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 - Cmd_Smith

#61
SWBF1 Modding / Re: Creating sides?
February 20, 2015, 05:17:00 PM
If im not mistaken, im not using a mission file. Just the all.lvl file it gives me after compiling. and i am using "all_inf_smugglersnow.odf"
#62
SWBF1 Modding / Re: Creating sides?
February 20, 2015, 04:29:49 PM
Its more than a warning. When I select the class, it crashes.
#63
SWBF1 Modding / Re: Creating sides?
February 20, 2015, 03:40:20 PM
Yeah, Led is right. Right off the bat i realized i needed to put those .odf's from the other era in there, as well as their textures. BUT I still have a few problems! This is what the logs says:

[spoiler]Opened logfile BFront.log  2015-02-20 1836

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1410)
Weapon 'weapons.imp.weap.droid_probe_blaster' is not localized for stats page

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP3" control region
[/spoiler]

And alas, I have no idea how to fix that. Help...? again lol
#64
SWBF1 Modding / Re: Creating sides?
February 20, 2015, 01:08:45 PM
I deleted some stuff and commented out some.

[spoiler][GameObjectClass]

ClassLabel          = "soldier"
GeometryName       = "all_inf_snowtrooper.msh"

[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

UnitType      = "trooper"
IconTexture    = "all_soldier_icon"
MapTexture       = "troop_icon"
MapScale       = 1.4

GeometryName    = "all_inf_snowtrooper"
AnimationName   = "all_inf_snowtrooper"
FirstPerson      = "all\allhthtr;all_1st_hothtrooper"
FirstPersonFOV   = "70"
ThirdPersonFOV   = "65"
GeometryLowRes   = "all_inf_snowtrooper_low1"

//AnimatedAddon    = "CAPE"
//GeometryAddon    = "add_inf_jt12_jetpack"       
//AnimationAddon   = "imp_inf_vader_cape"
//AddonAttachJoint = "bone_ribcage"

//JetJump               = "7.0"     
//JetPush               = "7.0"     
//JetEffect             = "jetpack"
//JetType               = "hover"   
//JetFuelRechargeRate   = "0.1"     
//JetFuelCost           = "0.2"     
//JetFuelInitialCost    = "0.25"   
//JetFuelMinBorder      = "0.24"   


OverrideTexture      = "all_inf_soldier_hoth"
OverrideTexture2      = "Rebel_face01"

CAMERASECTION       = "STAND"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.0 0.0 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "STANDZOOM"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.4 0.05 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.0 0.15 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.0 0.0 3.0"
TiltValue      = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

AimValue       = "1.0"

HealthType      = "person"
MaxHealth       = 500.0

Acceleraton       = 70.0
MaxSpeed       = 6.5
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

WEAPONSECTION         = 1
WeaponName    = "cis_weap_inf_rifle"
WeaponAmmo    = 7
WEAPONSECTION         = 2
WeaponName    = "all_weap_inf_sniperrifle"
WeaponAmmo    = 5
WEAPONSECTION         = 3
WeaponName    = "rep_weap_inf_commando_pistol"
WeaponAmmo    = 0
WEAPONSECTION         = 4
WeaponName    = "all_weap_inf_thermaldetonator"
WeaponAmmo    = 3
WeaponChannel   = 1
WEAPONSECTION         = 5
WeaponName    = "all_weap_inf_remotedroid"
WeaponAmmo     = 4
WeaponChannel   = 1



AimFactorPostureSpecial = 50
AimFactorPostureStand    = 100
AimFactorPostureCrouch    = 140
AimFactorPostureProne    = 160
AimFactorStrafe       = 60
AimFactorMove          = 70


AISizeType            = "SOLDIER"


HurtSound            = "all_inf_com_chatter_wound"
DeathSound              = "all_inf_com_chatter_death"
AcquiredTargetSound     = "all_inf_com_chatter_acquired"
HidingSound             = "all_inf_com_chatter_hide"
ApproachingTargetSound  = "all_inf_com_chatter_approach"
FleeSound               = "all_inf_com_chatter_flee"
PreparingForDamageSound = "all_inf_com_chatter_predamage"
HeardEnemySound         = "all_inf_com_chatter_heard"
//ShockFadeOutTime      = "0.8"
//ShockFadeInTime       = "2.0"
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "all_inf_soldier"

// squad command VO
SCFieldMoveOutSound      = "all_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "all_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "all_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "all_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "all_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "all_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "all_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "all_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "all_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "all_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "all_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "all_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "all_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "all_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "all_inf_com_chatter_tac_no"

