SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF2 Modding => Topic started by: Delta327 on September 03, 2014, 04:52:38 AM

Title: Ilum: icy plains
Post by: Delta327 on September 03, 2014, 04:52:38 AM
My map is finaly finished but CW era is still crashing can some one help me
Title: Re: Ilum: icy plains
Post by: Phobos on September 03, 2014, 05:00:51 AM
Quote from: Delta327 on September 03, 2014, 04:52:38 AM
My map is finaly finished but CW era is still crashing can some one help me
Use SPtest, check BFront.log
Then post it here in the CODE tag, it will oftne indicate what is causing a crash but not always. Message Severity 3 are the real bugs, 2 can be ignored usually.
Title: Re: Ilum: icy plains
Post by: Delta327 on September 03, 2014, 05:01:56 AM
Ok but it says that I have to put in a disk
Title: Re: Ilum: icy plains
Post by: Phobos on September 03, 2014, 05:07:40 AM
Quote from: Delta327 on September 03, 2014, 05:01:56 AM
Ok but it says that I have to put in a desk
Use battlebelks SPtest loader which u can find in the search / downloads. it should have no cd + antigreenscreen built in by default.
Title: Re: Ilum: icy plains
Post by: Delta327 on September 03, 2014, 02:02:55 PM
I do not have battlebelks SPtest laoder
Title: Re: Ilum: icy plains
Post by: Delta327 on September 03, 2014, 02:17:55 PM
Now it say I need some kinda binkw32.dll to run sptest
Title: Re: Ilum: icy plains
Post by: Phobos on September 03, 2014, 04:02:56 PM
here is binkw32 extract in GameData folder
Title: Re: Ilum: icy plains
Post by: Delta327 on September 03, 2014, 04:04:01 PM
In SWBF or BFbiulder
Title: Re: Ilum: icy plains
Post by: Phobos on September 03, 2014, 04:05:18 PM
C:\Program Files\LucasArts\Star Wars Battlefront 1.2\GameData
Title: Re: Ilum: icy plains
Post by: Delta327 on September 03, 2014, 04:06:32 PM
Where do I put the binkw32.dll
Title: Re: Ilum: icy plains
Post by: Phobos on September 03, 2014, 04:12:38 PM
Quote from: Delta327 on September 03, 2014, 04:06:32 PM
Where do I put the binkw32.dll
make sure all your files: battlefront.exe, sptest.exe, and binkw32.dll are in the same folder location i posted above.
Title: Re: Ilum: icy plains
Post by: Delta327 on September 03, 2014, 04:14:21 PM
Now SPTest will not respond
Title: Re: Ilum: icy plains
Post by: Phobos on September 03, 2014, 04:15:44 PM
Quote from: Delta327 on September 03, 2014, 04:14:21 PM
Thay are in the same folder LucasArts/Battlefront/Gamedata
now u should be able to launch sptest then, and play the map. after it crashes, look in the folder for a file called Bfront.log and post the contents of it here
Title: Re: Ilum: icy plains
Post by: Delta327 on September 03, 2014, 04:17:42 PM
It says Could not open core.lvl
Title: Re: Ilum: icy plains
Post by: Phobos on September 03, 2014, 04:19:27 PM
Quote from: Delta327 on September 03, 2014, 04:17:42 PM
It says Could not open core.lvl
The best solution to this is manually copy the core.lvl file from the AddOn\Tat3 folder into your AddOn\Illum or whatever it is. BFBuilder has a broken core builder that munges a 1kb file and doesn't work so you need to either create a custom one using a builder from the toolbox or just copy the one from Jabba (tat3).
Title: Re: Ilum: icy plains
Post by: Delta327 on September 03, 2014, 04:26:46 PM
So you want me to move the tat3 to my Ilum file in the addon folder
Title: Re: Ilum: icy plains
Post by: Phobos on September 03, 2014, 05:05:24 PM
copy this core.lvl which is 986kb
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn\Tat3\Data\_lvl_pc\core.lvl

then paste it to this folder
C:\Program Files\LucasArts\Star Wars Battlefront\GameData\AddOn\ILLUM\Data\_lvl_pc\

