Sith trooper being mean... (FAQ)
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Sith trooper being mean... (FAQ)
I've been changing the geometry of every soldier in the imperial side (except for the darktrooper) to that of something else, and I've had some problems. I've fixed most of them, having to do with reqs, but now, when I play the map all I get on the imperial team is darktroopers. They were the only ones I didn't change the geometry of. If anyone can help it would be great, because this is a very hindering problem.
P.s. If you need a little more info, I've got a whole message i've kept that describes this situation in a little more detail
P.s. If you need a little more info, I've got a whole message i've kept that describes this situation in a little more detail
Last edited by Tuskenjedi on Thu Jan 25, 2007 9:54 pm, edited 1 time in total.
- authraw
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The more detail you give, the more we can help you. 
It still sounds like a problem with your .req files. Be sure you have a .req file for each unit (that references that unit's .odf file) and that the name of that req file is also included in the imp.req file (in the side's main folder.) I would also double check your .lua to see if you're actually loading and using the unit.

It still sounds like a problem with your .req files. Be sure you have a .req file for each unit (that references that unit's .odf file) and that the name of that req file is also included in the imp.req file (in the side's main folder.) I would also double check your .lua to see if you're actually loading and using the unit.
well, it's not the unit, it's the geometry.
so, here's my more info:
I'm changing the imperial side to all sith troopers, and I'm having a problem I haven't been able to get fixed. So, to start us off, I placed the sth_inf_sithtrooper.msh and the sth_inf_sithtrooper_normal.tga files in imp's msh folder. Then I went around to all the imp_inf_rifleman, imp_inf_officer, and changed their geometry to sth_inf_sithtrooper, their low rez to the scouttrooper, and the first person to stormtrooper. So I munged, and came up with this:
I gave it the name of the texture with the reqn thing and everything, brackets placed correctly.
)
then I munged imp side.
and then we come over to my first post. Tada! Only darktroopers.
I think It has something to do with the 32 bit palette or something. I'm clueless
so, here's my more info:
I'm changing the imperial side to all sith troopers, and I'm having a problem I haven't been able to get fixed. So, to start us off, I placed the sth_inf_sithtrooper.msh and the sth_inf_sithtrooper_normal.tga files in imp's msh folder. Then I went around to all the imp_inf_rifleman, imp_inf_officer, and changed their geometry to sth_inf_sithtrooper, their low rez to the scouttrooper, and the first person to stormtrooper. So I munged, and came up with this:
so I went to the build/sides/imp/munged/pc folder and checked out mr. sith's model.req file. All it had wasERROR[PC_texturemunge msh\sth_inf_sithtrooper_normal.tga]:Attempt to write palette entry to 32-bit image.ERROR[PC_texturemunge msh\sth_inf_sithtrooper_normal.tga]:Attempt to write palette entry to 32-bit image. [continuing]
2 Errors 0 Warnings
ERROR[levelpack req\imp_inf_engineer.req]:Expecting bracket, but none was found.
File : munged\pc\sth_inf_sithtrooper.model.req(1)...
ucft <--
ERROR[levelpack req\imp_inf_engineer.req]:Expecting bracket, but none was found.
File : munged\pc\sth_inf_sithtrooper.model.req(1)...
ucft <--
[continuing]
ERROR[levelpack req\imp_inf_officer.req]:Expecting bracket, but none was found.
File : munged\pc\sth_inf_sithtrooper.model.req(1)...
ucft <--
ERROR[levelpack req\imp_inf_officer.req]:Expecting bracket, but none was found.
File : munged\pc\sth_inf_sithtrooper.model.req(1)...
ucft <--
[continuing]
ERROR[levelpack req\imp_inf_rifleman.req]:Expecting bracket, but none was found.
File : munged\pc\sth_inf_sithtrooper.model.req(1)...
ucft <--
ERROR[levelpack req\imp_inf_rifleman.req]:Expecting bracket, but none was found.
File : munged\pc\sth_inf_sithtrooper.model.req(1)...
ucft <--
[continuing]
ERROR[levelpack req\imp_inf_rocketeer.req]:Expecting bracket, but none was found.
File : munged\pc\sth_inf_sithtrooper.model.req(1)...
ucft <--
ERROR[levelpack req\imp_inf_rocketeer.req]:Expecting bracket, but none was found.
File : munged\pc\sth_inf_sithtrooper.model.req(1)...
ucft <--
[continuing]
ERROR[levelpack req\imp_inf_sniper.req]:Expecting bracket, but none was found.
File : munged\pc\sth_inf_sithtrooper.model.req(1)...
ucft <--
ERROR[levelpack req\imp_inf_sniper.req]:Expecting bracket, but none was found.
File : munged\pc\sth_inf_sithtrooper.model.req(1)...
ucft <--
[continuing]
10 Errors 0 Warnings
no texture file or anything.ucft
I gave it the name of the texture with the reqn thing and everything, brackets placed correctly.
(BTW, everything there has the proper spacing, it's just not showing up in the quote for some reason
ucft
{
REQN
{
"texture"
"sth_inf_sithtrooper_normal"
}
}

