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[Help] Something wrong in /objects/kits

Posted: 2010-11-05 05:51
by temexter
I've created new kit files for faction (used GER as template). Now I get strange error referencing to kit texture file (strange, because GER is not in maps inits)

Image

I double-checked all .con files in /objects/kits. And of cource /objects/kits/ger/textures/ger_kits_c.dds is present as well as /objects/kits/fi/textures/fi_kits_c.dds.

Wondering where is the actual reference to kit texture made?

I already did this once with .917 successfully so this really annoys me.

Re: [Help] Something wrong in /objects/kits

Posted: 2010-11-05 12:20
by BloodBane611
That's coming from the mesh files (kits/*faction name*/meshes). You can view and edit mesh files using shaderwrapper. I can't for the life of me remember where to download it, but here are the files on my dropbox:
http://dl.dropbox.com/u/10420527/ShaderWrapper.exe
http://dl.dropbox.com/u/10420527/bf2Materials.exe

You need to have both .exes in the same folder, or it will prompt you to find the other one when you try to follow these instructions.

1) Grab your mesh
2) drop mesh on ShaderWrapper.exe
3) it will show you info about the mesh - mostly the textures that it calls
4) change these to the textures in your faction - you can still use the german textures, don't even need to rename them, but you have to put them in the kits/*your faction*/textures

This is because of the way that PR loads factions. Only the kits folder for the current faction is loaded, thus when BF2 calls objects/kits/ger/textures/ger_kits_c it isn't loaded, and you get the error.


At least, that's how I understand the error is generated, if a DEV or CON pops in here and contradicts me its probably because they're better at this than I am ;)

Re: [Help] Something wrong in /objects/kits

Posted: 2010-11-05 23:40
by temexter
Superrrb. Ty BloodBane611. Kits work.

e: new question moved to new thread... https://www.realitymod.com/forum/f388-p ... -menu.html

Re: [Help] Something wrong in /objects/kits

Posted: 2010-11-06 08:29
by splatters
Sweet, that'll come in handy for me too :)

Thanks

Re: [Help] Something wrong in /objects/kits

Posted: 2010-11-07 22:44
by temexter
Anyone? I'm loosing my head :twisted:

e: feel free to have a peek at source code: https://svn.kapsi.fi/fdfpr/

Re: [Help] Something wrong in /objects/kits

Posted: 2010-11-08 15:29
by J.F.Leusch69
you have fi_soldiers in the init, but they are not created yet

Re: [Help] Something wrong in /objects/kits

Posted: 2010-11-08 15:51
by AncientMan
Not only that, but you do not have a serverarchives.con file mounting factions_init.zip (at least none that I can see in the root mod folder, mods/pr_fi/serverarchives.con). Having no soldiers will show the kits, it will just not allow you to spawn. Having no mounted faction_init.zip will mean no kits, which gives this error :) .

Re: [Help] Something wrong in /objects/kits

Posted: 2010-11-09 13:16
by temexter
[R-DEV]J.F.Leusch69 wrote:you have fi_soldiers in the init, but they are not created yet
That's true.

Anyroad, i replaced soldiers with placeholders (pr_cf_soldier*):
faction_init.con:

Code: Select all

elseIf v_arg2 == "fi"
    gameLogic.setTeamName v_arg1 "FI"
    gameLogic.setTeamLanguage v_arg1 "English"
    gameLogic.setTeamFlag v_arg1 "flag_fi"
    gameLogic.setKit v_arg1 0 "fi_officer" "pr_cf_soldier5"
    gameLogic.setKit v_arg1 1 "fi_officer_alt" "pr_cf_soldier4"
    gameLogic.setKit v_arg1 2 "fi_rifleman" "pr_cf_soldier2"
    gameLogic.setKit v_arg1 3 "fi_rifleman_alt" "pr_cf_soldier1"
    gameLogic.setKit v_arg1 4 "fi_specialist" "pr_cf_soldier1"
    gameLogic.setKit v_arg1 5 "fi_medic" "pr_cf_soldier3"
    gameLogic.setKit v_arg1 6 "fi_support" "pr_cf_soldier6"
    run spawners/spawners_fi.con
That didn't affect HUD in any way. Btw, atm i'm happy with placeholders (if it's possible to use them) 'cause textures are in the making so i don't see it fruitful to play with copied soldier folders.
[R-DEV]AncientMan wrote:Having no soldiers will show the kits, it will just not allow you to spawn.
Ty AncientMan, that's seems to be the case. So the bug causing kits not to show in HUD menu must be elsewhere.
[R-DEV]AncientMan wrote:Having no mounted faction_init.zip will mean no kits, which gives this error :) .

