Sereja's Hoth: Echo Base

Started by Sereja, January 08, 2013, 03:27:38 AM

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Quote from: -RepublicCommando- on January 24, 2013, 03:14:52 PM
same way the droideka has a dust path on other planets, I think.

No.  It is a custom decal.
Quote from: Abraham Lincoln. on November 04, 1971, 12:34:40 PM
Don't believe everything you read on the internet

Quote from: -RepublicCommando- on January 24, 2013, 03:14:52 PM
same way the droideka has a dust path on other planets, I think.
Not at all! :P
This effect, named "decal", and I never sow it, on any mod or stock maps, or even never found tutorial about this. So, it is posible, my personal discovery :cheer:. Probably, creators, made it for SWBF1, but keep it, only for SWBF2...
So, here the small tutorial about this:

Making Decal.

1. First, go to SWBF2 assets, and find decal file, named hot1_decals.fx, in next directory:
C:\BF2_ModTools\assets\worlds\HOT\effects
Rename it to your ModID, like 027_decals.fx, and put it, in your Worlds Effects folder.
2. In same directory, you may found lot's of tga footprint and explosion samples, so copy them to your effects, or create your own. Do not forget to edit alpha channel.
3. Open your world ModID.REQ file, and add the name of your decal file, exactly in next lines:
[spoiler]ucft
{
    REQN
    {
        "config"
    }

    REQN
    {
        "class"
    }

    REQN
    {
        "texture"
        "027_map"
    }


    REQN
    {
        "texture"
        "platform=pc"

    }

    REQN
    {
        "path"
        "027"
    }
    REQN
    {
        "congraph"
        "027"
    }
    REQN
    {
        "envfx"
        "027"
        "027_decals"
    }
    REQN
    {
        "world"
        "027"
    }
    REQN
    {
        "prop"
        "027"
    }
    REQN
    {
        "boundary"
        "027"
    }
    REQN
    {
        "config"
        "flyerspray"
        "walkerstomp"
        "walkerstomp_sm"
        "hailfire_wake"
        "dustwake"
        "bigwalkerstomp"
    }

}

[/spoiler]
4. Edit your decal file, and put in there all needed names of your footprint and explosion scourch tga. Here the sample of it:
[spoiler]XBOX()
{
   Decal("decal_explosion")
   {
      Texture("decal_explosion_scorch");
      BumpTexture("decal_explosion_crack_bump");
      Lifetime(60.0);
      FadeInTime(1.0);
      FadeOutTime(6.0);
      MaxDecals(50);
      Color(255,255,255,255);
   }
}

PC()
{
   Decal("decal_explosion")
   {
      Texture("decal_explosion_scorch");
      BumpTexture("decal_explosion_crack_bump");
      Lifetime(60.0);
      FadeInTime(1.0);
      FadeOutTime(6.0);
      MaxDecals(50);
      Color(255,255,255,255);
   }


   Decal("decal_blast_explosion")
   {
      Texture("decal_blast_explosion_scorch");
      Lifetime(10.0);
      FadeInTime(1.0);
      FadeOutTime(6.0);
      MaxDecals(50);
      Color(255,255,255,255);
   }


   Decal("decal_missile_explosion")
   {
      Texture("decal_missile_explosion_scorch");
      Lifetime(10.0);
      FadeInTime(1.0);
      FadeOutTime(6.0);
      MaxDecals(50);
      Color(255,255,255,255);
   }



   Decal("decal_atxt_footprint")
   {
      BumpTexture("atxt_footprint_bump");
      Lifetime(10.0);
      FadeInTime(0.0);
      FadeOutTime(6.0);
      MaxDecals(50);
      Color(255,255,255,255);
   }

   Decal("decal_atrt_footprint")
   {
      BumpTexture("atrt_footprint_bump");
      Lifetime(10.0);
      FadeInTime(0.0);
      FadeOutTime(6.0);
      MaxDecals(50);
      Color(255,255,255,255);
   }

   Decal("decal_atte_footprint")
   {
      BumpTexture("atte_footprint_bump");
      Lifetime(10.0);
      FadeInTime(0.0);
      FadeOutTime(6.0);
      MaxDecals(50);
      Color(255,255,255,255);
   }

   Decal("decal_atat_footprint")
   {
      BumpTexture("atat_footprint2_bump");
      Lifetime(10.0);
      FadeInTime(0.0);
      FadeOutTime(6.0);
      MaxDecals(50);
      Color(255,255,255,255);
   }

   Decal("decal_atst_footprint")
   {
      BumpTexture("atst_footprint_bump");
      Lifetime(10.0);
      FadeInTime(0.0);
      FadeOutTime(6.0);
      MaxDecals(50);
      Color(255,255,255,255);
   }

   Decal("decal_spider_footprint")
   {
      BumpTexture("spider_footprint_bump");
      Lifetime(10.0);
      FadeInTime(0.0);
      FadeOutTime(6.0);
      MaxDecals(50);
      Color(255,255,255,255);
   }

   Decal("decal_dwarfspider_footprint")
   {
      BumpTexture("dwarfspider_footprint_bump");
      Lifetime(10.0);
      FadeInTime(0.0);
      FadeOutTime(6.0);
      MaxDecals(50);
      Color(255,255,255,255);
   }
   Decal("decal_soldier_footprint")
   {
      BumpTexture("soldier_footprint_bump");
      Lifetime(8.0);
      FadeInTime(0.0);
      FadeOutTime(2.0);
      MaxDecals(500);
      Color(255,255,255,255);
   }
   
   Decal("decal_tauntaun_footprint")
   {
      BumpTexture("beast_footprint_bump");
      Lifetime(10.0);
      FadeInTime(0.0);
      FadeOutTime(6.0);
      MaxDecals(100);
      Color(255,255,255,255);
   }
}

[/spoiler]
5. Now, you should edit odf, and the lines are different, for different tipe of units.
Soldiers:
probably, it is imposible to add different footprints, for different tipe of soldiers, so, humans, droids and wookie use the same boots :D.
Walkers:
You can add the name, and edit footprint size, by this lines:
StompDecal          = "decal_atte_footprint"
StompDecalSize = "1.1"

Explosion:
You can add the name of decal, by this line:
Decal = "decal_explosion"
But the size, of explosion decal, connected, with explosion damage:
Damage = "40.0"
DamageRadius = "30.0"

That's it! :)
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:


Oh, shame, I did not see this before...
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

In newer maps like this the sides are updated from the ones that you made from your awesome BFsides mods. Perhaps we will see an updated sides mod from you in the future? By the way this is just awesome! I love how well the clone wars sides fit in here and everything from vehicles to the custom classes work great!
Battfront Stuff if your interested.
http://www.youtube.com/user/411Remnant

Thank's :)!
By made those conversions, I am training my modding skills. Also, I may just copy and paste, already maded sides, in to the new, more serious maps.
Unfortunately "side mod", is very limited, in case of different skins/models.
For example, I can't made "snow clones", for snow maps only, urban rebels for Yavin IV, etc.
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Quote from: Sereja on January 28, 2013, 10:08:35 AM
Unfortunately "side mod", is very limited, in case of different skins/models.
For example, I can't made "snow clones", for snow maps only, urban rebels for Yavin IV, etc.
Actually I think you can do that. The Main Play mod has different units for different maps...

Hmm... Those Mod, probably somehow, automaticaly edit SWBF mission.lvl, or something else...
Beauty is, the way to perfection.

Glory to Ukraine!  :mf:

Yes they did come with a mission.lvl. Why don't you do a mod like Sleepkillers Unleashed mod, where you can inlcude custom sides and maps!


How to add 5th weapon slot.Please sereja make a tutorial for this too.Please please!  :wub:  :XD:

Quote from: Ginev on July 25, 2013, 11:19:42 PM
How to add 5th weapon slot.Please sereja make a tutorial for this too.Please please!  :wub:  :XD:
sleepkiller already did its here
http://www.swbfgamers.com/index.php?topic=4741