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Messages - SlipShot762

#1
SWBF2 Modding / Re: Localization Questions
March 02, 2014, 06:53:28 PM
Well, simply localizing and then pasting the core.lvl from the modtools project folder results in a crash, it is a stock-sides replacement mod if that matters.

Now following sleeperkiller's instructions i did make a separate project folder and localize in there, then got the bright idea to add the read data line to the mission lua for coruscant, which seemed to result in changing the weapon info in game into japanese but properly naming the clone assassin at least.

I'm still fiddling around with it at the moment.
#2
SWBF2 Modding / Re: Localization Questions
February 27, 2014, 08:40:43 PM
And I'm back to pester you some more :P

Well, that did not exactly work, and I've tried messing around with bamdur and battlebeks tools to no avail....

If anyone has an answer for this I'd be grateful to hear it.

Gonna try the general process again with some changes, see what I get...
#3
SWBF2 Modding / Re: Localization Questions
February 22, 2014, 11:00:50 AM
Sadly, that didn't work, yet, I'm going to try it again after I make a few changes, if that doesn't work, I'll return to pester you some more :P
#4
SWBF2 Modding / Re: Localization Questions
February 13, 2014, 06:24:48 PM
Thank you so much!!   :D

I will give this a try....I'm taking this opportunity to deconstruct, refine, and recompile the whole project and will use your help as outlined here as a final step.

Again, thank you so much!!

This time around I'm going to try and remove the glow from mines too, something I failed at previously, and to spread out the class variation by map and gamemode rather than making everything available on every map.

(also must restore 3rd person view in AT/AT's and the ability for snipers to straffe while zoomed, something that working from the base of BFX assets had cause the loss of.

I'll let you know if it works....
#5
SWBF2 Modding / Localization Questions
February 12, 2014, 04:45:10 PM
Well I've gotten everything I wanted in my personal home lan mod to work, largely thanks to the efforts of all of you folks and the people at gametoast, in that your works and understanding are available to view on the various message boards, and I thank you.

The last step for me is to localize everything, and about that, I am wondering:

Is there an easy way to generate a core.lvl file with my localizations for a side replacement mod like this?

I've done my editlocalize. bat and munged, but the generated core.lvl file crashes the game on launch, at present I'm using the shipped core.lvl file and everything works fine but there is no localization.

I have 2 ideas here, one is to figure out a way to use battlebeks core.lvl tool (i think it's battlebeks anyway) I DL'd from this site (folder structure and exactly which files to use escapes me as the tool is for BF1); the other is hex editing.

So, I ask, is there a simple way to generate the core.lvl for a sides replacement mod like this, perhaps with the core.lvl tool, or do I have to hex?

And, if I must hex, am I restricted to renaming things the same number of character or less just as if I was hexing pistols into rifles?

Thanks in advance for any forthcoming enlightenment...
#6
SWBF2 Modding / Re: Replacing stock sides
January 25, 2014, 03:18:01 PM
k i think i got this

was finally able to make a proper custom mission lvl and increase memory pools so all animations work...

now, just gotta re-design what i intend to do, i think i can go a lil bigger with this, maybe cutoms sides per map, better skins, different heroes n such...

thanks all
#7
SWBF2 Modding / Re: Replacing stock sides
January 19, 2014, 05:09:21 PM
Quote from: 411Remnant on January 18, 2014, 10:29:22 PM
Does it have the correct textures? If you have swbfveiwer open up the auto turret mesh and see if the texture it is using is in the msh folder.

Yes, it was a bad munge, clean and remunge fixed it.

Still no progress on the darktroopers jetpack behavior, no big deal, it can be left as default.

As of now only problem i have is my localization failed, no big deal, perfectly tolerable, and some maps crash...but with no severity 3 errors, all memory pool stuff.

I don't wanna remunge since it seems everything mungewise is good and i dont wanna muck it up, therefore, gonna try and use battlebelks mission tool to custom the default map luas to increase memory for soldier animations and maybe change heros...

and about that i have a question, would it be sufficient to simply replace cis_inf_darthmaul with cis_inf_magnaguard on the hero section, or will i also have to "addunitclass" above that?
#8
SWBF2 Modding / Re: Replacing stock sides
January 18, 2014, 07:17:06 PM
Quote from: Buckler on January 18, 2014, 03:52:06 PM
Hmm, I would just try to copy all the values from the jet trooper ODF.  Or, you could use the jettrooper but call for the darktrooper skin, i think.

Someone here should be able to tell you better than me :)

I'll try this right now, thanks! (this had not occured to me, tho I did try to copy the jettroopers jetpack section and paste it over the darktroopers....I'll see if actually using the jettrooper but calling the DT skin and mesh works.

Remnant, you are correct, like all beginners we bite off more than we can chew, and trust me, this is not the first time my ambition has exceeded my ability. And yes, I did try to change a bunch of everything before the munge.

At the moment tho I'm trying to fix 2 things:

Autoturrets have black textures, they deploy they fire...but are black skinless models...trying a backup from assets on the odf and meshes now

also, mines seem to refuse to deploy...i have no idea why.

am using the mini-munge feature atm of munging from within data_dad/build/side, seems to avoid errors
#9
SWBF2 Modding / Re: Replacing stock sides
January 18, 2014, 02:35:45 PM
BF 1 will be my next project, at present all I have done for it is hex the pistols into rifles, I intend to do better with it when I get a chance.

As for my current BF2 project, I think I've got it, had some missing req entries, and given the size of all the animations and meshes that the bfx assets folder scatters across multiple sides (I'm guessing) I keep getting those cannot find this or that asset errors...but...

As of last munge, everything appears to work except people with mine dispenser could not deploy them; since the ai is horrible at using mines, and since only I and not my sons bother to use them, I simply removed them.

I'm willing to call it done and I hope everything I learned in this undertaking will help me when I get to modding sides for BF1.

I'd like to thank you all for the numerous resources and info available which DID help, and I'm off to test every map in every mode atm to see what works and what doesn't.

Again, thank you all.

ETA

Oh, I DL'd from here the Battlebelk mission lvl tool, gonna try (later) to use it for bf2, do stuff like change the heroes on each map and the unit counts etc, might have questions about that when I get around to it. For example I wanted to make the BFX magnaguard a hero on some maps, as a default unit it never looks right to see a handful of them running around willy nilly, capturing command posts.


ETA2

I do have one question though thats relevant to me at this moment; the darktrooper, I'd like him to have a jetpack that works the same as the clonetrooper version and when i mess with it to achieve this I can almost get it....except for his lateral movement is a snails pace, very slow, no amount of adjusting acceleration in the odf seems to fix it.

I tried quintipling the accel number, making sure type is set to hover etc....still no go.

at present i gave him back the standard jump pack.

any idea how to give him clone jet trooper style flight?
#10
SWBF2 Modding / Re: Replacing stock sides
January 18, 2014, 11:17:21 AM
ok think i may have solved the missing units deal, sum missing/mispelled stuff in some req files i think, now if i could just get a munge w/o errors i'll test it
#11
SWBF2 Modding / Replacing stock sides
January 15, 2014, 07:45:16 PM
trying to make a small mod for my sons and i to play on lan, utilizing heavily from BFX released assets, and hitting snags here and there, been at it for about 3 weeks now off and on. i has 1.3 patch installed as a base.

So basically i read everything i can find, dl the modtools and gimp, and then
1)did my clone skins the way i want them
2)create new world in modtools data_dad
3)get sides and animation from assets folder
4) copy over sides and animation from BFX (must have recoil and cockpits and land to reload missiles!!)
5)edit the odfs the way i want them (different weapons for the classes rather than the default BFX way)
6) munge; sum stuff works sum dont, i keep cleaning and starting over etc

in one case on kamino gcw i had only wookies and reb officer (replaces bothan spy with BFX crix madine model)

but still everything right on imp side. Initially i tried to make clone assassin and magnaguard as officer classes for each faction and on sum maps they'd work, others the magnaguard could not swing his staff.


no matter how hard i look i cant find a good straight shootin tutorial on re-doing stock sides, and BFX was almost perfect for us with a few changes.

What im trying to get for our lil lan game is thus:

My custom clone skins (done)

Cockpits and hafta land and reload (except for tie defender and bwing for the 7 year old they still have infinite missiles)  (also done)

keep BFX recoil and laser speed and damage and effects (mostly done, pushdeadonly thankyou)

add packs and gear to clones (done)

change many class weapons and skins, no bothan model for example, no arccasters etc...  just rifles and shotguns and pistols and what have you

everytime i think i got it, i get a bad munge or it works fine on sum levels or crashes or has bugs on others


i know im doing a hatchet job here, but i simply cannot find a tutorial on replacing stock sides.

any advice on this?

(thusfar lua scripts are not touched)
#12
General / Re: What are your favourite Star Wars games?
January 13, 2014, 06:56:17 PM
in order of preference;
x-wing alliance, i was good at making missions for this
empire at war
battlefront 1
battlefront 2
rogue squadron console series
#13
General / Re: Favorite Rifles?
January 13, 2014, 06:37:49 PM
You mean irl or in the game?

irl i'm partial to older bolt actions like the k98 or the rarish h&h magnum, i also dig almost any 22 lr, especially the marlin 60 or the s&w mp15-22; in the game the e-11 or whatever the stormies use is my fav