Not only that, but you do not have a serverarchives.con file mounting factions_init.zip (at least none that I can see in the root mod folder, mods/pr_fi/serverarchives.con).
That's obviously true. Sorry to disappoint you, but the serverarchives.con and clientarchives.con (as well as all pristine .957 files) are present in mods root.

They just are not in repository because they are not changed (against .957)

As i see it: it's handy to put only changed files to repo to make it easier to see the changes and to make repo "cleaner" and file count minimal. One's working dir needs anyway to be "initiated" with all .957 files (as well as unpacked objects for build scripts) for local and build procedures to work and as i see it's not wise to put them all in repo but instead only changed files (and of cource excluding unwanted files and filetypes).

If wiser people than me see that somehow unsound, pls feel free to contribute :)

Re: [Help] Something wrong in /objects/kits

Posted: 2010-11-09 13:35
by AncientMan
v0.957 ServerArchives.con is definitely different to v0.917.

Make sure

Code: Select all

fileManager.mountArchive faction_inits.zip Factions
is in it. It is not in v0.917's.

v0.917's faction setup is pretty different to v0.957's as you're well aware. I'd probably just start from scratch at setting up your faction on v0.957 files, instead of doing weird merging v0.917 and 0.957 files, as that can only end up in conflicts.

Anyway though, you will know it is not the serverarchives.con file that's the problem if:

Code: Select all

run ../../Factions/faction_init.con 1 "ru"
run ../../Factions/faction_init.con 2 "us"
in the map init.con works. If that does work, there's a problem elsewhere, but I can't seem to see it. The serverarchives.con thing is the only potential problem I see :| . That is provided you've got your kits_server.zip file being properly mounted, and the fi folder with all the kit cons are in there, but I trust you've got that happening fine...

Re: [Help] Something wrong in /objects/kits

Posted: 2010-11-09 14:23
by temexter
temexter wrote:Superrrb. Ty BloodBane611. Kits work.
So strange. I did it once with success, now i get error the same error:

Image

Code: Select all

// FILE: C:\Gamez\bf2\mods\pr_edit\objects\kits-zip\fi\meshes\fi_kits.skinnedmesh
//

geom0
 lod0

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod2

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

geom1
 lod0

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod2

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

geom2
 lod0

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod2

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

geom3
 lod0

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod2

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

geom4
 lod0

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod2

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

geom5
 lod0

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod2

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

geom6
 lod0

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod2

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

geom7
 lod0

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod2

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

geom8
 lod0

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod2

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

geom9
 lod0

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: SkinnedMesh.fx
  Technique: main_tangent
  Type: 0
   Texture: /objects/kits/fi/textures/fi_kits_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

geom10
 lod0

  Shader: SkinnedMesh.fx
  Technique: drop_tangent
  Type: 0
   Texture: /objects/weapons/handheld/meclmg_mg3elcan/textures/mg3_c.dds
   Texture: Common\Textures\SpecularLUT_pow36.dds

 lod1

  Shader: SkinnedMesh.fx
  Technique: drop_tangent
  Type: 0
   Texture: /objects/weapons/handheld/meclmg_mg3elcan/textures/mg3_c.dds
   Texture: Common\Textures/SpecularLUT_pow36_os.dds
e: added pic:
Image

Maybe a little break or sleep and some irl activitity would refresh my eyes (and brains) :confused:

Re: [Help] Something wrong in /objects/kits

Posted: 2010-11-09 14:51
by temexter
[R-DEV]AncientMan wrote:v0.957 ServerArchives.con is definitely different to v0.917.
Oh, sorry AncientMan. I mistyped, of cource i am making build on pristine .957 files.
[R-DEV]AncientMan wrote:v0.917's faction setup is pretty different to v0.957's as you're well aware. I'd probably just start from scratch at setting up your faction on v0.957 files, instead of doing weird merging v0.917 and 0.957 files, as that can only end up in conflicts.
Yes i'm aware of that. I'm indeed starting from scratch and modding step-by-step ;) Regardless of the fact i already made this once with .91.
Moreover i think this way one learns more of how everything works and dependencies etc
[R-DEV]AncientMan wrote:If that does work, there's a problem elsewhere, but I can't seem to see it. The serverarchives.con thing is the only potential problem I see :| . That is provided you've got your kits_server.zip file being properly mounted, and the fi folder with all the kit cons are in there, but I trust you've got that happening fine...
Atm i don't have fi in kits because of the strange situation with meshes and shaderwrapper.exe.
e: Previeous message in this thread.