustments
-The Great Spire from BFI Geonosis (found it in the BFII assets)
-2 hangars from Geonosis
-some wrecked AT-TEs and LAATs
-some downed Techno Union Ships, one with a command post inside (neutral)
This is my SALc_con.lua. Conquest is the only gamemode I've put in:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
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(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
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
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:SAL\\SAL.lvl", "SAL_conquest")
ReadDataFile("dc:SAL\\SAL.lvl", "SAL_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
-5 command posts
-5 control regions
-5 capture regions
-5 sets of spawn paths
-some plants from Felucia
-lots and lots of rock formation objects from Geonosis
-a Geonosis texture on the ground
-5 Techno Union Ships (non-CP versions)
-lots of terrain height adjustments
-The Great Spire from BFI Geonosis (found it in the BFII assets)
-2 hangars from Geonosis
-some wrecked AT-TEs and LAATs
-some downed Techno Union Ships, one with a command post inside (neutral)
This is my SALc_con.lua. Conquest is the only gamemode I've put in:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
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(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
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
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:SAL\\SAL.lvl", "SAL_conquest")
ReadDataFile("dc:SAL\\SAL.lvl", "SAL_conquest")
SetDenseEnvironment("false")
-- Sound
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")
SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)
SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")
--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);
AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
RE: Battle on Saleucami
these might be the problem ..
-The Great Spire from BFI Geonosis (found it in the BFII assets)
-2 hangars from Geonosis
-some wrecked AT-TEs and LAATs
-some downed Techno Union Ships, one with a command post inside (neutral)
im not sure but these might use effects like Smoke for the vehicles and lights for the hangars...again im not sure tho
try taking them out , munging then test.
if it is the problem then copy over the geo.fx from the geo world1 and rename it SAL.FX AND copy over the geo Effects folder .
If it isnt the problem I would gues that its a problem with how your CP's / regions are set up. If your cp's are called CP1 (notice the caps) then you spawn paths have to be the same (CP1) ..same with regions.
Maybe take a screenshot showing how youv setup your cp's ,regions and paths
Are you using the BF2_modtools. exe to see what the problem is? if you havent already .. put it in your games Gamedata folder and run it.
-The Great Spire from BFI Geonosis (found it in the BFII assets)
-2 hangars from Geonosis
-some wrecked AT-TEs and LAATs
-some downed Techno Union Ships, one with a command post inside (neutral)
im not sure but these might use effects like Smoke for the vehicles and lights for the hangars...again im not sure tho
try taking them out , munging then test.
if it is the problem then copy over the geo.fx from the geo world1 and rename it SAL.FX AND copy over the geo Effects folder .
If it isnt the problem I would gues that its a problem with how your CP's / regions are set up. If your cp's are called CP1 (notice the caps) then you spawn paths have to be the same (CP1) ..same with regions.
Maybe take a screenshot showing how youv setup your cp's ,regions and paths
Are you using the BF2_modtools. exe to see what the problem is? if you havent already .. put it in your games Gamedata folder and run it.
-
- Rebel Colonel
- Posts: 566
- Joined: Tue Apr 12, 2005 7:03 pm
- Projects :: No Mod project currently.
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RE: Battle on Saleucami
Hmm... i had this happen with some 6 mods. I would place an object it wouldn't like, and it would mess up my map file so i couldn't run the munged level. Oddly enough, i could copy my edited map into a new map folder and it would run, though nothing shows up. Hopefully your using the CD version so you can use the debugger.
RE: Battle on Saleucami
No, I have a DVD version.
-
- Rebel Colonel
- Posts: 566
- Joined: Tue Apr 12, 2005 7:03 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
RE: Battle on Saleucami
Then lets hope for a dvd fix for the debugger soon, without it its impossible to fix these levels.
RE: Battle on Saleucami
Is it possible to use it with the DVD version? Now what exactly does the BF2_ModTools.exe do?
RE: Battle on Saleucami
Nevermind, it gives an "insert CD" error.
I'm in the editor right now, is it alright if my base layer has no objects or anything? Everything has been built under "conquest".
Also, are there any problems with the script I posted earlier?
I'm in the editor right now, is it alright if my base layer has no objects or anything? Everything has been built under "conquest".
Also, are there any problems with the script I posted earlier?
RE: Battle on Saleucami
Sorry for the triple-post, but I've made changes to my map. Now before I clean and munge, are there any special options that I need to select? Should sides be on "NOTHING" and should only "common" be checked off in the boxes?
