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Messages - Led

#5986
This converts VMRL files to MSH.

There is a large public library of VMRL files, here is a link for some.

http://www.web3d.org/x3d/vrml/objects/oblib.htm
#5988
edit by buckler:  attached zip file to this tutorial


Majin Revan tutorial on adding vehicles.

I successfully used these steps to add vehicles to cloud city.

----------------------------

Here are a couple of things to keep in mind:

-vehicle spawns will only work in the CP control zones (although I thought I got around this once...)
-control zones can be displayed by the Regions option in zeroedit
-be careful when placing vehicle spawns so that they are not in the air--vehicles will drop down to the floor!


--------------------------------
Made by: Majin Revan
Contact: MajinRevan@gmail.com

Description:

This is just a tutorial for beginner mappers on how to add vehicles to thier maps, for SWBF.

Good luck!!



-------------------------


How to Add Vehicles to Your Map for SWBF
Author: Majin Revan
Date Created: February 19th, 2005

This tutorial is for any beginning mapper on how to add vehicles to a map for SWBF. This tutorial will not include how to modify vehicles for your map. Let's get started:
1.   Run BFBuilder (found in the main folder of the mod tools, HTML type application) and create a new project. Name it whatever you would like to name it. Let's use the name Test1 for this tutorial.
2.   When it is done, make sure your mod is loaded in BFBuilder. Click on Edit Test1 and wait for Zeroedit to load. When it loads, if a prompt comes up, hit "I Agree."
3.   Terrain implementation shall not be explained in this tutorial, so please choose Wire under the Terrain View: box on the toolbar. After that, choose Object under the Edit Mode: panel on the toolbar.
4.   Make sure the Action in the Edit Object: panel is set to Place. Browse for com_item_vehicle_spawn.odf in DataTest1\Common\ODFs. Once you find it, select it and place it near the command post that you want it to spawn for.
5.   Choose Select under Action and in the Object Instance panel fill in the correct name of the ControlZone. The name of the ControlZone is the name of the command post that you are setting the vehicle for. To find out that name, select the command post object and find out. If it is CP1, type that into the ControlZone area in the Object Instance panel for your vehicle spawn. Modify the numbers of the other entities if wanted.
6.   If you have your attacking army is set as the Rebel Alliance or the CIS (default set up), enter in the spawn name of the vehicle in the correct box. So, if it is set to default armies, CP1 is set as attacking. If you are adding a vehicle to the CP1 ControlZone, you will need to type in the spawn names for the vehicles in ClassAllATK and ClassCISATK. The spawn names of those vehicles can be found in Assets\Sides\CIS\cis.req or Assets\Sides\ALL\all.req. If you want to spawn an Alliance Combat Speeder, you would type all_hover_combatspeeder in the box under ClassAllATK in the Object Instance panel. Make sure you type in values for what the vehicles are for the opposing teams if the base is captured. If you only want certain armies to have vehicles for a certain base, do not enter the vehicle spawn name of the other armies
7.   Add any other vehicles that you would like to add. All vehicles are added the same way, no exceptions. Make sure that you are typing in the vehicle in the correct Class___ATK or Class___DEF areas. The Galactic Empire and the Galactic Republic are set as defending armies by default. That means that side 2 is for defending and side 1 is for attacking. Hence, CP2 is a defending command post by default. You can change which command post is for what team under the Team area in the Object Edit: panel for a command post. The value of 3 is locals, and the value of 0 is neutral.
8.   Save your map. You must overwrite the file DataTest1\Worlds\Test1\World1\Test1.wld when saving. Exit Zeroedit.
9.   In BFBuilder, choose Edit and choose the GCW Era Mission LUA or the CW Era Mission LUA option accordingly.
10.   If you choose GCW Era Mission LUA, look under the file for the line ReadDataFile("SIDE\\all.lvl",. If you had added the Alliance Combat Speeder to your map, you must type "all_hover_combatspeeder", under "all_inf_basicdesert",. Now, scroll down until you can see the following lines:
--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0)
   -- AddWalkerType(1, 4)
    AddWalkerType(2, 0)
    --SetMemoryPoolSize("EntityHover", 12)
    --SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
--    SetMemoryPoolSize("SoundSpaceRegion", 85)
    SetMemoryPoolSize("EntityMine", 40)
    --SetMemoryPoolSize("Aimer", 200)
--    SetMemoryPoolSize("Obstacle", 725)
    --SetMemoryPoolSize("EntityLight", 150)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:Test1\\Test1.lvl")
    SetDenseEnvironment("false")
    --AddDeathRegion("Sarlac01")
  --  SetMaxFlyHeight(90)
  --  SetMaxPlayerFlyHeight(90)
11.   You must remove the "--" (comment outs) before the SetMemoryPoolSize("EntityHover", 12) line. You may change the number at the end of the line to accommodate for the amount of this type of vehicle in your map. Make sure you uncomment the lines for flying vehicles if you have those in your map. As for large walkers such as the AT-AT and the AT-TE, this area might look a bit like my Naboo: Encounter (Version 2.0)'s GCW Era Mission LUA, here:
--  Level Stats
    ClearWalkers()
    SetMemoryPoolSize("EntityWalker", -4)
    AddWalkerType(0, 0) -- 0 droidekas
    AddWalkerType(2, 4) -- 4 atats with 2 leg pairs each
    AddWalkerType(1, 14)
    SetMemoryPoolSize("CommandWalker", 4)
    SetMemoryPoolSize("WalkerBlendUnit", 200)
    SetMemoryPoolSize("EntityHover", 20)
    SetMemoryPoolSize("EntityFlyer", 20)
    SetMemoryPoolSize("EntityCarrier", 10)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("MountedTurret", 100)
    SetMemoryPoolSize("PowerupItem", 60)
--    SetMemoryPoolSize("SoundSpaceRegion", 85)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 160)
--    SetMemoryPoolSize("Obstacle", 725)
    --SetMemoryPoolSize("EntityLight", 150)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:Nab3\\Nab3.lvl")
    SetDenseEnvironment("false")
    --AddDeathRegion("Sarlac01")
  --  SetMaxFlyHeight(90)
  --  SetMaxPlayerFlyHeight(90)

