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Battlefield SinglePlayer Forum > Main > BF2/BF2142/BF3/BFPlay4Free Discussion > BF2 & BF2142 Advanced Topics
Yanko693
ok im adding an rpg to vanilla bf2. so ive made a objects_server_rpg.zip and the client one. i have all the files in those. I also made a Menu_client_rpg.zip with all the hud files in it. both of these are in C:/.......Battlefield2/mods/bf2. i added the correct lines to the server archives and client archives con's to add all those zips. my qustion is do i have to edit the rpg.tweak to reconize the new hud location? the file path in the tweak doesnt say which zip just the folder structure which i have copyed exactly in my new zip. thanks
DEVILMAN1
QUOTE(Yanko693 @ Nov 11 2007, 12:42 AM) *
my qustion is do i have to edit the rpg.tweak to reconize the new hud location?


No,when bf2 loads a map,it will search through the files mounted in the archives,and load the first instance of a file asked for,reading both archive files from the top of the page to the bottom
In "some" cases TGA files in the menu client file "may" need to be renamed to DDS,when archive mounted
Yanko693
QUOTE(DEVILMAN1 @ Nov 10 2007, 03:35 PM) *
QUOTE(Yanko693 @ Nov 11 2007, 12:42 AM) *
my qustion is do i have to edit the rpg.tweak to reconize the new hud location?


No,when bf2 loads a map,it will search through the files mounted in the archives,and load the first instance of a file asked for,reading both archive files from the top of the page to the bottom
In "some" cases TGA files in the menu client file "may" need to be renamed to DDS,when archive mounted

well it crashes at 15% loading. i tried windowed but the picture gets moved off of the actual button so the start map picture thing is above the actual click spot so its off my screen. i hope that made sense.
DEVILMAN1
QUOTE
i tried windowed but the picture gets moved off of the actual button so the start map picture thing is above the actual click spot so its off my screen. i hope that made sense.


Try running your ingame resolution (800..600etc) at one setting lower than your desktop resolution
SatNav
in windowed mode add a smaller screen res like +szx 800 +szy 600 to the shortcut extension so you can see the error box."C:\Program Files\EA GAMES\Battlefield 2\BF2.exe" +menu 1 +fullscreen 0 +szx 800 +szy 600
Yanko693
QUOTE(SatNav @ Nov 10 2007, 05:06 PM) *
in windowed mode add a smaller screen res like +szx 800 +szy 600 to the shortcut extension so you can see the error box."C:\Program Files\EA GAMES\Battlefield 2\BF2.exe" +menu 1 +fullscreen 0 +szx 800 +szy 600

ok that fixed it. the error im getting is

CODE
Debug assertion failed!

Version:1.1.2878-710.0 Build date:2006-9-26 17:53
Module:Base
File:
D:\DiceCanada\BoosterPack2\code\BF2\Game\Objects\Base\BundleTe
mplate.cpp
Line:213

Text:insgr_rpg addBundleChilds() template not
found:e_muzz_shoulderfiredrocket

Current confile:

for clarification the rpg name is insgr_rpg and im going to guess that what is not found is an effect? ill wait for a second opinion. Whats weird is that Drive d is a partion of C and is dedicated for system restore.
SatNav
yep you need to copy over the e_muzz_shoulderfiredrocket files or folder or if you dont have that effect change the effect name in the rpg tweak to another standard effect.
Yanko693
QUOTE(SatNav @ Nov 10 2007, 06:53 PM) *
yep you need to copy over the e_muzz_shoulderfiredrocket files or folder or if you dont have that effect change the effect name in the rpg tweak to another standard effect.

should i just copy over another rocketlauncher's effect and rename it that? where do i put it? client.zip\effects\weapons?
SatNav
QUOTE(Yanko693 @ Nov 11 2007, 12:58 PM) *
QUOTE(SatNav @ Nov 10 2007, 06:53 PM) *
yep you need to copy over the e_muzz_shoulderfiredrocket files or folder or if you dont have that effect change the effect name in the rpg tweak to another standard effect.

should i just copy over another rocketlauncher's effect and rename it that? where do i put it? client.zip\effects\weapons?

effect files generally can go anywhere in the Objects_server.zip, if it has custom texture then they will need to go into the correct path in the Objects_client.zip.
Yanko693
well i changed the tweak to take the rocketpod muzzle flash. and now it still crashes at 15% but i dont get an error now.
SatNav
QUOTE(Yanko693 @ Nov 11 2007, 03:11 PM) *
well i changed the tweak to take the rocketpod muzzle flash. and now it still crashes at 15% but i dont get an error now.

run in debug mode to see the error if you have the editor, copy the shortcut icon and change the BF2.exe to BF2_r.exe in the shortcut.
Yanko693
when i run the bf2_r windowed i get an error saying in need directX9 or higher which i must have since i play bf2 all the time
jdrou
QUOTE(Yanko693 @ Nov 11 2007, 09:15 AM) *
when i run the bf2_r windowed i get an error saying in need directX9 or higher which i must have since i play bf2 all the time

Are you running Windows Vista? If so you probably need to force the bf2_r.exe to run in XP-compatible mode.
Yanko693
QUOTE(jdrou @ Nov 11 2007, 01:03 PM) *
QUOTE(Yanko693 @ Nov 11 2007, 09:15 AM) *
when i run the bf2_r windowed i get an error saying in need directX9 or higher which i must have since i play bf2 all the time

Are you running Windows Vista? If so you probably need to force the bf2_r.exe to run in XP-compatible mode.

that helped but now when i run the debug mode i get somthing like this
CODE
Bf2 error unhandled exeption
the application has generated an exception and will now be closed
please attach tje crash dump to the error report

By the way i got this right when i clicked single player to start a map.
PWB(GER)
QUOTE(Yanko693 @ Nov 12 2007, 12:51 AM) *
QUOTE(jdrou @ Nov 11 2007, 01:03 PM) *
QUOTE(Yanko693 @ Nov 11 2007, 09:15 AM) *
when i run the bf2_r windowed i get an error saying in need directX9 or higher which i must have since i play bf2 all the time

Are you running Windows Vista? If so you probably need to force the bf2_r.exe to run in XP-compatible mode.

that helped but now when i run the debug mode i get somthing like this
CODE
Bf2 error unhandled exeption
the application has generated an exception and will now be closed
please attach tje crash dump to the error report

By the way i got this right when i clicked single player to start a map.


