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Topics - SW_elite

#1
SWBF2 Modding Tutorials / Tutorial on adding foliage!
October 10, 2010, 07:20:25 PM
Okay, so I've been stuffing arround with foliage for a while now and I've figured out how to add it with help of one of my modding friends. I will be writing a tutorial tomorrow maybe about how to do it and I'll have this post updated shortly. ;)
#2
I really need to know where I can buy this game. I really like it and would like to start playing it on PC. The thing is I just cant seem to find anywhere I can legaly get the game.  Please help. :(
#3
I notice alot of maps with big huge 200mb sides with not much changed.
This should help you reduce that (if you understand it)

IF YOUR JUST EDITING SKINS (no odfs)

You going to make a 'skin side'. Make a new side and name it. In my example Im makeing 212nd legion skins, so ill call it "212nd". THen make a MSH and REQ folder in your side. In the msh folder, put all the skins you edited.

Next go to the REQ folder and make a new text file for each skin you edited. For example, if i edited the rep_inf_ep3trooper.tga id make a notepad file called "212_inf_ep3trooper" (it doesnt matter what you call it though). No open up the newly made file, and add the below.
Code:
ucft
{
      REQN
    {
     "texture"
     "skin name.tga"
    }
}

You might notice a snins req is different from a unit req
Another example is the clone sniper, which needs to parts in his req because he has 2 texures.
Code:
ucft
{
      REQN
    {
     "texture"
     "rep_inf_ep3sniper"
    }
       REQN
    {
     "texture"
     "rep_inf_ep3sniper_cape"
    }
}


Do this for each skin you edited.
Next open up the SIDE req file, in my case its called 212nd.req.
In it, add the names of all your req files. My req would look like this-
Code:
ucft
{
    REQN
    {
        "lvl"   
        "212_inf_ep3armoredpilot"
        "212_inf_ep3trooper"
        "212_inf_ep3_jettrooper"
        "212_inf_ep3_officer"       
        "212_inf_ep3_sniper"       
    }
}


Basically you've just made a 'skin' side. Lastly, to over-wright the shipped skins just load your skins in your maps LUA, just like you would units. But make sure you load the skins after all the other sides, or nothing is changed.
This is what is in my LUA.
Code:
   ReadDataFile("SIDE\\212nd.lvl",
                            "212_inf_ep3armoredpilot",
                            "212_inf_ep3_sniper",
                            "212_inf_ep3_officer",
                            "212_inf_ep3_jettrooper",
                            "212_inf_ep3trooper")





IF YOUR JUST EDITING ODFs

This was pointed out by another member. Basically you edit the shipped sides just as you normally would. After you do, add this line to any edited odf under [GameObjectClass]
Quote:
ClassParent = "name"


"name" being the original ODF. So if I edited the jet trooper ODF id put
Code:
ClassParent         = "rep_inf_ep3_jettrooper"

Just a note though, the edited ODFs name should be one other then the ClassParent = name. You can do this for weapons and vehicles too (unless im mistaken). Basically this gets rid of the need for msh's and tga's because the unit will get them from the class parent.
Then in your LUA load your side AND the side containing the Parent ODFs.

SO if i edited the jettrooper with this technique this is what LUA would look like.
Code:
    ReadDataFile("SIDE\\REP.lvl",
              "rep_inf_ep3_jettrooper")
    ReadDataFile("dc:SIDE\\REP.lvl",
              "new_inf_ep3_jettrooper")


A HINT on 1st person

In your custom sides you only need FPM of the weapons, unit and vehicle FPM is included the game data so you can delete it from your side.


Tutorial from GT. Originally by Syth. http://www.gametoast.com/forums/viewtopic.php?f=27&t=9593
#4
Ok for the purpose of this tutorial, I will assume you have a functioning map in SWBF2 already. If not, then get cracking.
Now some of you may want to just edit a shipped side, but in this tut I’ll be teaching how to make a completely new one. It works pretty much the same way, except with a shipped side, your doing a lot more little patch work. Making small additions to get stuff working, but if you know the whole process, then you’ll know all the little things that are needed.
And… uhm Its just the way I’m doing so thar.

First decide what you want your side to be called, traditionally, they are something with only 3 characters, like ALL, IMP, or CIS, but this doesn’t have to be, you can name your side anything, I know of no limits.
So lets say, your making this for a super duper stormie trooper, you could name you side SDST... I suddenly find that anacronim annoying, so I won’t use it, the example side name will be: PMS >.> What?

Ok, so make a folder in Data_ABC/Sides, and name it PMS (IE whatever your side name is)
And then inside it, make a: effects, odf, msh, req, and MUNGED folders
(note that the MUNGED folder doesn’t need to be in caps, it just typically is.)
So it now looks like this:



Now go get the assets for your unit.
(make sure you only copy the original assets, and not modify them.)
This means get the all the TGAs, MSHs, weapon ODFs, and the unit’s ODF, that you want/need.