12.    You would need all of those walker lines. The MTT would use "CommandHover" instead of "CommandWalker" though. If you want to add an MTT to your map, this part of your file for the CW Era might look a bit like my Naboo: Encounter (Version 2.0)'s CW Era Mission LUA, here:
--  Level Stats
    ClearWalkers()
    SetMemoryPoolSize("EntityWalker", -4)
    AddWalkerType(0, 8) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(2, 2) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 4) -- 4 attes with 3 leg pairs each
    AddWalkerType(1, 4)
    SetMemoryPoolSize("WalkerBlendUnit", 200)
    SetMemoryPoolSize("CommandHover", 6)
    SetMemoryPoolSize("CommandWalker", 4)
    SetMemoryPoolSize("EntityHover", 20)
    SetMemoryPoolSize("EntityFlyer", 20)
    SetMemoryPoolSize("EntityCarrier", 10)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("MountedTurret", 100)
--  SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("Aimer", 160)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("dc:Nab3\\Nab3.lvl")
    SetDenseEnvironment("true")
  --AddDeathRegion("Sarlac01")
  --SetMaxFlyHeight(90)
  --SetMaxPlayerFlyHeight(90)

13.   Now, save the files. Choose Clean Test1 and then Munge Test1. When you are all done, copy the folder in BFBuilder\AddOn into the SWBF game add-on folder Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn.

Now that's it! Play the game and test it out! Any added vehicles should spawn. Now you can make maps with many vehicles! You are one step closer to becoming a better mapper. Help others that need help with this as well!

(Note: This tutorial may have resemblances to Saturn_V_SWBF's tutorial thread on Want to add a Vehicle to your map? Here's how.... It is not a copy of his thread, but a more thorough tutorial, released for many to read, in an easy format to read. I did not look at what he had typed and copied any of it, save maybe one directory line. This is completely original. His thread was used to check to see if I had left out anything.)




#5989
How to edit a stock world:

Have the mod tools intalled.
Have BFBuilderPro installed.



Create a world using BFBuilderPro, for example, bes10.

Delete the contents of the newly created World1 folder located here:
C:\LucasArts\BFBuilder\Databes10\Worlds\bes10\world1

Go to the Shipped Worlds folder for the stock map. 
For example, cloud city is Bespin world2 and it is located at
C:\LucasArts\BFBuilder\Assets\Shipped Worlds\Bespin\world2


Copy the contents of this folder to your world1 folder
C:\LucasArts\BFBuilder\Databes10\Worlds\bes10\world1

We also need the folders:
Effects
MSH
munged
ODF
from C:\LucasArts\BFBuilder\Assets\Shipped Worlds\Bespin

copied to
C:\LucasArts\BFBuilder\Databes10\Worlds\bes10



Using the file explorer, select the folder
C:\LucasArts\BFBuilder\Databes10\Worlds\bes10
right click choose properties and uncheck the
"Read Only" attribute.