Hello Yanko693,

debug mode (bf2_r.exe) only runs in fullscreen.After BF2 crashed look into the last lines of \battlefield 2\mods\bf2(or your mod)\Logs\Debug_ name of your computer_Date_server.log. These last lines describing the error.


Peter
Yanko693
well i got the bf2_r to run windowed and whats weird is i kept gettin errors loading the mesh's saying they dont exist even though they are in the exact file path. i press continue on those errors and it loads up to 100% and then i keep gettin the same one over and over no matter how many times i press continue. could the problem be i havnt added anything for bots to use the weapons i added? or do i have to rename the mesh files .dds to somthing else. i think its .dds
jdrou
Could you post the contents of your zips? Did you include the Weapons\common\projectiles\rpg_rocket in addition to the RPG itself? Did you try to rename the weapon or just copy it?
Dnamro
dds files are texture files. The mesh files are named with a mesh suffix, like .collisionmesh or .staticmesh
Dtneter
havent read the whole thread but did you edited the bundledmesh files with notepad? if yes then you might get those errors.
Yanko693
QUOTE(dtneter @ Nov 15 2007, 12:56 PM) *
havent read the whole thread but did you edited the bundledmesh files with notepad? if yes then you might get those errors.
the only thing i did was copy over the meshes. i didnt even open them let alone edit them at all. and im trying to bring in the rpg from usi into my personal compilation mod kinda thing. i dont remember the common\projectile thing. so ill look.
SatNav
QUOTE(Yanko693 @ Nov 16 2007, 08:50 AM) *
QUOTE(dtneter @ Nov 15 2007, 12:56 PM) *
havent read the whole thread but did you edited the bundledmesh files with notepad? if yes then you might get those errors.
the only thing i did was copy over the meshes. i didnt even open them let alone edit them at all. and im trying to bring in the rpg from usi into my personal compilation mod kinda thing. i dont remember the common\projectile thing. so ill look.

check that both collision and bundledmeshes are in the correct folder and zips and check the tweak file mesh names match the mesh file names in the folder. for the projectile youll need to find it and copy it over aswell.
Yanko693
well all the mesh's are in place and sounds but i cant find a projectile anywhere in the archives im copying from.
Dtneter
might sound lame but if your trying to copy the weapon out of another mod why dont you extract the zip file and take a search through it by using windows search itself tongue.gif
DEVILMAN1
@ Peter
QUOTE
debug mode (bf2_r.exe) only runs in fullscreen

I used my windowed mode shortcut and added the writing to allow debug mode and now have debug in windowed mode,maybe i did something wrong biggrin.gif

@ Yanko693,no need to use debug mode for porting,just use windowed mode
Also it "seems" weapon select icons that are in TGA format need to be renamed to DDS if they are to be archive mounted,an error will appear
If my memory serves me well,a missing projectile wont show an error
jdrou
QUOTE(Yanko693 @ Nov 16 2007, 04:03 PM) *
well all the mesh's are in place and sounds but i cant find a projectile anywhere in the archives im copying from.

Hmm, I haven't downloaded the USI mod but the RPG in SF had a separate projectile folder. What does the weapon tweak file say about projectiles? Does it actually have damage numbers? For vanilla BF2 and SF rockets, the damage is in the projectile's .tweak file.
SatNav
QUOTE(DEVILMAN1 @ Nov 17 2007, 10:53 AM) *
If my memory serves me well,a missing projectile wont show an error

no but a missing mesh on a projectile will cause a error.
Yanko693
well i renamed all my tga files to dds and there is none of the codes like explosion force or material in the rpg tweak but in the tweak there arent any lines saying where to load the projectile from. so i dont know where to look.
SatNav
QUOTE(Yanko693 @ Nov 18 2007, 04:40 AM) *
well i renamed all my tga files to dds and there is none of the codes like explosion force or material in the rpg tweak but in the tweak there arent any lines saying where to load the projectile from. so i dont know where to look.

you'll just have to look through all the folders in the zip, a common place for projectiles is Objects_server.zip\Weapons\Armament\missiles.
jdrou
QUOTE(Yanko693 @ Nov 16 2007, 04:03 PM) *
well all the mesh's are in place and sounds but i cant find a projectile anywhere in the archives im copying from.

I downloaded the USI 0.15 client and they do have an objects_server.zip\Weapons\common\projectiles\rpg_rocket\ folder with .con, .tweak, and a meshes folder. The same folder is in objects_client.zip with meshes and textures.
Yanko693
ok i added in the projectile but now i crash on 92% loading.

EDIT ok i found the problem i was missing a scope texture but im still crashing with the same error. it said it was missing scope_c.dds in objects/weapons/hndhld/iraqaa_sa7/textures/scope_c i found that in the usi server_client archive so i copied the exact folders into my archives of my mod but it still says its missing. i also tried putting that in the objects folder but with objects/iraqaa_sa7/textures/scope_c
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