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Battlefield Modding Tutorials BFMODS :: View topic - Trying to copy the Mustang to DC_Final
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Trying to copy the Mustang to DC_Final
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=3627
Page 1 of 1

Author:  dsplzion [ Mon Dec 17, 2007 7:25 pm ]
Post subject:  Trying to copy the Mustang to DC_Final

I'm trying to get the Mustang into DC_Final and I've got most of the files I think.

My problem is that the Geometries file references a mesh called Mustang_hat4_M1 that doesn't seem to exist at all. I'm wondering.... if I don't have that mesh but it's being referenced, will that make my Mustang not show up on the map? Cuz that's exactly what's happening.

Also, in the engine portion of the Physics file there is a reference to MustangEngine.ssc

rem *** MustangEngine ***
ObjectTemplate.create Engine MustangEngine
ObjectTemplate.setNetworkableInfo Mustang_engine_info
ObjectTemplate.loadSoundScript Sounds/MustangEngine.ssc

MustangEngine.ssc exists and I can open it and all the sounds work fine in it and they're contained in my rfa but that line crashes my map on load like this:

Engine\Io\Console.cpp(1769): Debug: Io: CRC32: (run) Physics
BFSoundEngine\SoundScriptParser.cpp(169): Assert: BFSoundEngine: (mapTypeIter != m_preprocessorMap.end()) Map expression: <Engine::Rpm>
Unknown type: Engine

I don't quite get this error... if someone could explain that one, I'd be grateful. I can get the map to run just by removing that reference to that MustangEngine.ssc file but I'm afraid if I ever do get the Mustang to show up that the engine sounds might not work.

Thanks a lot,

dsp

Author:  MR PINK BALLS [ Mon Dec 17, 2007 8:13 pm ]
Post subject:  Re: Trying to copy the Mustang to DC_Final

:neutral: Uhhhh the mustang is already in DCF all you have to do is putt Mustang in whatever spawner you want it in and badabing its ther you dont have to putt any files into DCF to get it in ther ;-)

any vehicle in bf1942 is also included in dc or dcf or any other mod i can think of for bf42 all you have to do is putt vehicle name in the ost in whatever spawner you want it in

Author:  Losnar [ Mon Dec 17, 2007 9:30 pm ]
Post subject:  Re: Trying to copy the Mustang to DC_Final

note: this thread may not contain BFV related material

Author:  MR PINK BALLS [ Mon Dec 17, 2007 11:32 pm ]
Post subject:  Re: Trying to copy the Mustang to DC_Final


Author:  Urglub [ Tue Dec 18, 2007 7:31 am ]
Post subject:  Re: Trying to copy the Mustang to DC_Final

Hey, give him some slack... Or not.
It's his first post. ;-)

Author:  dsplzion [ Wed Jan 16, 2008 12:49 am ]
Post subject:  Re: Trying to copy the Mustang to DC_Final

Ok, yea, turns out I wasn't able to see the mustang in the game because I had a _001.rfa that was overriding... (duh) Can't tell you how many times that's happened. Mustang works fine. Thanks...

Anyway, so new problem... Does anyone out there have the "xpack2.lst" and "xpack2.cfg" files still? I can't seem to find them online anywhere lately. BF mapping seems to be dying.

I know somebody has to have them.

Also, does anyone know how to get the bf1942 client to report it's xyz location to the screen? in console or something? there MUSt be a way to do that... Thanks,

dsp

Author:  Iced Earth [ Wed Jan 16, 2008 12:51 am ]
Post subject:  Re: Trying to copy the Mustang to DC_Final

yeah the console command is console.showstats 1

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