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Topics - Snake

#341
SWBF1 Modding / [SOLVED] Online Compatible Mod
April 15, 2010, 11:31:41 AM
What exactly do you have to do to make a mod online compatible? I know you cant do much. I tried just editing skins and weapons but it did not work. What do I do?
#342
SWBF1 Modding / My Best Skinning so far
April 15, 2010, 04:19:32 AM
Well, I am working on a Kamino project. I will give a sneak peek (Not of the map but the sides). I have done really good (Or I think so) in skinning. I have done some new things. I mainly want to show you my LA AT. Because the only other skins that are done are the trooper and pilot. So here's some pics of the LA-AT (There is also a pic of the trooper in-game)

In .MSH Viewer:




InGame:



#343
SWBF1 Modding / [SOLVED] CP Limit?
April 11, 2010, 08:16:39 PM
I know this is pretty simple. I need to know how many CP's you can have in a map. I will need about 12 cps in my map. Will that crash or will it matter as long as I set them up right?
#344
SWBF1 Modding / [SOLVED] Changing map name
April 10, 2010, 04:57:31 PM
Hey guys, can anyone explain how to rename the map? not the mod id but the in-game name. I am basing my map off the ELITE clan map I made and the name of the map is ELITE Clan Map so I want to change it lol.
#345
Good evening everyone, I am working on a map for clan training. I am making this mostly for AaTc but i decided not to put "AaTc' over everything. Instead everything will be Zones. So far I have the BLUE zone, which is the same thing from the ELITE Clan map except the canyons have two openings that lead to the YELLOW zone which is for dueling and the GREEN zone which is for nade jumping. I will add some pics once I test. ZE crashed once so GREEN zone was wiped so I will have to redo that and take pics then. Add any ideas for new "Zones" to add. What would you like to see in a training map?

--EDIT--
ive finished the main aspects of the map. I need to change the sky, far detail, add cps, and fix some skins. Fett was kind enough to take a video for me. So here is what I have so far. I have also added BROWN Zone which is for sniping.
Video: http://www.xfire.com/video/27a982/
#346
SWBF1 Modding / I might make a space map
April 09, 2010, 01:07:22 PM
Well guys, I need some ideas. I have never done a space map before but I was thinking about making a map with more than one capitol ship and have them in layers sort of. Where you can dive through them and fight hundreds of ships at a time. Ofcourse Id need help getting the vehicles in since I have never successfully done it..  :dry: Here is what I will base it on.


if anyone could link me to models and things that would help witht his please feel free :)
#347
SWBF1 Modding / Important SWBF1 Utilities Links
April 09, 2010, 10:11:11 AM
Well I don't know if this has been made before. AG if you feel this is unneccessary feel free to delete or sticky if you like it alot  ;). I thought I'd post some utilities that are very important for modding/mapping

1. http://www.fileshack.com/file_download.x/6029 - SWBF1 Mod Tools (Click west coast or east coast mirror)
Download these to be able to make maps and mods for SWBF1. Extract and open.

2. http://download.cnet.com/Star-Wars-Battlefront-mod-tools/3000-7441_4-10350320.html  - A different link to SWBF1 Mod Tools

3. http://secretsociety.com/forum/downloads/BF1/BFBuilderProWIP030605.zip - BFBuilder Pro
This is pretty neccessary for modding. Download this, extract and put in your BFBuilder folder.

4. http://starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_II_Mod_Tools_PC;57352 - SWBF2 Mod Tools
These are also important for SWBF1 modding and mapping. Make sure you change anything that has to do with SWBF2. Download, extract and open.

5. http://starwarsbattlefront.filefront.com/file/SWBF_MSH_Viewer;94127#Download - This is very good for viewing .MSH files and for CONVERTING .vrml or .vrml97 (There may be others I have not tested) to .msh format. To use, open SWBFViewer and drag your model to it and click File and Save As then save it as an msh file.

Thanks to Phobos for these:

6. http://www.mpcgamers.com/smf/index.php?action=downloads;sa=view;down=91 - Comprehensive SWBF Modding Guides Pack - Version 1
Extract, open, and follow the directions.

7. http://www.mpcgamers.com/smf/index.php?action=downloads;sa=view;down=64 - Mod Tool Fixes
Open and place them in your BFBuilder folder and/or follow the directions where to put them.