and click yes to replace the core.lvl
Title: Re: Ilum: icy plains
Post by: Delta327 on September 03, 2014, 07:17:15 PM
It crashes when it play the map
Title: Re: Ilum: icy plains
Post by: Ltin on September 04, 2014, 03:11:09 PM
Assuming you ran it with Sp test, you need to post the LOGS (Bfront.log)
IT will tell you what is happening!
Title: Re: Ilum: icy plains
Post by: Delta327 on September 04, 2014, 04:25:27 PM
It said my core mission .lvl could not be open
Title: Re: Ilum: icy plains
Post by: Dark_Phantom on September 05, 2014, 06:28:01 AM
I'm sure you posted your mission.lua before, but could you post both of them again?  For CW and GCW.
Title: Re: Ilum: icy plains
Post by: Delta327 on September 07, 2014, 03:14:47 PM
The reply is on my arc170 will not spawn on my map topic
Title: Re: Ilum: icy plains
Post by: Dark_Phantom on September 07, 2014, 06:04:09 PM
Ok, where did you get the ARC 170 from?  Did you get a reliable conversion for BF2?

The ARC170 is not stock SWBF1, so unless you replace your stock rep.lvl with one that has the ARC170, it won't load.
Title: Re: Ilum: icy plains
Post by: Delta327 on September 07, 2014, 06:11:05 PM
Yes i got it from a sides mod from BF1
Title: Re: Ilum: icy plains
Post by: Ltin on September 07, 2014, 07:28:48 PM
Was the side munged already? Did you request the correct file?
Title: Re: Ilum: icy plains
Post by: Delta327 on September 07, 2014, 07:42:55 PM
Well it saying  could fing munge log for all sides
Title: Re: Ilum: icy plains
Post by: Led on September 07, 2014, 09:27:46 PM
unless you have the un-munged side files, there is no way you will be able to figure out what the modder called this particular unit.
Title: Re: Ilum: icy plains
Post by: Delta327 on September 08, 2014, 04:46:06 AM
I have the reqs for them and last time when i munged my last map they appear fine in the game
Title: Re: Ilum: icy plains
Post by: Delta327 on September 08, 2014, 04:48:35 AM
function ScriptInit()
local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.VJF1.objectives.1");
AddMissionObjective(REP,"orange", "level.VJF1.objectives.2");
AddMissionObjective(REP,"orange", "level.VJF1.objectives.3");
AddMissionObjective(CIS,"red", "level.VJF1.objectives.1");
AddMissionObjective(CIS,"orange", "level.VJF1.objectives.2");
AddMissionObjective(CIS,"orange","level.VJF1.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1cw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka",
"cis_fly_droidfighter", 
"cis_fly_maf",
"cis_fly_droidfighter_dome");
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper",
"rep_walk_atte",
"rep_fly_gunship",
"rep_fly_jedifighter",
"rep_fly_gunship_dome",
"rep_fly_assault_dome",
"rep_fly_arc170");
--end sidelvls
--start loadouts
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid",10)
AddUnitClass(CIS, "cis_inf_assault",1)
AddUnitClass(CIS, "cis_inf_pilotdroid",2)
AddUnitClass(CIS, "cis_inf_assassindroid",2)
AddUnitClass(CIS, "cis_inf_droideka",1)
SetHeroClass(CIS, "cis_inf_countdooku")
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",10)
AddUnitClass(REP, "rep_inf_arc_trooper",1)
AddUnitClass(REP, "rep_inf_clone_pilot",2)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
AddUnitClass(REP, "rep_inf_jet_trooper",1)
SetHeroClass(REP, "rep_inf_macewindu")
--  SetCarrierClass(REP, "rep_fly_vtrans")
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1 atte (3 pair of legs each)
AddWalkerType(1, 4)-- 1x4 ( pairs of legs each)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityWalker",0)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityHover", 10)
SetMemoryPoolSize("CommandWalker", 2)
--  SetMemoryPoolSize("EntityCarrier", 2)
--end memorypools
--start worldlvl
ReadDataFile("dc:VJF1\\VJF1.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(CIS,CIS,"cis_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(CIS,REP,"cis_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,CIS,"rep_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(REP,REP,"rep_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(CIS,1.0,"cis_tat_amb_start",0,1);
SetAmbientMusic(CIS,0.99,"cis_tat_amb_middle",1,1);
SetAmbientMusic(CIS,0.1,"cis_tat_amb_end",2,1);
SetAmbientMusic(REP,1.0,"rep_tat_amb_start",0,1);
SetAmbientMusic(REP,0.99,"rep_tat_amb_middle",1,1);
SetAmbientMusic(REP,0.1,"rep_tat_amb_end",2,1);
SetVictoryMusic(CIS,"cis_tat_amb_victory");
SetDefeatMusic (CIS,"cis_tat_amb_defeat");
SetVictoryMusic(REP,"rep_tat_amb_victory");
SetDefeatMusic (REP,"rep_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
SetSoundEffect("SpawnDisplayUnitChange","shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange","shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplayBack","shell_menu_exit");
SetPlanetaryBonusVoiceOver(REP,REP,0,"rep_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(REP,CIS,0,"rep_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(REP,REP,1,"");
SetPlanetaryBonusVoiceOver(REP,CIS,1,"");
SetPlanetaryBonusVoiceOver(REP,REP,2,"rep_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(REP,CIS,2,"rep_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(REP,REP,3,"rep_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(REP,CIS,3,"rep_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(REP,REP,4,"rep_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(REP,CIS,4,"rep_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(REP,REP,5,"rep_bonus_rep_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP,CIS,5,"rep_bonus_cis_sabotage");
SetPlanetaryBonusVoiceOver(REP,REP,6,"");
SetPlanetaryBonusVoiceOver(REP,CIS,6,"");
SetPlanetaryBonusVoiceOver(REP,REP,7,"rep_bonus_rep_training");--advanced training
SetPlanetaryBonusVoiceOver(REP,CIS,7,"rep_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,CIS,0,"cis_bonus_cis_medical");
SetPlanetaryBonusVoiceOver(CIS,REP,0,"cis_bonus_rep_medical");
SetPlanetaryBonusVoiceOver(CIS,CIS,1,"");
SetPlanetaryBonusVoiceOver(CIS,REP,1,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,2,"cis_bonus_cis_sensors");
SetPlanetaryBonusVoiceOver(CIS,REP,2,"cis_bonus_rep_sensors");
SetPlanetaryBonusVoiceOver(CIS,CIS,3,"cis_bonus_cis_hero");
SetPlanetaryBonusVoiceOver(CIS,REP,3,"cis_bonus_rep_hero");
SetPlanetaryBonusVoiceOver(CIS,CIS,4,"cis_bonus_cis_reserves");
SetPlanetaryBonusVoiceOver(CIS,REP,4,"cis_bonus_rep_reserves");
SetPlanetaryBonusVoiceOver(CIS,CIS,5,"cis_bonus_cis_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS,REP,5,"cis_bonus_rep_sabotage");
SetPlanetaryBonusVoiceOver(CIS,CIS,6,"");
SetPlanetaryBonusVoiceOver(CIS,REP,6,"");
SetPlanetaryBonusVoiceOver(CIS,CIS,7,"cis_bonus_cis_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS,REP,7,"cis_bonus_rep_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer
this is for the clonwars LUA nut it keeps crashing
Title: Re: Ilum: icy plains
Post by: Led on September 08, 2014, 07:12:30 AM
This is your map file.

ReadDataFile("dc:VJF1\\VJF1.lvl")

make sure this file is in this exact location



SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");

Also, these voiceovers are for the other era.
Title: Re: Ilum: icy plains
Post by: Delta327 on September 08, 2014, 01:40:13 PM
So its under the objectives
Title: Re: Ilum: icy plains
Post by: Led on September 08, 2014, 01:58:19 PM
Quote from: Delta327 on September 08, 2014, 01:40:13 PM
So its under the objectives
who are you responding to?
Title: Re: Ilum: icy plains
Post by: Delta327 on September 08, 2014, 02:13:09 PM
I just dont know where to put the ReadMeFile ("dc:VJFI.lvl; tat1cw")
Title: Re: Ilum: icy plains
Post by: Delta327 on September 08, 2014, 03:32:06 PM
It in the right spot
Title: Re: Ilum: icy plains
Post by: Led on September 08, 2014, 03:34:03 PM
Quote from: Delta327 on September 08, 2014, 02:13:09 PM
I just dont know where to put the ReadMeFile ("dc:VJFI.lvl; tat1cw")

Read Me File ?



Title: Re: Ilum: icy plains
Post by: Delta327 on September 08, 2014, 03:37:51 PM
I have everything in the right spot
Title: Re: Ilum: icy plains
Post by: Led on September 08, 2014, 04:15:57 PM
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper",
"rep_walk_atte",
"rep_fly_gunship",
"rep_fly_jedifighter",
"rep_fly_gunship_dome",
"rep_fly_assault_dome",
"rep_fly_arc170");



Is the arc170 located in the stock rep.lvl file?  I think not...

It would really be helpful if you could understand what we are saying, and can provide a response that is meaningful.

Title: Re: Ilum: icy plains
Post by: Delta327 on September 08, 2014, 04:47:29 PM
Yes it is in the republic stock file
Title: Re: Ilum: icy plains
Post by: Led on September 08, 2014, 05:14:32 PM
Here is the ODF list for the stock rep side.  No arc170 in it.



09/08/2014  07:12 PM    <DIR>          .
09/08/2014  07:12 PM    <DIR>          ..
09/08/2014  07:12 PM                 0 list
11/24/2004  03:10 PM             2,529 rep_bldg_forwardcenter.odf
11/24/2004  03:10 PM             1,700 rep_bldg_forwardcenter_exp.odf
11/24/2004  03:10 PM               595 rep_fly_assault_DOME.odf
11/24/2004  03:10 PM             1,474 rep_fly_assault_exp.odf
11/24/2004  03:10 PM            13,547 rep_fly_gunship.odf
11/24/2004  03:10 PM             2,335 rep_fly_gunship_DOME.odf
11/24/2004  03:10 PM             1,699 rep_fly_gunship_exp.odf
11/24/2004  03:10 PM             6,437 rep_fly_jedifighter.odf
11/24/2004  03:10 PM             1,985 rep_fly_jedifighter_DOME.odf
11/24/2004  03:10 PM               614 rep_fly_jedifighter_exp.odf
11/24/2004  03:10 PM             9,087 rep_hover_fightertank.odf
11/24/2004  03:10 PM               750 rep_hover_fightertank_exp.odf
11/24/2004  03:10 PM             8,009 rep_hover_skiff.odf
11/24/2004  03:10 PM               580 rep_hover_skiff_exp.odf
11/24/2004  03:10 PM             5,610 rep_hover_speederbike.odf
11/24/2004  03:10 PM               560 rep_hover_speederbike_exp.odf
11/24/2004  03:10 PM             5,146 rep_inf_arc_trooper.odf
11/24/2004  03:10 PM             5,049 rep_inf_clone_commander.odf
11/24/2004  03:10 PM             5,057 rep_inf_clone_pilot.odf
11/24/2004  03:10 PM             5,076 rep_inf_clone_sharpshooter.odf
11/24/2004  03:10 PM             5,032 rep_inf_clone_trooper.odf
11/24/2004  03:10 PM             2,323 rep_inf_jedimale.odf
11/24/2004  03:10 PM             2,318 rep_inf_jedimaleb.odf
11/24/2004  03:10 PM             2,318 rep_inf_jedimaley.odf
11/24/2004  03:10 PM             5,746 rep_inf_jet_trooper.odf
11/24/2004  03:10 PM             2,854 rep_inf_macewindu.odf
11/24/2004  03:10 PM               166 rep_lander.odf
11/24/2004  03:10 PM            13,911 rep_walk_atte.odf
11/24/2004  03:10 PM             1,469 rep_walk_atte_exp.odf
11/24/2004  03:10 PM             1,116 rep_weap_fly_gunship_ball.odf
11/24/2004  03:10 PM               476 rep_weap_fly_gunship_ball_ord.odf
11/24/2004  03:10 PM             1,083 rep_weap_fly_gunship_cannon.odf
11/24/2004  03:10 PM               583 rep_weap_fly_gunship_cannon_exp.odf
11/24/2004  03:10 PM               720 rep_weap_fly_gunship_cannon_ord.odf
11/24/2004  03:10 PM               704 rep_weap_fly_gunship_missile.odf
11/24/2004  03:10 PM               532 rep_weap_fly_gunship_missile_exp.odf
11/24/2004  03:10 PM               827 rep_weap_fly_gunship_missile_ord.odf
11/24/2004  03:10 PM             1,081 rep_weap_fly_gunship_wing.odf
11/24/2004  03:10 PM               480 rep_weap_fly_gunship_wing_ord.odf
11/24/2004  03:10 PM               893 rep_weap_fly_jedifighter_cannon.odf
11/24/2004  03:10 PM               518 rep_weap_fly_jedifighter_cannon_exp.odf
11/24/2004  03:10 PM               714 rep_weap_fly_jedifighter_cannon_ord.odf
11/24/2004  03:10 PM             1,410 rep_weap_fly_jedifighter_missile.odf
11/24/2004  03:10 PM               514 rep_weap_fly_jedifighter_missile_exp.odf
11/24/2004  03:10 PM               688 rep_weap_fly_jedifighter_missile_ord.odf