RE: Battle on Saleucami
Ok, first and last time I quadruple-post, my apologies...
I ran the map and still no change. So now I've basically removed everything from the map except the plants and the spires. The Great Spire and the Spire Hangar are still there, but everything else is gone, including control regions for command posts. Spawn paths I've also removed.
I saved, cleaned, and munged, but this time for munge I used "EVERYTHING" for sides.
This is however the mungelog:
ERROR[PC_modelmunge msh\geo_bldg_geoturret.msh]:AddSegment(geo_bldg_geoturret:shadowvolume): shadow mesh edge 216 / 226 is invalid (edge next == twin == 217)
WARNING[PC_modelmunge msh\geo_bldg_hangar.msh]:geo_bldg_hangar has 3981 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
1 Errors 1 Warnings
ERROR[PC_texturemunge world1\sal3.tga]:TextureMunge(sal3:768x768x1): Must have power of two dimensions!
ERROR[PC_texturemunge world1\sal3.tga]:TextureMunge(sal3:768x768x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
Could this problem be caused by the hangar in the Great Spire???
Plus, I don't know why it has given a warning for a turret. I don't have any objects or turrets in my map.
*later*
Oh this is perfect. I've removed almost everything from my map, including the Geonosis Hangar. It still crashes, and munge gives me the same error:
ERROR[PC_modelmunge msh\geo_bldg_geoturret.msh]:AddSegment(geo_bldg_geoturret:shadowvolume): shadow mesh edge 216 / 226 is invalid (edge next == twin == 217)
WARNING[PC_modelmunge msh\geo_bldg_hangar.msh]:geo_bldg_hangar has 3981 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
1 Errors 1 Warnings
ERROR[PC_texturemunge world1\sal3.tga]:TextureMunge(sal3:768x768x1): Must have power of two dimensions!
ERROR[PC_texturemunge world1\sal3.tga]:TextureMunge(sal3:768x768x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
Forget it, I have no time for this crap. I only wasted a couple of weeks making this map, nothing serious I guess.
I ran the map and still no change. So now I've basically removed everything from the map except the plants and the spires. The Great Spire and the Spire Hangar are still there, but everything else is gone, including control regions for command posts. Spawn paths I've also removed.
I saved, cleaned, and munged, but this time for munge I used "EVERYTHING" for sides.
This is however the mungelog:
ERROR[PC_modelmunge msh\geo_bldg_geoturret.msh]:AddSegment(geo_bldg_geoturret:shadowvolume): shadow mesh edge 216 / 226 is invalid (edge next == twin == 217)
WARNING[PC_modelmunge msh\geo_bldg_hangar.msh]:geo_bldg_hangar has 3981 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
1 Errors 1 Warnings
ERROR[PC_texturemunge world1\sal3.tga]:TextureMunge(sal3:768x768x1): Must have power of two dimensions!
ERROR[PC_texturemunge world1\sal3.tga]:TextureMunge(sal3:768x768x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
Could this problem be caused by the hangar in the Great Spire???
Plus, I don't know why it has given a warning for a turret. I don't have any objects or turrets in my map.
*later*
Oh this is perfect. I've removed almost everything from my map, including the Geonosis Hangar. It still crashes, and munge gives me the same error:
ERROR[PC_modelmunge msh\geo_bldg_geoturret.msh]:AddSegment(geo_bldg_geoturret:shadowvolume): shadow mesh edge 216 / 226 is invalid (edge next == twin == 217)
WARNING[PC_modelmunge msh\geo_bldg_hangar.msh]:geo_bldg_hangar has 3981 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
1 Errors 1 Warnings
ERROR[PC_texturemunge world1\sal3.tga]:TextureMunge(sal3:768x768x1): Must have power of two dimensions!
ERROR[PC_texturemunge world1\sal3.tga]:TextureMunge(sal3:768x768x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
Forget it, I have no time for this crap. I only wasted a couple of weeks making this map, nothing serious I guess.
- Teancum
- Jedi Admin
- Posts: 11079
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: Battle on Saleucami
The munge errors you have don't have anything serious. So it's not there.
RE: Battle on Saleucami
Where else can it be then? There's nothing left in the map, I deleted everything.
-
- Lance Corporal
- Posts: 96
- Joined: Mon Feb 27, 2006 11:16 pm
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- Contact:
RE: Battle on Saleucami
If you can make the level dark and have some fog, it would make it more like the movie. Good luck with the map, i can't wait to download it