8. http://secretsociety.com/forum/downloads/ - Tons of modder stuff
Several things to use here. Extract open and use the instructions or google a tutorial

Any other you guys think are important post here and I will add them.
#348
Lol, yes it's true. Mike, Me, Phobos and Epifire are teaming up. Epifire can model but I can convert to .msh format, put in ZE and skin. I will also be teaching him some along the way. Mike can hex edit for us, and has some pretty cool ideas and talents. Phobos is very talented and probably has a little more advanced knowledge than me in some aspects of mapping. We still have to get things organized before we work on anything big but hopefully we will have some great stuff out for you guys soon. I also got Jango to join our little "team"  :cheer:
#349
Scummies / Gone for this week
April 07, 2010, 03:13:34 PM
As the topic says I'll be gone this week. Might be longer I'm not sure. Hope no one misses me too much, JK might go insane without me  :happy:
cya in a few days!  :wave:
#350
SWBF1 Modding / Snake's Updates
April 06, 2010, 01:28:28 PM
Well I have made a good bit of WIP threads so I wanted to show what I've been doing and how far along my maps and mods are.

These may or may not have been mentioned in my WIP threads.
-U.S.S. Honor- It is done except for the fact that you cant walk down the main hallway and enter the main room because of collision problems. ( I can fix)
-Estrek: Canyons- Should work fine but last time I tried it crashed. (Will work on it)
-AaTc Sweet Home City- Had to delete it but havn't started over. (I might start again)
-Snake's Mania Mod- A new one, it is going great, I have to make the CIS side and will release. (Halfway done)
-Fairytale Land: Egg Hunt- Failed for some reason. I might remake. (This was supposed to be with my Easter Mod)
-Snake's Paintball Camp- The ground texture failed. I will restart and make it work. (Maybe not now)

Priorities:
1. Snake's Mania Mod
2. U.S.S. Honor
3. Estrek Canyons
4. Snake's Paintball Camp
5. AaTc Sweet Home City
6. Fairytale Land: Egg Hunt

Hope this fills you guys in, hopefully these will be released soon!   8)

Post any ideas, suggestions, or pics of m\already made maps/mods.
#351
Released Maps and Mods / {ELITE} Clan Map RELEASE
April 05, 2010, 06:58:40 PM
Well I got a request to make a map for a clan. I am releasing this publicly because it's incredibly awesome. This is not just for sniping, although it is great for it. It is also good training to dodge a sniper or to use obstacles to survive  :) It is 2 rows of like 4 Cloud City hallways put together and the second row turned so the doors where the blue bars usually are, are put together so you can switch hallways at just about anytime. There's another long hallway underneath naturally made with the putting together of the cc halls.. I added alot of ammo bots too.

Name: {ELITE} Clan Map
Type:   Custom Map
This contains: bysnake1 folder
Compatible with:  SWBF1
Download Size: 4.04 MB
How long this took me: 3 days
Program used: BFBuilder
Contact: Xfire: aatcsnake
Pics: I got a video instead: http://s414.photobucket.com/albums/pp226/aatcfett/?action=view&current=swbf-2010-04-04-16-40-45.flv
Description: Mod Map made for training.
Credits: Me and Pandemic
Download Link(s): http://www.mediafire.com/?mzntmzynwmy
OlderVersionsLink: None

The map works! Download it now and be the best player in SWBF1!
#352
SWBF1 Modding / [SOLVED] How to stop CP bleed
April 04, 2010, 02:17:00 PM
Hey guys, can anyone tell me how to stop the cp's from causing a loss of reinforcements? I am about to test with changing the ValueBleed to 0 but do I need to change the Value_ATK_REP and all those to 0?
#353
Hey I forgot how to put birds in a map. I have copied them and put them in my req before but how do you get them actually in the map?
#354
Released Maps and Mods / ApeX Gaming Mod 2.0 assets
April 04, 2010, 08:31:39 AM
ApeX Gaming Mod 2.0 assets

http://www.SWBFgamers.com/index.php?action=downloads;sa=view;down=274

These are the assets used in the ApeX Gaming Mod 2.0
#355
SWBF1 Modding / [HELP] Vehicles in maps?
April 03, 2010, 01:56:08 PM
Well, I need help putting vehicles in maps. I don't understand what to do. This is what I have done in recent tries:
(I am using a republic gunship and republic side)
1. I go into bfbuilder and add dc: to the SIDE; rep.lvl or whatever it is
2. I add AddMemoryPool EntityHover 5 (Not exactly like that just giving u a general description)
3. Go in ze and add com_item_vehicle_spawn ( I think its item)
4. Put it to CP2Label (The clones cp)
5. Make the spawntime 0.0
6. put in RepATK and RepDEF rep_fly_gunship

