Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Oceans14

#1
SWBF2 Modding / Re: Republic side not accepting mods
April 12, 2015, 08:43:55 AM
Quote from: Oceans14 on April 12, 2015, 08:20:59 AM
I don't think it's a problem with the odfs.  The changes I made to those are appearing in the game.  The changes were to the mesh for each unit.  Here is the ep3 rifleman odf which is unedited.

[GameObjectClass]
ClassParent         = "rep_inf_default_rifleman"

[Properties]
GeometryName        = "rep_inf_ep3trooper"
GeometryLowRes      = "rep_inf_ep3trooper_low1"
FirstPerson         = "REP\reptroop;rep_1st_trooper"

The mesh is named rep_inf_ep3trooper as it should be, as is the tga, .option, and low res.  Any chance this could have something to do with the .req files?


EDIT: aaaaand it is fixed.  I remunged and cleaned a few times in a row and renamed some skins I wasn't using... I have no idea what was going on there.  Sorry to keep this thread alive for so long, it seems these problems are easily solved if one keeps carefully tweaking. 
#2
SWBF2 Modding / Re: Republic side not accepting mods
April 12, 2015, 08:20:59 AM
I don't think it's a problem with the odfs.  The changes I made to those are appearing in the game.  The changes were to the mesh for each unit.  Here is the ep3 rifleman odf which is unedited.

[GameObjectClass]
ClassParent         = "rep_inf_default_rifleman"

[Properties]
GeometryName        = "rep_inf_ep3trooper"
GeometryLowRes      = "rep_inf_ep3trooper_low1"
FirstPerson         = "REP\reptroop;rep_1st_trooper"

The mesh is named rep_inf_ep3trooper as it should be, as is the tga, .option, and low res.  Any chance this could have something to do with the .req files? 
#3
SWBF2 Modding / Re: Republic side not accepting mods
April 11, 2015, 02:03:56 PM
Hmm, its happening again.  Modified the mesh and skin for all troopers, but the game still shows them as the stock sides.  I don't know how its drawing them though because the meshes are literally different (confirmed by mesh viewer).  No errors after munging... Suggestions? 

Thank you.
#4
SWBF2 Modding / Re: Republic side not accepting mods
April 09, 2015, 12:25:02 PM
No, I gave the stock rifleman (regular clone trooper with the DC15) the sniper rifle but he spawns with the award rifle regardless.  BUT... I haven't cleaned, which I hadn't thought of.  It may help.

Edit: No change.  I didn't realize this before but the engineer unit isn't showing up ingame anymore... Odd.  All I did was remove the award shotgun from his odf.  I'm thinking it would be prudent to delete the whole mod folder and give it a fresh start. 





Okay, fixed it.  What I had done is changed the animation for the commando pistol (the short little handgun one) to "rifle", because I was trying to make a DC-15 carbine.  Turns out its the generic pistol that can be held as a rifle, not the commando pistol, because the barrel is so short... Pretty sure I just freaked out the game by asking it to draw  and animate something it couldn't. 


Also, this time around I commented out the award weapons in the odf instead of removing the line altogether.  I should've known better  :slap:


I still don't understand how the loadout defaulted back to award weapons... maybe when the game noticed an error in the dc side it switched back to the stock side.  But that doesn't explain why the engineer disappeared... Lol, needless to say I hosed that side pretty good. 
#5
SWBF2 Modding / Republic side not accepting mods
April 09, 2015, 10:14:08 AM
I seem to be having an interesting problem, something that I suspect has to do with the fact that the republic side has odfs for default, ep2, and ep3 troopers. 

Anyway, I am modding the stock republic side (those are the ep3 clones).  What I don't understand is that when I tweak the odf (for either the default or ep3) and try to change the weapon loadout, I see no change in the game.  I saved the odf, munged, added the dc: into the lua script. 

For example, I gave the rifleman the sniper rifle.  He spawns in with the award rifle, so I simply removed the award rifle option from the odf.  Oddly, he still has the award rifle.  Apparently there is a line of code that I can't find that functions to override every other weapon and replace it with its award counterpart. 

Anybody have thoughts on this?  I realize my explanation is pretty convoluted; I'll be happy to clarify anything. 

Thank you!
#6
Welcome Center / Re: Hi everybody
April 09, 2015, 08:56:38 AM
I certainly will, thank you!
#7
Welcome Center / Re: Hi everybody
April 09, 2015, 08:04:33 AM
I haven't yet.  My friend got me into battlefront 2 so that's what I learned the game on.  I'll have to pick up a copy of bf1 and give it a shot one of these days.  If the galaxy needs me, I shall answer the call  :tu:
#8
Welcome Center / Hi everybody
April 09, 2015, 07:20:27 AM
Hey folks, I'm new.  Been playing SWBF2 for a while and just started modding a little here and there.  I'm pleasantly surprised to see so much recent activity on this site considering how old the SWBF games are at this point, but I guess that's a tribute to how awesome they are! 

I found this site while poking around the internet trying to learn more about how to mod, since the Mod Tools documentation can be pretty dry at times. 

Anyway, I'm glad to be a member!  Everyone have a great day!