// AIsquad command VO
AISCFieldMoveOutSound      = "ai_all_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_all_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_all_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_all_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_all_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_all_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_all_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_all_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_all_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_all_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_all_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_all_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_all_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_all_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_all_inf_com_chatter_tac_no"

DropItemClass          = "com_item_powerup_ammo"
DropItemProbability    = 0.40
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health100"
DropItemProbability    = 0.30
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_dual"
DropItemProbability    = 0.10[/spoiler]


It now loads the level. However, when it comes to the class selection, the game crashes upon selecting the new class.
#65
SWBF1 Modding / Re: Creating sides?
February 20, 2015, 11:30:23 AM
wow im an idiot! I thought the class label was hoe it appeared in game....



EDIT: That wasnt it... it still wont work. I get this error after munging:
soundflmunge.exe : Warning : No files in file list test2  - while munging C:\Users\Chad\Desktop\BFBuilder\Datatest2\Sound\worlds\test2\test2.asfx



Could that be it?
#66
SWBF1 Modding / Re: Creating sides?
February 20, 2015, 09:44:09 AM
But I only edited one troop file. Im not sure what could have gone wrong.
#67
SWBF1 Modding / Re: Creating sides?
February 20, 2015, 07:51:18 AM
It crashes when I load hoth now. I dont knw what to do.
#68
SWBF1 Modding / Re: Creating sides?
February 20, 2015, 06:41:05 AM
Fied, and re-cleaned/mundged. But the all.lvl file still wont load. It is in my addon folder. Am I supposed to have the whole map in addon?
#69
SWBF1 Modding / Re: Creating sides?
February 20, 2015, 05:53:12 AM
Thanks for the tutorial! I put the cleaned/mundged folder into my addon folder, but it loads as a map? I also tried to load just the all.lvl file from sides, which i edited, and it wont load. The file I edited was all_inf_smugglersnow to make the wookie into a soldier-like commando so rebels wont always lose on Hoth. I asume somethings wrong with the files?
And how do I make it work on the Hoth map?

[spoiler][GameObjectClass]

ClassLabel          = "Commando"
GeometryName       = "all_inf_snowtrooper.msh"

[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

UnitType      = "trooper"
IconTexture    = "all_soldier_icon"
MapTexture       = "troop_icon"
MapScale       = 1.4

GeometryName    = "all_inf_snowtrooper"
AnimationName   = "all_inf_snowtrooper"
FirstPerson      = "all\allhthtr;all_1st_hothtrooper"
FirstPersonFOV   = "70"
ThirdPersonFOV   = "65"
GeometryLowRes   = "all_inf_snowtrooper_low1"

AnimatedAddon    = "CAPE"               //needs to be "CAPE". even if it isn't a cape.
GeometryAddon    = "add_inf_jt12_jetpack"       //name of the model to use without ',msh' extention
AnimationAddon   = "imp_inf_vader_cape" //must be present or game will crash.
                                        //be sure to include "imp_inf_vader_cape.zaabin" and .zafbin in the munged folder
                                        //they can be found in the "Lucasarts\BFBuilder\Assets\Sides\IMP\munged" folder
AddonAttachJoint = "bone_ribcage"       //name of the bone to attatch addon to.

//Regular Jetpack
JetJump               = "7.0"     //The initial jump-push given when enabling the jet
JetPush               = "7.0"     //The constant push given while the jet is enabled (20 is gravity)
JetEffect             = "jetpack" //"" or the name of the jet effect
JetType               = "hover"   //"hover" is the only value I've seen so far.
JetFuelRechargeRate   = "0.1"     //Additional fuel per second (fuel is 0.0 to 1.0)
JetFuelCost           = "0.2"     //Cost per second when hovering (only used for jet-hovers)(fuel is 0.0 to 1.0)
JetFuelInitialCost    = "0.25"    //initial cost when jet jumping(fuel is 0.0 to 1.0)
JetFuelMinBorder      = "0.24"    //minimum fuel to perform a jet jump(fuel is 0.0 to 1.0)


OverrideTexture      = "all_inf_soldier_hoth"
OverrideTexture2      = "Rebel_face01"

CAMERASECTION       = "STAND"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.0 0.0 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "STANDZOOM"

EyePointOffset       = "0.0 1.8 0.0"
TrackCenter      = "0.0 1.8 0.0
TrackOffset       = "0.4 0.05 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.0 0.15 3.5"
TiltValue      = "5.0"

CAMERASECTION       = "CROUCHZOOM"

EyePointOffset       = "0.0 1.3 0.0"
TrackCenter      = "0.0 1.3 0.0
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

CAMERASECTION       = "PRONE"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.0 0.0 3.0"
TiltValue      = "5.0"

CAMERASECTION       = "PRONEZOOM"

EyePointOffset       = "0.0 0.5 0.0"
TrackCenter       = "0.0 0.5 0.0"
TrackOffset       = "0.4 0.2 2.8"
TiltValue      = "3.5"

AimValue       = "1.0"

HealthType      = "person"
MaxHealth       = 500.0

Acceleraton       = 70.0
MaxSpeed       = 6.5
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

EAPONSECTION         = 1
WeaponName    = "cis_weap_inf_rifle"
WeaponAmmo    = 7
WEAPONSECTION         = 2
WeaponName    = "all_weap_inf_sniperrifle"
WeaponAmmo    = 5
WEAPONSECTION         = 3
WeaponName    = "rep_weap_inf_commando_pistol"
WeaponAmmo    = 0
WEAPONSECTION         = 4
WeaponName    = "all_weap_inf_thermaldetonator"
WeaponAmmo    = 3
WeaponChannel   = 1
WEAPONSECTION         = 5
WeaponName    = "all_weap_inf_remotedroid"
WeaponAmmo     = 4
WeaponChannel   = 1



AimFactorPostureSpecial = 50
AimFactorPostureStand    = 100
AimFactorPostureCrouch    = 140
AimFactorPostureProne    = 160
AimFactorStrafe       = 60
AimFactorMove          = 70


AISizeType            = "SOLDIER"


HurtSound            = "all_inf_com_chatter_wound"
DeathSound              = "all_inf_com_chatter_death"
AcquiredTargetSound     = "all_inf_com_chatter_acquired"
HidingSound             = "all_inf_com_chatter_hide"
ApproachingTargetSound  = "all_inf_com_chatter_approach"
FleeSound               = "all_inf_com_chatter_flee"
PreparingForDamageSound = "all_inf_com_chatter_predamage"
HeardEnemySound         = "all_inf_com_chatter_heard"
//ShockFadeOutTime      = "0.8"
//ShockFadeInTime       = "2.0"
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "all_inf_soldier"

// squad command VO
SCFieldMoveOutSound      = "all_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "all_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "all_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "all_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "all_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "all_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "all_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "all_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "all_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "all_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "all_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "all_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "all_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "all_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "all_inf_com_chatter_tac_no"

// AIsquad command VO
AISCFieldMoveOutSound      = "ai_all_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_all_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_all_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_all_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_all_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_all_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_all_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_all_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_all_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_all_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_all_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_all_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_all_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_all_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_all_inf_com_chatter_tac_no"

DropItemClass          = "com_item_powerup_ammo"
DropItemProbability    = 0.40
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_health100"
DropItemProbability    = 0.30
NextDropItem          = "-"
DropItemClass          = "com_item_powerup_dual"
DropItemProbability    = 0.10[/spoiler]

Its either the jetpack or the five weapons, which I followed tutorials for (http://www.swbfgamers.com/index.php?topic=4741.0) and (http://www.swbfgamers.com/index.php?topic=5565.msg54751#msg54751)

Help?
#70
SWBF1 Modding / Re: Creating sides?
February 19, 2015, 05:46:23 PM
EDIT: I found it! I guess it just took some time to update...

Im just opening the .odf files with Notepad++, but where do I find the names for the weapons? And, how do i create weapons?
#71
SWBF1 Modding / Re: Creating sides?
February 19, 2015, 05:38:17 PM
Whoops! Copied the wrong web address. Yes, that is the tutorial I followed. It says:




"When it says done press OK. Instead of hunting for the folder, re-open the BFBuilder window, it should have changed and now have tabs saying "Edit" "Sides" and "Sound",  "Edit (ModID)" "Localize (ModID)"..etc.

We're only going to bother with the "Sides" for now. For the sake of the tutorial we will just be making a simple Republic Side edit, which should give you an idea how to make other mods.

Click the "Sides" tab. Then click "Import Retail Side". Select "REP" and wait."





I'm not exactly sure what to do, because when I reopen the program it doesnt have a sides tab.
#72
SWBF1 Modding / Creating sides?
February 19, 2015, 05:17:32 PM
I was playing around with the modding tools (BFBuilderPro) and I wanted to customize some side classes. How do I do this? I tried following this tutorial (http://www.swbfgamers.com/index.php?topic=4692.msg45256#msg45256) but I dont ever get a sides tab?