In this directory:
C:\LucasArts\BFBuilder\Databes10\Worlds\bes10
delete your bes10.req file

Copy the req file for your world to this spot.
copy
C:\LucasArts\BFBuilder\Assets\Shipped Worlds\Bespin\bes2.req
to this location:
C:\LucasArts\BFBuilder\Databes10\Worlds\bes10


rename the bes2.req file in your data directory to your modid:
right click and rename it to bes10.req


When you run zeroeditor in your data directory, it will be able to
load up the stock map.  (Start zero editor in C:\LucasArts\BFBuilder\Databes10, press I agree load the world from  C:\LucasArts\BFBuilder\Databes10\Worlds\bes10\World1\bespon2.wld)


If you want to add vehicles, you must edit the LUA file located at
C:\LucasArts\BFBuilder\Databes10\Common\Scripts\bes10

Detailed instructions on adding vehicle spawns are beyond the scope
of the tutorial.

Side modding can be done in the usual manner.


Thanks to Shap and DanielSon777 for debugging the tutorial!

-Buckler/Led


Edit:

Note that if you need to perform localization on the map, the name used in the localization process will be bespin2 in this example, not the name of the mod id (bes10 in this example).

#5990
Released Maps and Mods / Re: Ledspin 1.0
March 10, 2011, 08:34:49 PM
vehicle spawn locations may need to be adjusted--lemme know what you think!

Buckler
#5991
Released Maps and Mods / Ledspin 1.0
March 10, 2011, 08:16:01 PM
Ledspin 1.0

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=323



This file should be located here: C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn\bes03


Ledspin 1.0

Basic mission script mod and stock map mod made by "{PLA} Led".

This mod uses the stock map Bespin Cloud City modified for vehicle spawns.
CW era gets jedifighter
GCW era get atst





Released on 3/10/2011.




Thanks to Lucasarts/Pandemic for SWBF and the mod tools.
Thanks to the visitors of SWBFgamers.com for keeping SWBF modding alive.
Thanks to BattleBelk for making and releasing his mod tools.
Thanks to the players that are stilling playing this game.


Visit SWBFgamers.com!

#5992
General / Re: SWBF1 Clan Confederation In EA's SWBF
March 10, 2011, 07:44:20 PM
Hey skirata,

I think the idea is like a SWBFgamers "fun night".  For something like that, I don't think that anyone needs to be held to exclusivity.

We already have an ongoing tournament.  After that (maybe during) we can set up a regular mod map night.   As long as we host it by Direct Connection, then we can also involve the Mac players that are still around.  They are good peeps :)



#5993
Dedicated Server No-Download Mods / Board purpose
March 10, 2011, 06:38:07 PM
This forum is for discussion or release of no-download server side mods--which means players can have a modded experience without having to download and install a mod map.

Only certain changes can be made and a download is not required, but they can be fun.

Most of these mods can be played by both PC and Mac players when using the Dedicated Server option for the game.
#5994
Solved, somehow :)

#5995
Public Square / Re: SWBFG Chat?
March 09, 2011, 07:55:33 PM
A short answer is no :)

Jedikiller had a chat type feature set up on MPCgamers, but there really was very little activity, primarily due to the format.  He chose a new host for CM that would allow him to use a better chat feature.

The best we can do is perhaps to make a 'chat forum' where you can post about pretty much anything.  But keep in mind too, that we only have about 50 people per week that visit here, and about 10-15 that visit every day or two.

Perhaps another option would be to make an xfire group and use that conference chat feature there.
#5996
Only select few items are non-downloadble server side moddable.

These things include speed settings in side ODF files, and a few things that you can do in Battlebelks mission tools.  I'm sure there are other that can also be accessed by hex editing.

But otherwise, you would have to get the sides to the players as well as the server.  The easiest way to do this is by releasing a Addon level.

Perhaps we should start a list of what things are server side moddable that don't require a download.
#5997
Quote from: Flo on March 08, 2011, 04:46:03 PM
can you post ip adress

Hi Flo, I think this is PC only.
-buckler
#5998
Hi Flo,

The answer is yes, provided that the proper port forwarding settings are made on your firewall/router.

There is a topic on portforwarding for macs here:
http://www.swbfgamers.com/index.php?topic=51.0


Hope it helps,
Buckler
#5999
Hey Bacarra, lets move this next one from 6 eastern to 8 eastern please.  We have some more that can make a later time :)

Buckler
#6000
Welcome Center / Re: yop all
March 05, 2011, 04:18:39 PM
Welcome Ben. :)

We have been having this tournament for a while.  Get your =LA= friends to join us :)
Usually we play a map every two weeks.

After this tournament, we will have some others, too.