Then I munge and play and the gunship never shows up. Anyone know why?
#356
Released Maps and Mods / Easter Mod 1.0 RELEASED!
April 02, 2010, 09:29:06 PM
Well guys, this would have been one of the funnest maps in SWBF1. ofcourse my being doomed to bad luck made the 3 different maps I made crash for some reason I could not fix. So I'll just release the sides. I might make another one since this one didn't turn out like I'd hoped. For those of you who want to know why I put a colorful commando in the mod, he's an Easter Commando. He is supposed to annihilate all cheaters and peekers. Which would have been fun on my map which failed. So here it is:

Name: Easter Mod 1.0
Type: Character and weapon mod
This contains: all.lvl file
Compatible with:  SWBF1
Download Size: 26.29 mb
How long this took me: 2 weeks (Including some failures)
Program used: BFBuilderPro
Contact: Xfire is aatcsnake
Pics: Are at http://www.swbfgamers.com/index.php?topic=1989.0
Description: A bunch of bunny's with weird weapons and cool effects. With a clone commando who kills cheaters.
Credits: Manderek, Me, Pandemic
Download Link(s): http://www.mediafire.com/?z2ym1ymjmuz
local link: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=592


OlderVersionsLink: None
#357
Well AG gave me the idea of making a Weapon Editing Tutorial. Since I'm really bored and doomed to bad luck on my maps and mods I decided, what the heck, why not? So here it goes. This is COMPLETELY by me  8).

Today I will be using a Republic Rifle .odf and ord files to demonstrate.

First the .ODF file of a rifle:

[WeaponClass]
ClassLabel       = "cannon"

[Properties]
AnimationBank      = "rifle"
GeometryName       = "rep_weap_inf_rifle"
HighResGeometry     = "rep_1st_weap_inf_rifle"

This is about the same as the character .odf except as you can see it has [WeaponClass] instead of [GameObjectClass]. Now the ClassLabel for this is "cannon". This is so it shoots instead of being thrown or sliced with. The AnimationBank is the animation of how a character holds it and what happens when it shoots. Since it has "rifle" it will be a two-handed grip and the arms will move slightly when shot (Which gives the appearance of recoil). GeometryName is ofcourse the geometry of the weapon. It never adds the .msh extension on the end. So instead of rep_weap_inf_rifle.msh its rep_weap_inf_rifle. The HighRes is for 1st person. This can have a separate model or it can simply be the main geometry.

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip     = "60"
ReloadTime        = "1.5"
ShotDelay         = "0.2"
TriggerSingle     = "0"

SalvoCount        = "1"
SalvoDelay        = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime         = "0.0"

OrdnanceName      = "rep_weap_inf_rifle_ord"
FirePointName     = "hp_fire"

Next we have the values. As you can see, pandemic was kind enough to explain what these are about (Top). RoundPerClip hopefully is not hard to figure out, It is how many round per clip the gun has. ReloadTime just put a space in between those words and you got the meaning. For those of you who are extremely slow: The ReloadTime is how long it takes the weapon to be reloaded after it uses a clip.  ShotDelay is...The shot delay. Not many other ways I can put it. It helps determine how much time is in between shots. So if you're looking for a crazy fast machine gun you would want this at 0. TriggerSingle is if you have to push the button once or if you can hold it down. If you put this at 0 you can simply hold the mouse button down and it will shoot until it runs out of ammo. If you put this at 1 you will have to press over and over for it to shoot (Like a pistol). SalvoCount is how many shots are fired when you press once. SalvoDelay is how much time is in between those shots. InitialSalvoDelay and SalvoTime are basically the same thing. OrdnanceName **This Is Very Important** This is what tells the game what Ordnance this weapon uses. We will see just how important that is later. FirePointName is where the shot comes from. hp_fire would be the end of the barrel.

