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Messages - Trix

#1
SWBF2 Modding / Re: Issues modding SWBF2 Mission
May 03, 2015, 12:56:09 PM
I thought my last post was a relevant addon to your tutorial, but okay :)
#2
SWBF2 Modding / Re: Issues modding SWBF2 Mission
May 03, 2015, 12:10:14 PM
I finally worked it out!  :D

Before doing the "Finally go to C:\BF2_ModTools\data_LEL\_BUILD and run Modtools VisualMunge.exe", you should edit the addme.lua in the C:\BF2_ModTools\data_LEL\addme folder.

Open the addme.lua, and under where it says:
AddDownloadableContent("LEL","LELg_con",4)
AddDownloadableContent("LEL","LELg_con",4)

Add one for the maps you edited, for example:

AddDownloadableContent("LEL","LELc_con",4)

Now run the ModTools VisualMunge.exe. After it has finished, make sure that the folder has been created in Star Wars Battlefront II\GameData\addon. Load the game up and play (in my example Coruscant Clone Wars), and the changes will be there! :)

Edit By Anyder: Splitted and merged with the other thread
#3
SWBF2 Modding / Re: Issues modding SWBF2 Mission
April 30, 2015, 11:07:41 AM
Ah cool, thanks, so:

Ah right, sweet. So I can do that thanks and now I have the custom modifications working to the vanilla maps. :)
However, unless I replace the side lvls (eg. rep.lvl) in GameData/_LVL_PC, I cannot load custom units because the mission.lvl is not in the mod folder, so putting dc:SIDE\\rep.lvl no longer loads my custom side. Is there a work around for this, or do I have to over-ride the rep.lvl file?
#4
SWBF2 Modding / Re: Issues modding SWBF2 Mission
April 29, 2015, 11:06:11 PM
Where have the comments gone?/Did you get the last one asking if I have to replace the whole rep.lvl file in GameData/data/_LVL_PC, or can I somehow get it to read from the mod folder in addon/ABC?
#5
SWBF2 Modding / Re: Issues modding SWBF2 Mission
April 29, 2015, 10:24:30 PM
Quote from: Anyder on April 29, 2015, 12:41:37 PM
U gotta copy the new one, and overwrite it in the server/client GameData/_LVL_PC folder

Ah right, sweet. So I can do that thanks and now I have the custom modifications working to the vanilla maps. :)
However, unless I replace the side lvls (eg. rep.lvl) in GameData/_LVL_PC, I cannot load custom units because the mission.lvl is not in the mod folder, so putting dc:SIDE\\rep.lvl no longer loads my custom side. Is there a work around for this, or do I have to over-ride the rep.lvl file?

Thanks, Trix
#6
SWBF2 Modding / Re: Issues modding SWBF2 Mission
April 29, 2015, 10:15:58 AM
Quote from: Anyder on April 18, 2015, 01:28:02 PM
Hope this helps u now. Pardon my accent =P



Sorry for very long reply time!
Thank you, so I copy the mission.lvl that is created and shown at the end to Star Wars Battlefront II/GameData/addon/ANY/data/_LVL_PC and replace the mission.lvl there?

Thank you,
Trix

Oh and the accent is fine, don't worry about it! :)
#7
SWBF2 Modding / Re: Issues modding SWBF2 Mission
April 14, 2015, 01:21:22 PM
Haha :)

Oh right, so I am replacing the original file rather than creating a mod as such?

That would be nice if you have the time please.
#8
SWBF2 Modding / Re: Issues modding SWBF2 Mission
April 14, 2015, 12:04:16 PM
Anyder,

Okay, this is what I am doing.
I am going to C:\BF2_ModTools\assets\scripts where there are 22 folders labelled: BES, COR, DAG, DEA, end, FEL, gep, hot, kam, KAS, MUS, MYG, NAB, PC, POL, RHN, SPA, TAN, tat, TEST, UTA and YAV. No folder labelled all maps.
I am then copying all of these folders (BES, COR etc) to C:\BF2_ModTools\data_SOS\Common\scripts. From there I entered C:\BF2_ModTools\data_SOS\Common\scripts\COR\cor1c_con.lua and edited the file to increase the total soldier count for both the Republic and CIS to 250. I then saved cor1c_con.lua and went to C:\BF2_ModTools\data_LEL\Common and opened mission.req (C:\BF2_ModTools\data_LEL\Common\mission.req) where I pasted in your text that is in the guide, and saved this file.
Following that I went to C:\BF2_ModTools\data_LEL\_BUILD\Modtools VisualMunge.exe, and ran visual munge. I then went to my visual munge output folder (for me E:\Program Files (x86)\Steam\SteamApps\common\Star Wars Battlefront II\GameData\addon). This folder contains the munged mission.lvl at E:\Program Files (x86)\Steam\SteamApps\common\Star Wars Battlefront II\GameData\addon\LEL\data\_LVL_PC\mission.lvl.
So I then ran Battlefront II, and the map loaded as normal, but the modification I had made was not applied.
I know that the mission.lvl had updated in the latest munge, because its size had increased by about 1,000 KB after I copied all of the folders (BES, COR etc) into C:\BF2_ModTools\data_SOS\Common\scripts.

Hope this helps solve it,

Regards,
Trix
#9
SWBF2 Modding / Re: Issues modding SWBF2 Mission
April 14, 2015, 11:00:40 AM
Andyer,
Sorry to bother you. I have copied from where you said to where you said, and performed a simple .lua edit for cor1c_con.lua where I made the max troop count 250, rather than the original 150. I then munged together all the files and they are in addon>ABC, where they should be in my game folder, however when I play coruscant conquest, there is still only a maximum of 150 troops, so the .lua edit has not worked yet have done everything to the letter.
Have you any ideas please.
Thank you.
Trix
#10
SWBF2 Modding / Re: Issues modding SWBF2 Mission
April 14, 2015, 08:56:12 AM
Anyder,

Thank you friend! I open assets>scripts and I have no maps folder, they are all just there in assets>scripts. Re-reading, I think this is what you mean but just for clarity. :)
That is fine, mistakes happen but just thought I had better let others know.

So the only file that needs to change is GameData>addon>ABC>data>_LVL_PC>mission.lvl? None of the .lvls in GameData>data>lvl_pc for example, >cor>COR1.lvl.

Thank you,
Trix
#11
SWBF2 Modding / Issues modding SWBF2 Mission
April 13, 2015, 02:05:48 PM
Anyder,

Where you say go into assets and copy folders BES, COR etc, I have folders labelled sides etc, not the map names. Which folder do I take the map name folders from? Scripts?
You then say copy these map folders to the common folder. Is this just in the common folder or inside another folder there, such as scripts?
At the start of your code you have:
`
ucft

The ` needs to be removed for me of it crashes Munge. Is this correct, or is something else wrong as well?
Once it is built and in the addon folder of my Battlefront II install, will it override the default files for the vanilla maps, or do I need to replace the original .lvl files?

Thanks,
Trix