11/24/2004  03:10 PM               741 rep_weap_hover_fightertankt_cannon.odf
11/24/2004  03:10 PM             1,057 rep_weap_hover_fightertank_cannon.odf
11/24/2004  03:10 PM             1,060 rep_weap_hover_fightertank_cannon1.odf
11/24/2004  03:10 PM               646 rep_weap_hover_fightertank_cannon1_exp.odf
11/24/2004  03:10 PM               766 rep_weap_hover_fightertank_cannon1_ord.odf
11/24/2004  03:10 PM               585 rep_weap_hover_fightertank_cannon_exp.odf
11/24/2004  03:10 PM               867 rep_weap_hover_fightertank_cannon_ord.odf
11/24/2004  03:10 PM             1,123 rep_weap_hover_fightertank_laser.odf
11/24/2004  03:10 PM               609 rep_weap_hover_fightertank_laser_ord.odf
11/24/2004  03:10 PM               968 rep_weap_hover_fightertank_launcher.odf
11/24/2004  03:10 PM               369 rep_weap_hover_fightertank_launcher_exp.odf
11/24/2004  03:10 PM             1,101 rep_weap_hover_fightertank_launcher_ord.odf
11/24/2004  03:10 PM             1,131 rep_weap_hover_fightertank_missile.odf
11/24/2004  03:10 PM               533 rep_weap_hover_fightertank_missile_exp.odf
11/24/2004  03:10 PM               748 rep_weap_hover_fightertank_missile_ord.odf
11/24/2004  03:10 PM             1,115 rep_weap_hover_speederbike_cannon.odf
11/24/2004  03:10 PM               312 rep_weap_hover_speederbike_cannon_exp.odf
11/24/2004  03:10 PM               658 rep_weap_hover_speederbike_cannon_ord.odf
11/24/2004  03:10 PM             3,134 rep_weap_inf_arccaster.odf
11/24/2004  03:10 PM               400 rep_weap_inf_arccaster_exp.odf
11/24/2004  03:10 PM               593 rep_weap_inf_arccaster_ord.odf
11/24/2004  03:10 PM             1,255 rep_weap_inf_binoculars.odf
11/24/2004  03:10 PM             3,078 rep_weap_inf_commando_pistol.odf
11/24/2004  03:10 PM               855 rep_weap_inf_commando_pistol_ord.odf
11/24/2004  03:10 PM             2,357 rep_weap_inf_crackgrenade.odf
11/24/2004  03:10 PM               691 rep_weap_inf_crackgrenade_exp.odf
11/24/2004  03:10 PM               762 rep_weap_inf_crackgrenade_ord.odf
11/24/2004  03:10 PM             1,792 rep_weap_inf_forcepush.odf
11/24/2004  03:10 PM               352 rep_weap_inf_forcepush_ord.odf
11/24/2004  03:10 PM             1,400 rep_weap_inf_fusioncutter.odf
11/24/2004  03:10 PM             2,404 rep_weap_inf_haywiredetonator.odf
11/24/2004  03:10 PM               650 rep_weap_inf_haywiredetonator_exp.odf
11/24/2004  03:10 PM               728 rep_weap_inf_haywiredetonator_ord.odf
11/24/2004  03:10 PM             1,794 rep_weap_inf_mine_dispenser.odf
11/24/2004  03:10 PM               657 rep_weap_inf_orbital_attack_salvo_exp.odf
11/24/2004  03:10 PM             1,270 rep_weap_inf_orbital_attack_salvo_ord.odf
11/24/2004  03:10 PM             3,066 rep_weap_inf_pistol.odf
11/24/2004  03:10 PM               939 rep_weap_inf_pistol_ord.odf
11/24/2004  03:10 PM               847 rep_weap_inf_powerup_dispenser.odf
11/24/2004  03:10 PM               948 rep_weap_inf_remotedroid.odf
11/24/2004  03:10 PM             2,466 rep_weap_inf_remotedroid_blaster.odf
11/24/2004  03:10 PM               776 rep_weap_inf_remotedroid_blaster_ord.odf
11/24/2004  03:10 PM               625 rep_weap_inf_remotedroid_destruct.odf
11/24/2004  03:10 PM               651 rep_weap_inf_remotedroid_exp1.odf
11/24/2004  03:10 PM               596 rep_weap_inf_remotedroid_exp2.odf
11/24/2004  03:10 PM             1,787 rep_weap_inf_remotedroid_ord.odf
11/24/2004  03:10 PM             1,290 rep_weap_inf_remote_charge_dispenser.odf
11/24/2004  03:10 PM               690 rep_weap_inf_remote_charge_dispenser_exp.odf
11/24/2004  03:10 PM               444 rep_weap_inf_remote_charge_dispenser_ord.odf
11/24/2004  03:10 PM             3,147 rep_weap_inf_rifle.odf
11/24/2004  03:10 PM               892 rep_weap_inf_rifle_ord.odf
11/24/2004  03:10 PM             2,092 rep_weap_inf_rocket_launcher.odf
11/24/2004  03:10 PM               651 rep_weap_inf_rocket_launcher_exp.odf
11/24/2004  03:10 PM             1,124 rep_weap_inf_rocket_launcher_ord.odf
11/24/2004  03:10 PM             2,949 rep_weap_inf_sniperrifle.odf
11/24/2004  03:10 PM               968 rep_weap_inf_sniperrifle_ord.odf
11/24/2004  03:10 PM             2,361 rep_weap_inf_thermaldetonator.odf
11/24/2004  03:10 PM               668 rep_weap_inf_thermaldetonator_exp.odf
11/24/2004  03:10 PM               730 rep_weap_inf_thermaldetonator_ord.odf
11/24/2004  03:10 PM             3,191 rep_weap_inf_torpedo_launcher.odf
11/24/2004  03:10 PM               629 rep_weap_inf_torpedo_launcher_exp.odf
11/24/2004  03:10 PM               640 rep_weap_inf_torpedo_launcher_ord.odf
11/24/2004  03:10 PM             1,159 rep_weap_laser_pulse_heavy_ord.odf
11/24/2004  03:10 PM             1,147 rep_weap_laser_pulse_medium_ord.odf
11/24/2004  03:10 PM               912 rep_weap_lightsaber.odf
11/24/2004  03:10 PM               826 rep_weap_lightsaberb.odf
11/24/2004  03:10 PM               826 rep_weap_lightsaberg.odf
11/24/2004  03:10 PM               827 rep_weap_lightsaberr.odf
11/24/2004  03:10 PM               830 rep_weap_lightsabery.odf
11/24/2004  03:10 PM             1,241 rep_weap_walk_atte_cannon.odf
11/24/2004  03:10 PM               760 rep_weap_walk_atte_cannon_exp.odf
11/24/2004  03:10 PM               576 rep_weap_walk_atte_cannon_exp1.odf
11/24/2004  03:10 PM             1,281 rep_weap_walk_atte_cannon_heavy.odf
11/24/2004  03:10 PM               692 rep_weap_walk_atte_cannon_heavy_exp.odf
11/24/2004  03:10 PM             1,072 rep_weap_walk_atte_cannon_heavy_ord.odf
11/24/2004  03:10 PM             1,226 rep_weap_walk_atte_cannon_ord.odf
11/24/2004  03:10 PM               799 rep_weap_walk_atte_cannon_ord1.odf
11/24/2004  03:10 PM               660 rep_weap_walk_atte_cannon_ord2.odf
11/24/2004  03:10 PM             1,624 rep_weap_walk_atte_turretcannon.odf
11/24/2004  03:10 PM               431 rep_weap_walk_atte_turretcannon_exp.odf
11/24/2004  03:10 PM               561 rep_weap_walk_atte_turretcannon_exp2.odf
11/24/2004  03:10 PM               567 rep_weap_walk_atte_turretcannon_exp3.odf
11/24/2004  03:10 PM               639 rep_weap_walk_atte_turretcannon_exp4.odf
11/24/2004  03:10 PM             2,085 rep_weap_walk_atte_turretcannon_ord1.odf


Title: Re: Ilum: icy plains
Post by: Delta327 on September 08, 2014, 05:21:51 PM
Cant you addit in the stock file
Title: Re: Ilum: icy plains
Post by: Led on September 08, 2014, 05:28:05 PM
You can not add it in the stock rep.lvl file.  It is already munged. 

You can add it to your own rep.lvl file that you create.  In order to do this, you need ALL of the arc170 files:
mesh, req, ODF, etc.
Title: Re: Ilum: icy plains
Post by: Delta327 on September 08, 2014, 05:39:15 PM
Can i make my own side  will that work
Title: Re: Ilum: icy plains
Post by: Led on September 08, 2014, 05:44:45 PM
Quote from: Delta327 on September 08, 2014, 05:39:15 PM
Can i make my own side  will that work

You can edit the stock sides
or
find the files for whatever additional unit or vehicle that you want. 

The files you need include MSH, ODF, req, etc.
Title: Re: Ilum: icy plains
Post by: Delta327 on September 08, 2014, 05:59:33 PM
I have the req odf and munge and msh and effects
Title: Re: Ilum: icy plains
Post by: Led on September 08, 2014, 06:06:34 PM
zip them up and attach them to your next post and I will see if I can munge them for you.
Title: Re: Ilum: icy plains
Post by: Delta327 on September 09, 2014, 02:38:24 PM
I got the arc170 from Swbfgamers dowloads
Title: Re: Ilum: icy plains
Post by: Led on September 09, 2014, 04:32:00 PM
Quote from: Delta327 on September 09, 2014, 02:38:24 PM
I got the arc170 from Swbfgamers dowloads

Post a link please. 
Title: Re: Ilum: icy plains
Post by: Delta327 on September 09, 2014, 04:59:20 PM
http://starwarsbattlefront.filefront.com/file/Battlefront_IReady_Ships;98734 here the link
Title: Re: Ilum: icy plains
Post by: Delta327 on September 10, 2014, 03:49:23 PM
If some one  can munge the sides files for me the post them on the next post
Title: Re: Ilum: icy plains
Post by: Led on September 13, 2014, 07:02:17 AM
here is rep02.lvl that has all the stock items plus the vehicles in the download that you supplied.

It is not tested.

You will need to uncompress the file.

Unit names are according to the names in the download.
Title: Re: Ilum: icy plains
Post by: Led on September 14, 2014, 05:32:46 PM
Gee, not even a thanks...  :slap:
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