//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************

IconTexture       = "IMP_blasterrifle_icon"
ModeTexture       = "HUD_weap_fullauto"
ReticuleTexture   = "reticule_rifle"
ScopeTexture   = "weapon_scope2"

MuzzleFlash         = "small_muzzle_flash"
FlashColor          = "80 80 255 255"
FlashLength         = "0.025"
FlashLightColor    = "220 220 255 175"
FlashLightRadius    = "2.0"
FlashLightDuration    = "0.25"
Discharge           = "small_smoke_effect"

RecoilLengthLight       = "0.1"
RecoilLengthHeavy       = "0.1"
RecoilStrengthLight     = "1.0"
RecoilStrengthHeavy     = "0.2"
RecoilDecayLight   = "0.0"
RecoilDecayHeavy   = "0.0"

Hopefully most of this is self-explained by now, So I will jump to ReticuleTexture. ReticuleTexture is (For those of you who don't know what a reticule is) what the aimer thingy in front of your gun in-game looks like. So it could look like this:

Or this:

Or you could make your own or use another weapons. This is the same for ScopeTexture except it is what the scope looks like.
MuzzleFlash         = "small_muzzle_flash"
FlashColor          = "80 80 255 255"
FlashLength         = "0.025"
FlashLightColor    = "220 220 255 175"
FlashLightRadius    = "2.0"
FlashLightDuration    = "0.25"
Discharge           = "small_smoke_effect"
This stuff is all about the colors and effects of when a laser is shot out of the barrel.
Everything with Recoil at the beginning has to do with the Recoil. You don't want this high or when you shoot you will get your gun shot up above you. Especially on a weapon with a triggersingle of 0.

//******************************************************
//***************   SOUND      ****************
//******************************************************

FireSound          = "rep_weap_inf_rifle_fire"
ReloadSound        = "rep_weap_inf_reload_med"
ChangeModeSound    = "rep_weap_inf_equip_med"
FireEmptySound      = "com_weap_inf_ammo_empty"
WeaponChangeSound    = "rep_weap_inf_equip_med"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "rep_weap_inf_rifle_mvt_jump"
LandSound           = "rep_weap_inf_rifle_mvt_land"
RollSound           = "rep_weap_inf_rifle_mvt_roll"
ProneSound          = "rep_weap_inf_rifle_mvt_squat"
SquatSound          = "rep_weap_inf_rifle_mvt_lie"
StandSound          = "rep_weap_inf_rifle_mvt_getup"

This stuff has to do with the sounds the weapon makes. Like clanks, crashs, bumps.

Now we will talk about the ord file of the republic rifle. First I want to clarify what the ord file is. It is completely made for what kind of ammo the weapon has. It shows the texture of the laser, the brightness, the color, all that good stuff. Also has some effects. For big booms when they hit you would use an exp file (rep_weap_inf_torpedo_launcher_exp.odf). We will not go over that now.

So here's what the start of the ord file looks like:

[OrdnanceClass]
ClassLabel       = "bolt"

As you can see "ord" stands for Ordnance. In the dictionary, for those of you who don't know, means:
1.
cannon or artillery.
2.
military weapons with their equipment, ammunition, etc.

Well what do ya know! It means AMMO. So what we are looking at here is the ammo of the republic rifle. That brings me to the ClassLabel. It has "bolt" at the end. So that means that when this rifle is shot, it shoots out a bolt. See how that works? So now on to the next part.

[Properties]
ImpactEffectWater    = "watersplash_ord"

Now again wit the Properties. What does that mean? That means this part is really important. ImpactEffectWater is....The effect that happens when you shoot at water. Why this is at the top of the list, the world may never know.

LaserTexture      = "bluelaser_d"
LaserGlowColor      = "92 136 250 100"
LightColor              = "92 136 250 100"
LightRadius             = "4.0"

This is what you can do with these:

Now, as I was telling you about the texture of the laser. LaserTexture is just that. This is a .tga file located in the shipped common effects. LaserGlowColor is the glow color of the laser. You could change these effectively by going in some kind of paint program and dragging your mouse over the colors to see the numbers that come up. LightColor is the color of the light that shines when the laser passes near an object. The LightRadius is how close that laser has to get for that to happen.

LaserLength      = "1.0"
LaserWidth      = "0.1"
GlowLength      = "3"
BlurLength      = "5"

This is more stuff about the laser. Hopefully it's self-explanatory enough that I don't have to tell you what it does.


ImpactEffectSoft   = "ord_explosion"
ImpactEffectRigid   = "ord_explosion"
ImpactEffectStatic   = "ord_explosion"
ImpactEffectTerrain   = "ord_explosion"
ImpactEffectWater    = "watersplash_ord"
ImpactEffectShield   = "ord_explosion"

These are pretty important. These are the effects that happen when you shoot a certain surface. So ImpactEffectRigid for example would probably mean a wall or building. ImpactEffectShield would be like a droideka shield.

ExpireEffect      = "ord_explosion"

LifeSpan          = "0.8"
Velocity       = "150.0"
Gravity         = "1.0"
Rebound         = "0.0"

ExpireEffect I believe is the general explosion that happens. I could use some input on this since I have never tested with it. LifeSpan is how long it goes before it simply disappears. Velocity Is how fast the laser goes. This is fun to mess with but make sure you don't use it on something like a sniper without changing some settings or you won't be able to shoot. Gravity is how fast it falls. If you put it at 0 it won't fall at all. Rebound is like a grenade. If you put this at 100000 it would probably be a never ending bouncy bullet until it hit someone.

OrdnanceSound      = "com_weap_inf_ord_hum_lg"
CollisionSound = "imp_weap_ord_exp"

MaxDamage       = "50.0"
VehicleScale      = "0.0"
ShieldScale      = "1.0"
PersonScale      = "1.0"
DroidScale      = "1.0"
BuildingScale      = "0.1"

Ordnance and CollisionSound are what it sounds like when its being shot or when it hits something. MaxDamage is the maximum damage the weapon could have. VehicleScale is how effective this is against a vehicle(like a missile launcher). ShieldScale is how effective this weapon is against a shield like a droideka shield. PersonScale is how effective this weapon is against something like a clone or a rebel. DroidScale is how effective this weapon is against something like a battle droid. And BuildingScale is how effective this weapon is against an armed building (A building that can be destroyed).

Well that's all for the .odf and ord files. Now it is time for animations.

There are basically 4 major types of weapon animation. There's rifle:

There's grenade:

There's basooka:

Then there's lightsabre(Yes I spelled it right):


Each one is special and is used in different ways.

Well I hope this helped some. It took me a good while to write all this. I may add more in the future. I'd appreciate input and suggestions.
#358
SWBF1 Modding Tutorials / [TUT] Adding Water
April 02, 2010, 09:09:29 AM
Adding Water (Different Methods)
By Jawa Killer, Dragonum and Rippentuck
This is also @ http://www.gametoast.com/forums/viewtopic.php?p=24738#p24738
For this tutorial I will use the water of Kashyyyk: Docks (kas2).Of course it can be other maps used as the base file.

Ok, at first you have to open your modid.req data (DataModID/worlds/ModID.req). Here you have to set your water textures!
Search down the column for:

REQN {
"texture"
"platform=pc"

and just put this part of kas2.req (Assets/Shipped Worlds/Kashyyyk) in:

(ATTENTION!!!!!! DON'T COPY THE TEXT BELOW! COPY IT FROM kas2.req BECAUSE ALL MUST BE IN THE RIGHT ORDER!!!!!!)

"water_bumpmap_0"
"water_bumpmap_1"
"water_bumpmap_2"
"water_bumpmap_3"
"water_bumpmap_4"
"water_bumpmap_5"
"water_bumpmap_6"
"water_bumpmap_7"
"water_bumpmap_8"
"water_bumpmap_9"
"water_bumpmap_10"
"water_bumpmap_11"
"water_bumpmap_12"
"water_bumpmap_13"
"water_bumpmap_14"
"water_bumpmap_15"

"water_normalmap_0"
"water_normalmap_1"
"water_normalmap_2"
"water_normalmap_3"
"water_normalmap_4"
"water_normalmap_5"
"water_normalmap_6"
"water_normalmap_7"
"water_normalmap_8"
"water_normalmap_9"
"water_normalmap_10"
"water_normalmap_11"
"water_normalmap_12"
"water_normalmap_13"
"water_normalmap_14"
"water_normalmap_15"

"water_specularmask_0"
"water_specularmask_1"
"water_specularmask_2"
"water_specularmask_3"
"water_specularmask_4"
"water_specularmask_5"
"water_specularmask_6"
"water_specularmask_7"
"water_specularmask_8"
"water_specularmask_9"
"water_specularmask_10"
"water_specularmask_11"
"water_specularmask_12"
"water_specularmask_13"
"water_specularmask_14"
"water_specularmask_15"
"water_specularmask_16"
"water_specularmask_17"
"water_specularmask_18"
"water_specularmask_19"
"water_specularmask_20"
"water_specularmask_21"
"water_specularmask_22"
"water_specularmask_23"
"water_specularmask_24"

Ok. Then scroll down to this section:

REQN {
"envfx"
-- "ModID"
}

This section calls the envfx (environment effects) and is called ModID.fx which has not been created at this time. So what to do??
Right! We need another .fx file to know what it does. We took Kashyyyk as the sample map so we have to go in the world folder of Kashyyyk (Assets/Shipped Worlds/Kashyyyk/World2)
and search for the kas2.fx file...got it? Ok, open it and look at what it does. If you don't understand, no problem. It's not necessary for now.
We don't have to change anything in this file, so we can just copy it into our world folder. But we aren't finish just yet.
You have this file in your folder and have to rename it because your ModID is not kas2 right? Rename the kas2.fx into ModID.fx.
Ok! Now open ModID.fx and scroll down to this section:

PC()
{
Tile(2.0,2.0);
MainTexture("kas2_water.tga");
LODDecimation(1);
RefractionColor(5, 217, 255, 255);
ReflectionColor(57,90,138,255);
UnderwaterColor(61, 124, 144, 128);
FresnelMinMax(0.3,0.6);
FarSceneRange(1500)

The file needs a texture called kas2_water.tga!
Now go to the Kashyyyk world folder and search for this .tga and copy it into your world folder!
Ok before you can say "YES! I GOT IT!", we have to copy the other necessary files!
Go to assets/shipped worlds/kashyyyk/effects and take all files with "water" in its name except waterspout.fx. For example these files:

water_specularmask_15.tga
water_normalmap_14.tga
water_normalmap_13.tga.option

Ok? ALL FILES ARE GOLDEN! Now you have to place your water using ZeroEdit:

1. Click on the section Water between Texture and Foliage
2. You see on the left side a box with fields to change. Make these changes:
width = "1" and depth = "1"
Layer = "1"
u vel = "0.02" and v vel = "0.02" (This helps to modify it for waves, if required)
u rept = "1" and v rept = "1"
texture = blank (Don't fill anything in there)
color = 0, 0, 200
alpha = 255 (Alpha is the transparency of the water. 0 = Invisible, 255 = Completely Visible)
glow = off
Add water as you would terrain or texture. Save world, munge and try it out!

#359
Hey guys, I figured since AG wants everything to be organized I thought I'd post Fett's organized Release thingy.

Quote
When you make a release thread for others to download, some people make it increasingly harder to figure out what you're releasing, where to download, and what it looks like. Here's an outline of what your release should look like.

- First you want to explain what the download is.

Name: (Name of the mod/assets/map)
Type:   (Effectsl, Map, Building Model, etc.)
This contains: (.MSH, .TGA, .ODF, .lvl, map folder, etc.)
Compatible with:  (SWBF1 or SWBF2)
Download Size: (However big it is)
How long this took me: (However long it took you to make)
Program used: (XSI, 3DSMax, ZeroEditor, etc.)
Contact: (Email and/or Xfire)
Pics: (Pics of the mod/map in-game and/or in the program used to make it)
Description: (Write a short description of what your assets are)
Credits: (Who contributed to the making of the assets)
Download Link(s): (The download link of the assets)
OlderVersionsLink: (Links to older versions of this mod/map/assets, if there are any)

Once you're done, your assets will be downloaded like crazy, make sure you come back to check it every once in a while to fix links, and update info.
#360
SWBF1 Modding / [SOLVED] The CP's again....
April 01, 2010, 03:29:04 PM
Well, as most of you know I'm making the beastly easter mod. Thanks to cull, it is complete. Now I am working on the map. I was going along adding trees for Foo-Foo Forrest and water to Hippity Lake, when I added 2 cps to each place. I went in the locolizing tool and went to the CP1Label and CP2Label and named them. I went after it was done munging to play it. I thought it was peculiar that instead of LOADING it said [NULL] it said [NULL] On everything basically when I got to the map. What made me the MOST mad was that the cp's had dissapeared and the reinforcements were counting down. I wanted to throw my computer across the room  :rant:. I just exited out and thought it might be the locolizing tool. So I went in and changed the names of the CP's to Barracks and Throne Room. I am now munging. I'll edit after i test again.

--EDIT--

Nothing changed. Everything is [NULL] and the cps dont work. Everything is connected properly.  CP1Label and CP2Label connected to the right CP1Capture etc, I have checked them.

Here's some pics: