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#301
Quote from: Anyder on August 27, 2015, 10:33:28 AM
U can also add the the modmap SIDE files to the stock folder and not change that lol

Yeah that's what I was doing prior, but didn't want to have people manually add my custom sides to their stock folder in order to play the map.

The suggestion C-A provided seems better in that regard, IMO.
#302
Quote from: Commander Awesome on August 27, 2015, 09:31:23 AM
A mod map can have its own custom sides loaded separately from the stock sides. You just put your side .lvls in <your map's folder>\_lvl_pc\SIDE. Then in your map's mission lua change this:
ReadDataFile("SIDE\***.lvl",
To this:
ReadDataFile("dc:SIDE\***.lvl",

("***" being your custom/modified side(s).)

I've always wondered what the dc part was for. Guess I know now!  :D

Thanks C-A, hope to have those new Royal Guards done very soon  ;)
#303
Alright so here is what I have done...

1. Followed Breakdown's Modding Guide.
2. Created the modded side.
3. Instead of replacing one of the stock LVL's, I instead made a "new" one and added it to the folder with the existing stock sides. (This works fine,) and had the LUA call on this new side. The side works fine, as does the map.

My only question now is, will people who download the map have to download the new side as well and put it with their other LVL files, or will the map work automatically?
#304
Quote from: Led on August 23, 2015, 05:18:23 PM
probably.

Use the package I made and list in that guide.  It has all the updates already applied, plus some other goodies.

I think I may have hit another problem, Led (Sorry!) I downloaded the mod as you said, put it in the Lucasarts Folder, it registers the maps I've already made but it seems the updates aren't applying to the map as a whole. For example, I should have a Side folder located under Data>_lvl_pc, but I don't. I'm totally fine with removing whatever files I have to or creating a new world and pasting what I've already done in there, but is that necessary?

VERY IMPORTANT EDIT: Nevermind, apparently the Munge button located in the DataModID folder doesn't work for me. I just have to munge it in BFBuilder and then it works fine.
#305
Okay it seems I've hit a it of a roadblock. I'm following Breakdown's Modding Guide and I've pretty much followed everything to the letter, but it seems a couple of the steps included in his guide are things that I don't have.

For example, the way he describes what BFBuilder looks like once you create a new world is different then what I get. I think I may not have the right version of BFBuilder? I downloaded mine off of FileFront before the networked sites got shut down. Is this the likely problem?
#306
Thanks Led, always appreciated  :cheers:
#307
Thanks guys you are awesome  :cheer:

Hopefully now I will be better able to edit those Royal Guards as C-A requested  ;)
#308
Okay so just so I'm getting something clear here...I can edit the ODF's in BFbuilder's assets and effectively create new units? (new weapons, meshs, etc.)

Or just build a new unit from scratch using other unit ODF's as a template and add it to that side's REQ file? Sorry if I sound like a complete idiot here; this is totally new to me  :wacko:
#309
The title pretty much says it all. I'm interested in making a new side using existing/stock assets. I went through the Swbf1 Mod Tuts forum and didn't see exactly what I'm looking, so now I come to ask for your knowledge. I have absolutely no idea where to begin with this, so any help or information is greatly appreciated. Thanks!
#310
Released Maps and Mods / Re: Naboo: Province
August 21, 2015, 10:32:56 AM
Quote from: -RepubliqueCmdr- on August 21, 2015, 10:26:27 AM
I was able to "Run as Administrator" and get it to have permission to save files to the gamedata/screenshots/ folder.

Also, I think the folder Led refers to is:
C:\Users\USERNAME\AppData\Local\VirtualStore\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\ScreenShots


It is safe to delete the LucasArts folder from the VirtualStore, as it just causes issues saving profiles and uninstalling mods.

Yep that's the file location, which I was able to eventually find! Ty everyone for all the help it's greatly appreciated.
#311
Released Maps and Mods / Re: Naboo: Province
August 21, 2015, 10:29:30 AM
Quote from: Commander Awesome on August 21, 2015, 10:16:30 AM
http://www.gimp.org/Go to control panel -> folder options. In the 'view' tab, check "show hidden files and folders", then click ok and all hidden files and folders will be visible. (At least that's how you do it in Windows XP, IDK if they changed it in 8.)

Now onto the map itself. I agree with Phobos that it's reminiscent of Naboo: Prototype. I love the mixture of urban and natural environments, the map is quite beautiful visually. The gameplay was solid and seems pretty balanced. Another plus is the it doesn't have all the problems a lot of big maps have, the battle doesn't run for way too long and you're never too far away from the action.  My only complaints are with the sides: I think the naboo guards should be modified to be more like the normal playable units, give the rifleman a pistol, give the pilot some health and ammo packs and maybe another primary weapon. Also, Dooku seems really out of place in this battle, I suggest removing him or replacing him with someone else.

All-in-all, though, this is easily the best map you've done so far.  :)

Thank you very much for both the compliments and improvement suggestions! Feedback both positive and negative is always appreciated.

I really would like to modify the Royal Guards, but I don't know how...side modding/creating is something that is currently beyond my skill level, though I would really like to learn as I think I've reached the end of my rope with what I can do with stock sides. As for Dooku...I think that's an oversight on my part (oops.) When I re-release this map in the future, (and I will once, but no ETA atm) your feedback will be taken to heart.

Thank you again for taking the time to give feedback :) It's how us as modders improve.

In addition, I now have some in-game screenshots for you all!
#312
Released Maps and Mods / Re: Naboo: Province
August 21, 2015, 09:11:11 AM
Quote from: Phobos on August 21, 2015, 12:29:59 AM
Nice map :tu:, I like the design and it reminds me of Naboo Prototype kinda. For pics you can try installing Bandicam, assign a hotkey to take picture ingame and it will save as JPG or PNG format. SWBF ingame screenshot saves as TGA which is about 6mb per file (on high res).

Ah thanks! I tried searching for the pics by file type but didn't find anything, but I didn't try TGA. I'll have another look at it and try to solve this mystery.

EDIT: Found them! They were in the appdata folder like Led said, unfortunately I have no program to view them with given the TGA format, and this appdata folder doesn't show up where it says it is located (IK you can enable it somehow...but I don't remember) :blink:

Ah well, I guess that's not necessary anyways.
#313
Released Maps and Mods / Re: Naboo: Province
August 20, 2015, 07:53:16 PM
Quote from: chameleon on August 20, 2015, 07:16:14 PM
That looks great! I really like how you combined the plains of Naboo with the terranean cities!

I'll admit I haven't downloaded or played the map yet, but those pictures really do make me want to download it now ;)

Thanks Cham (or Ultimo, whatever you prefer  :shrug: ) I think the part I'm most proud of with this map is the canal and how I set that up. Let me know what you think should you download it :)
#314
Released Maps and Mods / Re: Naboo: Province
August 20, 2015, 06:25:06 PM
Well I decided to go with pictures of it in Zeroeditor. Here is what I took (white circles are flowers and things, and the trees do have leaves I assure you! :D):