Entity base class "" not found.

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Glitch25
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Entity base class "" not found.

Post by Glitch25 »

This is probably very trivial, but can anyone explain this error? I'm assuming it has something to do with the odf files.

Message Severity: 3
.\source\Entity.cpp(121)
Entity base class "" not found
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Re: Entity base class "" not found.

Post by kinetosimpetus »

I think that means a class couldn't find its ClassParent
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Re: Entity base class "" not found.

Post by Glitch25 »

These are BF1 sides. None of the units odf's use class parents.
Hidden/Spoiler:
[code][GameObjectClass]

ClassLabel = "soldier"
GeometryName = "cis_inf_bdroid.msh"


[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

ExplosionName = "com_inf_droid_exp"
Label = "Battle Droid Infantry"
UnitType = "trooper"
IconTexture = "cis_bdroid_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "cis_inf_bdroid"
GeometryLowRes = "cis_inf_bdroid_low1"
SkeletonName = "cis_inf_bdroid"
SkeletonLowRes = "cis_inf_bdroid_lowres"
FirstPerson = "CIS\cisbdrd;cis_1st_ndroid"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "all_inf_snowtrooper"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"


HealthType = "droid"
MaxHealth = 300.0

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "cis_weap_inf_rifle"
WeaponAmmo1 = 5
WeaponName2 = "cis_weap_inf_pistol"
WeaponAmmo2 = 0
WeaponName3 = "cis_weap_inf_thermaldetonator"
WeaponAmmo3 = 3
WeaponChannel3 = 1
WeaponName4 = "cis_weap_inf_crackgrenade"
WeaponAmmo4 = 2
WeaponChannel4 = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.07
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0

ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "chunksmoke"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

HurtSound = "cis_inf_com_chatter_wound"
DeathSound = "droid_death"
AcquiredTargetSound = "cis_inf_com_chatter_acquired"
HidingSound = "cis_inf_com_chatter_hide"
ApproachingTargetSound = "cis_inf_com_chatter_approach"
FleeSound = "cis_inf_com_chatter_flee"
PreparingForDamageSound = "cis_inf_com_chatter_predamage"
HeardEnemySound = "cis_inf_com_chatter_heard"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "cis_inf_droid"

// squad command VO
SCFieldMoveOutSound = "cis_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "cis_inf_com_chatter_tac_hold"
SCFieldFollowSound = "cis_inf_com_chatter_tac_follow"
SCDriverGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "cis_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "cis_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "cis_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "cis_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "cis_inf_com_chatter_tac_yes"
SCResponseNosirSound = "cis_inf_com_chatter_tac_no"

// AI Squad Command VO
AISCFieldMoveOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_cis_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_cis_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_cis_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_cis_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_cis_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_cis_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_cis_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_cis_inf_com_chatter_tac_no"[/code]
Edit 1: Then again I did setup a secondary skin file for all of them. Maybe I screwed up somewhere.
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "cis_inf_battledroid"


[Properties]
GeometryName = "cis_inf_bdroid"
GeometryLowRes = "cis_gb1_bdroid_low1"
SkeletonName = "bdroid"
SkeletonLowRes = "bdroidlz"

FirstPerson = "CIS\cisbdrd;cis_1st_gdroid"

OverrideTexture = "cis_inf_battledgeo1"
[/code]
Edit 2: Yep, that did it. BF1 doesn't use classparents. :funny2:
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giftheck
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Re: Entity base class "" not found.

Post by giftheck »

It might be down to the munger. I've seen BF2 sides moved into BF1 in the past prior to the release of the BF2 mod tools and they worked somewhat.
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Re: Entity base class "" not found.

Post by Marth8880 »

ClassParents don't work in SWBF1, from what I know. Rather, they aren't even a feature. Another reason why I don't mod the game.
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Glitch25
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Re: Entity base class "" not found.

Post by Glitch25 »

It's very limited mod wise. I added all the information necessary for the odf's and it worked.
The SWBFII mod tools are sooo much nicer. :?
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giftheck
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Re: Entity base class "" not found.

Post by giftheck »

Marth8880 wrote:ClassParents don't work in SWBF1, from what I know. Rather, they aren't even a feature. Another reason why I don't mod the game.
As far as I know, nobody has actually tried the ODFMunge from BF2 with the BF1 mod tools. There's probably code to parse ClassParent behaviour in the BF2 ODFMunge application but not in the BF1 ODFMunge.
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Re: Entity base class "" not found.

Post by Loopy53 »

I agree that the bf1 mod tools are limited. SWBF2 has much more possibilities and potential. The bf1 tools are mostly used to munge sound. Luckily my bf2 sound munge works just fine though with the edited .bats.


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almost comma spliced. :lol:
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Re: Entity base class "" not found.

Post by THEWULFMAN »

ggctuk wrote:
Marth8880 wrote:ClassParents don't work in SWBF1, from what I know. Rather, they aren't even a feature. Another reason why I don't mod the game.
As far as I know, nobody has actually tried the ODFMunge from BF2 with the BF1 mod tools. There's probably code to parse ClassParent behaviour in the BF2 ODFMunge application but not in the BF1 ODFMunge.
The engine got several significant upgrades between SWBF and SWBF2(Lua, ODF, materials). So it wouldn't know what to do with ClassParent codes if it smacked them upside the head with 'em.
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Re: Entity base class "" not found.

Post by giftheck »

THEWULFMAN wrote:
ggctuk wrote:
Marth8880 wrote:ClassParents don't work in SWBF1, from what I know. Rather, they aren't even a feature. Another reason why I don't mod the game.
As far as I know, nobody has actually tried the ODFMunge from BF2 with the BF1 mod tools. There's probably code to parse ClassParent behaviour in the BF2 ODFMunge application but not in the BF1 ODFMunge.
The engine got several significant upgrades between SWBF and SWBF2(Lua, ODF, materials). So it wouldn't know what to do with ClassParent codes if it smacked them upside the head with 'em.
It depends on whether ClassParent is processed by the game, or by the munger. It's entirely possible that the munger 'combines' the properties of the classparent into the child ODFs.
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Re: Entity base class "" not found.

Post by Teancum »

It doesn't. ClassParent does not exist in SWBF1 in any form, and ODFs are still largely just text files after the munge.
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Re: Entity base class "" not found.

Post by giftheck »

Interesting... but now that we're on the subject I can remember a mod for BF1, prior to the release of BF2's mod tools, that ported the BF2 sides over to BF1, and they still worked (to an extent).. I can't seem to find the mod though, but I seem to recall it being hosted on SWBFFiles.
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