then I munged imp side.
and then we come over to my first post. Tada! Only darktroopers.
I think It has something to do with the 32 bit palette or something. I'm clueless

- authraw
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you, see, i can't get a bf2 log because the map doesn't crash. But if I forced it to crash I could. I'll try that.
EDIT: Okay, I gave the darktrooper a weapon called killerchicken and it crashed. In the log it said that all those sides I'm missing's req files weren't there. I knew that wasn't true, so I fixed the darktrooper and opened up gimp. I just wanted to open up the tga and save it, so i did. While munging i got a windows error report that levelpack exe crashed. The munge finished. Now the only thing the mungelog is saying is that engineer.lvl.req is missing a bracket. I've never even heard of a .lvl having a .req also! I'll see what's going on...
EDIT2: I just cleaned and am munging, after add sth inf sithtrooper to the model req file
Oh, and, when tean and all the others did it, did they create a new unit for him, or did they edit an old one?
EDIT: Okay, I gave the darktrooper a weapon called killerchicken and it crashed. In the log it said that all those sides I'm missing's req files weren't there. I knew that wasn't true, so I fixed the darktrooper and opened up gimp. I just wanted to open up the tga and save it, so i did. While munging i got a windows error report that levelpack exe crashed. The munge finished. Now the only thing the mungelog is saying is that engineer.lvl.req is missing a bracket. I've never even heard of a .lvl having a .req also! I'll see what's going on...
EDIT2: I just cleaned and am munging, after add sth inf sithtrooper to the model req file
Oh, and, when tean and all the others did it, did they create a new unit for him, or did they edit an old one?
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- Jedi
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Ok, this sounds way too odd to be as simple as it's stated. It's rather confusing having it explained to us. Make sure the Sith Trooper texture file name is entered into the impshell.req file.
If that doesn't help, would you post the contents of the lua, reqs, and odfs you've altered? Perhaps one of us could see what's really going on.
If that doesn't help, would you post the contents of the lua, reqs, and odfs you've altered? Perhaps one of us could see what's really going on.
- Epena
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Really, you're just doing everything the hard way.
But since you have that, just create a new side called sth and do it all from there, and just load them into the imperial spawns via your lua.
Now where might you have gotten those...?sth_inf_sithtrooper.msh and the sth_inf_sithtrooper_normal.tga files in imp's msh folder.
But since you have that, just create a new side called sth and do it all from there, and just load them into the imperial spawns via your lua.
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TUTORIAL ON HOW TO GET SITH TROOPER WORKING IN-GAME
This is fairly simple really. If you know how to set up sides, then you know how to get the Sith Trooper working in-game correctly.
First step, of course, is to create your mod world, if you haven't done so already. Let's use data_ABC as an example for the tutorial.
Now, second, is to set up your side. So, go into your data_ABC/sides folder, and the create a folder, and name it whatever you want (I recommend using a quick three-letter name for the side, but you can name it whatever). Let's say our new side's name is "sth".
Now go into your newly-created sth folder, and create the following folders: ODF, MSH, and REQ. Once you're done, then go to your assets. Copy the Common folder from your Assets/Sides and paste it into your data_ABC/Sides folder.
Now go to any side in the assets (such as the Rep side, or Imp side... doesn't really matter either way). And copy the REQ file you find in the folder (so for Rep, it'd be the Rep.req you find in your Assets/Sides/Rep folder).
Take that file, and paste the copy into your data_ABC/Sides/sth folder (alternatively, you could just create a new notepad document and save it as an REQ, but it's easier to use an REQ from the assets, since it's basically all set up for you).
Now open the file. If you used the Rep.req file, it should look something like this:

Now, delete all the lines referencing to the units, vehicles, etc. Then, in the space where the Republic units were, type in the name of your unit (let's just call him sth_inf_sithtrooper).
Your REQ should now look something like this:

Now, save the REQ, and exit out. Rename the REQ to sth, or whatever you named your side. Now go into the REQ folder you made in your side. You'll want to make an REQ for your unit. Either make one from scratch, or copy one from the assets to use as a template. Name this REQ "sth_inf_sithtrooper", the same thing you had put in your sth REQ.
Now inside this REQ, you want to call for the ODF of your unit. So type in these lines:
So now your REQ should look like this:

Now that your REQ is calling for your ODF, you'll need to make one in the ODF folder. I recommend copying one from the assets to use as a template. I'm going to use the "rep_inf_default_rifleman" ODF. Name your new ODF "sth_inf_sithtrooper".
So now that you have your ODF in your side's ODF folder, open it up. If you're using the rep_inf_default_rifleman ODF, it should look like this:

(It might also be a good idea to copy the rep_inf_default to your ODF folder as well, since your ODF is calling for it as the base class.)
Now we want to tell it to use the Sith Trooper MSH. So at the top of your ODF, under Properties, type these lines:
GeometryName = "sth_inf_sithtrooper"
GeometryLowRes = "sth_inf_sithtrooper"
FirstPerson = "REP\reptroop;rep_1st_trooper" --note: this line calls for the First Person geometry; I'm not sure whether you definitely need it or not, but it might be a good idea to copy the "rep_1st"trooper" files from the Rep side into your side's MSH folder, just to be safe.
So your ODF should now look something like this:

As for the weapons, I'm not going to tell you how to go about changing them, but if you're using the rep_inf_default_rifleman ODF, search through the Assets/Sides/Rep folder for all the weapons that the ODF is calling for (don't forget to copy the MSH files as well as the ODF files for the weapons).
Now, take your sth_inf_sithtrooper MSH and TGA files, and paste them into your data_ABC/Sides/sth/MSH folder.
Now go to data_ABC\_BUILD\Sides and create a new folder and name it STH.
Then copy the munge.bat and clean.bat from the ALL folder and paste them in your STH folder and you're done.
And now, your side should be all set up. Now we need to go call for it in the LUA. I'm not going to go into too much depth here, but your LUA should look something like this:

Now munge your map (remember to munge your new side as well), and test. Hope this helps.
This is fairly simple really. If you know how to set up sides, then you know how to get the Sith Trooper working in-game correctly.
First step, of course, is to create your mod world, if you haven't done so already. Let's use data_ABC as an example for the tutorial.
Now, second, is to set up your side. So, go into your data_ABC/sides folder, and the create a folder, and name it whatever you want (I recommend using a quick three-letter name for the side, but you can name it whatever). Let's say our new side's name is "sth".
Now go into your newly-created sth folder, and create the following folders: ODF, MSH, and REQ. Once you're done, then go to your assets. Copy the Common folder from your Assets/Sides and paste it into your data_ABC/Sides folder.
Now go to any side in the assets (such as the Rep side, or Imp side... doesn't really matter either way). And copy the REQ file you find in the folder (so for Rep, it'd be the Rep.req you find in your Assets/Sides/Rep folder).
Take that file, and paste the copy into your data_ABC/Sides/sth folder (alternatively, you could just create a new notepad document and save it as an REQ, but it's easier to use an REQ from the assets, since it's basically all set up for you).
Now open the file. If you used the Rep.req file, it should look something like this:

Now, delete all the lines referencing to the units, vehicles, etc. Then, in the space where the Republic units were, type in the name of your unit (let's just call him sth_inf_sithtrooper).
Your REQ should now look something like this:

Now, save the REQ, and exit out. Rename the REQ to sth, or whatever you named your side. Now go into the REQ folder you made in your side. You'll want to make an REQ for your unit. Either make one from scratch, or copy one from the assets to use as a template. Name this REQ "sth_inf_sithtrooper", the same thing you had put in your sth REQ.
Now inside this REQ, you want to call for the ODF of your unit. So type in these lines:
Code: Select all
ucft
{
REQN
{
"class"
"sth_inf_sithtrooper"
}
}
So now your REQ should look like this:

Now that your REQ is calling for your ODF, you'll need to make one in the ODF folder. I recommend copying one from the assets to use as a template. I'm going to use the "rep_inf_default_rifleman" ODF. Name your new ODF "sth_inf_sithtrooper".
So now that you have your ODF in your side's ODF folder, open it up. If you're using the rep_inf_default_rifleman ODF, it should look like this:

(It might also be a good idea to copy the rep_inf_default to your ODF folder as well, since your ODF is calling for it as the base class.)
Now we want to tell it to use the Sith Trooper MSH. So at the top of your ODF, under Properties, type these lines:
GeometryName = "sth_inf_sithtrooper"
GeometryLowRes = "sth_inf_sithtrooper"
FirstPerson = "REP\reptroop;rep_1st_trooper" --note: this line calls for the First Person geometry; I'm not sure whether you definitely need it or not, but it might be a good idea to copy the "rep_1st"trooper" files from the Rep side into your side's MSH folder, just to be safe.
So your ODF should now look something like this:

As for the weapons, I'm not going to tell you how to go about changing them, but if you're using the rep_inf_default_rifleman ODF, search through the Assets/Sides/Rep folder for all the weapons that the ODF is calling for (don't forget to copy the MSH files as well as the ODF files for the weapons).
Now, take your sth_inf_sithtrooper MSH and TGA files, and paste them into your data_ABC/Sides/sth/MSH folder.
Now go to data_ABC\_BUILD\Sides and create a new folder and name it STH.
Then copy the munge.bat and clean.bat from the ALL folder and paste them in your STH folder and you're done.
And now, your side should be all set up. Now we need to go call for it in the LUA. I'm not going to go into too much depth here, but your LUA should look something like this:

Now munge your map (remember to munge your new side as well), and test. Hope this helps.
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It's saying 48 in parenthesis, and Tuskenjedi is using quote tags instead of code tags, so the board places the smiley automatically.
Ok, these units need to be entered into the sth.req file. If they already are, check the individual unit reqs. Each of these units should have a req file in the req folder.
Code: Select all
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "sth_inf_rifleman" (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "sth_inf_rocketeer" (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "sth_inf_sniper" (check the side's .req file)
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "sth_inf_engineer" (check the side's .req file)
mmm, i know that also, but the problem is that everything is done correctly.
here's some pictures:
http://img402.imageshack.us/img402/129/bad1qm2.png
http://img256.imageshack.us/img256/3545/bad2wq2.png
http://img402.imageshack.us/img402/1812/bad10qm5.png
http://img402.imageshack.us/img402/6828/bad4mn8.png
http://img407.imageshack.us/img407/2106/bad5co3.png
http://img407.imageshack.us/img407/4320/bad6yt2.png
http://img256.imageshack.us/img256/1955/bad7fz2.png
http://img407.imageshack.us/img407/2548/bad8uy1.png
http://img256.imageshack.us/img256/6761/bad3gl4.png
here's some pictures:
http://img402.imageshack.us/img402/129/bad1qm2.png
http://img256.imageshack.us/img256/3545/bad2wq2.png
http://img402.imageshack.us/img402/1812/bad10qm5.png
http://img402.imageshack.us/img402/6828/bad4mn8.png
http://img407.imageshack.us/img407/2106/bad5co3.png
http://img407.imageshack.us/img407/4320/bad6yt2.png
http://img256.imageshack.us/img256/1955/bad7fz2.png
http://img407.imageshack.us/img407/2548/bad8uy1.png
http://img256.imageshack.us/img256/6761/bad3gl4.png
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