All MSHs and TGAs go in your sides msh folder, ODFs in the odf folder, etc.

If the unit you are changing is a Jedi, look in his sides MUNGED folder, and find grab all the files with his name on it, there should be one .anims, one .zaabin, and one .zafbin, move these into your sides MUNGED folder

Lets take another trip to the assets.
Go to Assets/Sides, and copy the common side to your Data_ABC/Sides.
If the tur side is in your Data_ABC/Sides, you can delete that, unless you plan on having turrets in your map at some point.

Ok, now to make the .reqs which stands for Required Files, every unit, vehicle, or hero (and even a few other things) in a side needs one, and then, the side itself needs one.
They are text files, and really easy to set up.

Ok first your unit(s) req.
Go into your side’s req folder, and make a text file, you should name it whatever then name of your unit is. So if your unit is called pms_inf_supr_tropr You should call the req file pms_inf_supr_tropr.req. Now its handy to look at a shipped .req, so you go do that, I’ll wait.






Done? Its really quite simple.
I suggest you just copy the text out of a shipped req, and paste it into your own and change the text about the unit. If you don’t understand, then you didn’t look.



That is a unit req, just copy it, and change the unit name to yours, req names must match that of the unit’s odf.
Save your new .req file, and that’s done.
Hit back, and go to your sides main directory, you remember, this place:



And make another text file, this will be the side’s req, give it the same name as your side, so it would be (in my example) pms.req.
Again, let’s look at a shipped side req.
Here is the imperial one:



Cluttered looking isn’t it?
Basically, it just lists all the units, vehicles, and heroes etc
So copy one of the shipped side reqs into yours, and delete all the little units and such in quotes Except The “lvl” thing at the top of the list, then add your unit in so it looks like this:



And save it.
Your side should now be a bit more something like this:



Just 2 things left

Go to Data_ABC/_BUILD/Sides and make a new folder for your side, this is where, the half munged side bits will go on their glorious metamorphosis into a .lvl file.
(if you don’t know what metamorphosis is, perhaps you’re to young to mod)

So, make a folder named PMS, then go to one of the other side folders in there, Data_ABC/_BUILD/Sides/ALL for example, and find two files called clean.bat and munge.bat, paste a copy of those two .bat files, into Data_ABC/_BUILD/Sides/PMS.

Last step adding your unit to the lua script.

Go to Data_ABC/Common/scripts/ABC there should be a bunch of files here, .lua and .bak.

The baks are just luas with their file extension changed, and are “backups” of the default luas.
You can delete these, I do.

Now you need to find the lua you want. The unit we’re talking about is a soldier, so lets put him in conquest.
Lua names start with your map name ABC then either a c for CW era, or g for GCW era.
And then the mode
con = Conquest
eli = Hero Assault
ctf = Capture the Flag
1flag = 1 Flag Capture the Flag

So lets put him in the GCW era, so find your ABCg_con.lua and open it, it’s a notepad file.

First scroll down and find this part.



This area of the lua loads a unit’s data into the game for use.
Again, we’re just going to kinda copy and paste a shipped bit.
Take the imp section, copy all of it and paste it again, in that section, change the lvl name from imp.lvl to pms.lvl, and put a dc: in front of SIDE, but before the parentheses, this dc: tells the lua that it is loading a custom file.

(if you where editing a shipped side, you would need to add a dc: to it’s load section too.)

And delete all the listed units, except for the top one, and change the name to your unit’s.
And close it off with a )
It should look a bit like this:



Now if you where adding more units, you would have to add comma’s like so:



Ok, now scroll down to the unit line up.
This bit:



Now if you could replace one of the normal unit’s with yours, but I’ll teach you how to add a new one, incase you don’t want to replace anyone, and hurt a trooper's feelings.

Under the SetHeroClass part, add this:

AddUnitClass(IMP, "pms_inf_supr_troopr",1,4)

This will add your unit under the Imperial side’s line up.

So now you’ve got this:



Good? Good.


Now we munge.
Go to: Data_ABC/_Build and click Modtools VisualMunge.exe.
Check the common box, and select your side from the drop down Sides menu.



Munge and go play, you are done.

Sourced from Gametoast. Originally created by Caleb1117. http://www.gametoast.com/forums/viewtopic.php?f=27&t=12729
#5
This is a very usefull tutorial that I found that teaches you basicly everything to start your first map.

Here is a link do download the tutorial seeing as what I just tried didnt work.
http://www.filefront.com/thankyou.php?f=14869671
#6
How to edit a shipped map, the EASY way!

1. Make your three letter map. I will use ABC as an example. I am copying Kamino over in this example. I am being as descriptive as possible so that beginners can understand as well.

2. Got to C:\BF2_ModTools\data_ABC\Worlds\ABC and rename the world1 folder to world2

3. Go to C:\BF2_ModTools\assets\worlds and copy the map you want. I chose Kamino so that’s the folder kam. Now when I copy I am only copying the sub directories. I AM NOT COPYING KAM TOO. only copy "effects", "msh", "MUNGED", "odf", & "world1"

4. Paste those folders to: C:\BF2_ModTools\data_ABC\Worlds\ABC

5. Now swap the world1 and world2 folders names, making the Kamino core world files to be in the world2 directory and my ABC core files in world 1. I’m not sure if this is needed but I did it anyhow.

6. Now go to C:\BF2_ModTools\assets\scripts\kam and copy the script of the corresponding game mode you are creating. I chose conquest galactic civil war. So I copied the contents of KAM1g_con.lua and pasted into C:\BF2_ModTools\data_ABC\Common\scripts\ABC\ABCg_con.lua. Now if you are a pro at lua’s then you might not need to do this step.

7. Here is the easiest and most important part. Now in the lua we just updated in step 6, C:\BF2_ModTools\data_ABC\Common\scripts\ABC\ABCg_con.lua in this example, go to the line where it loads the world. If you copied the script from the assets it will look like this. (its about 3/4 a ways down)

ReadDataFile("kam\\kam1.lvl", "kamino1_conquest")

Change it to:

ReadDataFile("dc:ABC\\kam1.lvl", "kamino1_conquest")

8. Now you can open Zero Editor. Load kamino.wld. Now edit at your pleasure and have fun! The best part is your cp’s are already set, you don’t have to delete your original abc.wld’s cp's because your not loading it at all. Just select the layer of your game type and add add add. Or goto the base layer and delete delete delete.

Sourced from GT. Originally created by someone that I can't see. http://www.gametoast.com/forums/viewtopic.php?f=27&t=8519
#7
SWBF2 Modding Tutorials / Tutorial: Adding a minimap!
October 08, 2010, 02:50:02 AM
This is a quick tutorial that will teach you have to add minimaps to all of your maps.

Step 1: Start by adding a region to your map's base layer. To make aligning the map easier later on, make sure the region is a square and position it so it encapsulates the area your map is going to display.

Step 2: Name this region "mapbounds" and set it's type to "mapbounds".

Step 3: Now for the tough part... You have to draw the map yourself. Open an image editor that can save tga files, and create a square image that is a power of two in size (usually 256x256 or 512x512 pixels). Draw the map, then save it into the same folder as your map's '.wld' file using the name "***_map.tga" (replace the stars with the name of your map). Also, the image must be a 'type 2' tga file, 24bits/pixel, 16 million colours, no compression (Thanks to OGEB1103 for pointing this bit out). If you're not sure how to set these options the easiest thing to do is copy one of the game's original mini-maps, open it, copy-paste your new map over it, save, and then rename the file.

Step 4: It should already be there, but make sure something like this is in your map's '.req' file:


REQN
   {
      "texture"
      "***_map"
   }


If it isn't there, add it manually. (Again, the stars represent the three letter name of your map)

Step 5: Munge the world and that's it.


NOTE!!! To make the map drawing a lot easier try this:
- In ZeroEditor, switch view to "height" mode
- Open the "Camera" menu
- Select "Top-Down view"
- Select "Orthographic view"
- Use the "r" and "t" keys to zoom in/out to see the whole map
- Select "Save screenshot"

Now you can sort of "paint" over this screenshot to get things lined up correctly.

Tutorial from GT. Originally posted by archer01. http://www.gametoast.com/forums/viewtopic.php?f=27&t=6375
#8
Have you ever made one little change on your map, munge and then get all sorts of really weird errors? Then you hit 'clean' in VisualMunge but that doesn't help? Well this tutorial will teach you how to do a manual clean. This is something you should really try hard to remember, because eventually it will save you a lot of trouble.

How to do a manual clean:
----------------------------------------
(replace *** with your 3 letter map ID)

Delete all files in the following folders:
data_***/_BUILD/SIDE/***/MUNGED/PC --do this for each side you've munged
data_***/_BUILD/WORLDS/***/MUNGED/PC

Delete any LVL and REQ files in the following folders
data_***/_BUILD/SIDE/***
data_***/_BUILD/WORLDS/***
data_***/_LVL_PC/SIDE
data_***/_LVL_PC/*** --Your world name

Finally delete your map from
/Star Wars Battlefront II/Gamedata/Addon

That's a manual clean. Try munging again after that.

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

Tutorial by Teancum from GT. Original: http://www.gametoast.com/forums/viewtopic.php?f=27&t=9961
#9
Welcome Center / Hai!
October 05, 2010, 12:14:37 AM
Hi, I signed up for this website yesterday and ít looks pretty sweet. I am not new to modding, so I know a few things. The main reason I came here is because I LOVE modding this game and I just got permenently banned from the last forum I was at (GT ring any bells?). I didn't do anything wrong and I'm not a trouble maker so I won't be any hassle. I also came here because I want to help as many people as I can with modding SWBF2... I think its great and its not that hard to learn. So....

Hai! :happy: