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Topics - Bamdur

#21
SWBF1 Modding / Asset Request Thread
May 13, 2011, 05:31:36 PM
This is the Asset request thread. if you need something in your mod, or just need some assets ask for them here.
Please ask for only one Asset at a time. Once that completed (if it gets done) then you may request another


Current Made Assets:
/tba/
#22
Just a basic mod that gives each side unlimted jet, Dark trooper can jump a bit farther with this

Link(INcludes both): http://www.gamefront.com/files/20121423/Unlimited_JET.zip


Install:

DEDICATED SERVER ONLY
To install this mod go to your servers side folder (you will find it)
backup your rep and emp (you can do this by renamed rep- realrep and emp  realemp)

host your server

Enjoy the mod ;)
#23
Released Maps and Mods / Endor: lost forest
March 08, 2011, 08:21:16 PM
i released this map a while ago. its not really a map- its more of a map i made to test my vehicles(which was an acklay adn rancor starship :P) its pretty fun overall. it crashes in multiplayer so you can only play singleplayer (if u get mp working good for you)

Link: http://www.4shared.com/file/CBF5VsCL/StarshipsForest.html
isorry its uplaoded there
#24
SWBF1 Modding / SWBF HeadShot Server mod Released.
March 07, 2011, 07:40:44 PM
Here it finally is. link: http://www.gamefront.com/files/20074141/Headshot+mod+files.zip

Read the Readme!

i might upload a no nades version later

also if needed move topic in different thread.
#25
Star Wars Battlefront (2004 Original) / More modders
March 07, 2011, 07:26:32 PM
On the site itself we have onlya bout 10 modders or less. compared to www.gametoast.com with many, we should try to get more modders here
#26
This is the XSI Everything you need to know Thread and should answer most questions you have about XSI. If your questions is not answered here make a topic about the thing you need.


Model Designing

Basic Props



Q: How do I make a Basic model?

A: There are Several basic shapes used in XSI. Cube, Sphere, Cylinder and Cones. To place one of these
on Right Side of XSI Click Primitives, Polygon Mesh, Then one of the following Objects. You can customize how your object looks in the options box. on left hand side you will see tools for rotation, scaling and translating. move your object into place and then you add textures

Q: How do i texture objects?

A: At top of toolbar Click Render, Texture, Image and then select and apply your texture. (more detailed tutorial to come)





Q: How do i export my model?

A: Two steps. 1. Make a null called dummyroot (primitive-null) and place all objects under it.(drag and drop) 2. install the Pandemic XSI Addon by downloading the file from the xsi thread and clicking file, install plugin/addon then install it. Now restart xsi and MIDDLE CLICK the null then click file-pandemic tools-export mesh.
with just export selected mesh only and export textures if u need (you can click them all if u need) and save in an area you can find it. you have now made your mesh and just need to make an odf





Q: after i exported and looked at my mesh in msh viewer i see nothing

A: make sure you had all your objects under dummyroot and MIDDLE CLICKED(BRANCH SELECT) your dummyroot and then exported


Basic Weapons (guns)

Q: how do i make a gun?

A: make your mesh (explained above ) add a null called hp_fire by where u want the bullets to shoot out of now make your dummyroot and place it where u want ur soldier to hold it. now place everything under dummyroot and middle click and export




Flyers

Q: how do i make a flying ship?

A: make your mesh(explained above) place a null called hp_pilot where u want pilot to sit. next make a hp_weapon (make a hp_weapon2 if you need) where you want the things to shoot out of your flyers blasters.
make a dummyroot and position it. place all objects under dummyroot. Branch select(MIDDLE CLICK) dummyroot and export.


Unit skinning
Q: how do i retexture a unit?

A: Download gimp ( Http://www.gimp.org ) install it. Drag your .tga file into gimp and make ur changes (read gimp user manual if u need help) save as .tga  MAKE SURE TO UNCHECK RLE COMPRESSION! munge your new skin and your done.



Basic Unit

Q: how do i make my very own unit mesh?

A: Download Phyc0freds Unit Template Beta http://www.secretsociety.com/forum/downloads/Unit_template_Beta.zip

Import it into xsi. Make 4 new layers by pressing 6 on the keyboard. then click make new layer name them
Unit_skeleton
Unit_rig
Unit_shadowvolume
Unit_mesh

now press 8 on your keyboard to open up the explorer
then press L while in taht window move eveyrthing with  _bone in there name and _eff in there name to the skeleton layer alogn with hp_weapons

move the mesh with SV in its name to the shadowvolume layer

move anything with root in its name into rig layer. as well as dummyroot, ground dummy, lights, and camera nulls

move the override texture mesh and your own mesh into the mesh layer.

now select the over ride texture mesh and texture it with rep_inf_trooper then middle click it and then at top toolbar press animate, deform, set envolope   say yes to the popup then select anything with the name bone in it then right click and your done
now hide bone_root and bone_pelvis

now middle click Dummyroot and Export

if using your own mesh, hide the over ride texture mesh. and align your mesh to the bones.

merge your polymesh then follow envolope above.

More to be posted soon

Help Thread links go here:





#27
XSI Foundation links:


mega upload is gone, look here for the trial versions
http://www.gamefront.com/files/user/AceMastermind


XSI Foundation 4.2  http://www.megaupload.com/?d=O4ZTSMO0

XSI Foundation 5.0  http://www.megaupload.com/?d=UK2AT92J

XSI Foundation 5.1  http://www.megaupload.com/?d=JEONWPD8

XSI Foundation 5.11  http://www.megaupload.com/?d=EYCAXLLC



After you have made your models and need to export them. Export them with Pandemic's Exporter


Pandemic Exporter (Uploaded to FileFront)http://www.gamefront.com/files/20074106/PandemicBf1%2B2Addon.zip Fixed Link



ZETools is another msh exporter for XSI and has all the functions needed to export models for SWBF1 now. All it lacks is cloth support.  And it also works on the final version of the XSI ModTool (v7.5.)

ZETools (here on SWBFGamers)http://www.swbfgamers.com/index.php?topic=5164.0
ZETools (ZETools homepage)https://sites.google.com/site/andescp/zetools_main
ZETools (ZETools development thread on GT)http://gametoast.com/forums/viewtopic.php?f=36&t=26664


If you need help with XSI Post in the forum or Look at the Everything you need to know thread

edit by tirpider: tagged title added ZETools
#28
Hey all this will be a thread where you can release your skins. If you use a skin posted here just be sure to give credit to the person.

edit by tirpider: stickied and tagged. (great idea for a thread, btw)
#29
This is pretty simple. I replaced all my files with the kamino sky and it had no terrain. So i looked in the sky file. here is the code

Softness(1);
SoftnessParam(60);
TerrainEnable(0);


    As you can see TerrainEnable(0) is = to 0 which means its off.
if u want your map to have it on . change the (0) to 1
if you want it off. change to TerrainEnable(0)
#30
Released Maps and Mods / Bamdurs Core.lvl tool 1.3.1
November 11, 2010, 05:39:22 PM
Tool officialy released. Works on all OS (Windows Based). This tool was designed for Users of 64 bit pcs since u cant munge a core.lvl on them. with this tool u can make ur own core.lvl and its even easier then making one using the bfbuilder. (tool works on 32 bit also). I have also Added
Battlebelks core.lvl tool to make a main core.lvl. u can use my tool with his to make ur own cool core.lvl. (u have to fill in some nulls i left. but i did add all keys).  I have Added serveral tutorials and a video tutorial(needs to be updated). Enjoy  :cheers:  :cheers:  :cheers: :tu:
Download link
[spoiler]http://www.4shared.com/file/i_kCa1Xj/Corelvl_tool_Version_131.html[/spoiler]
if u have problems downloading off 4shared(obviously if u cant ur not too smart xD)ask me
#31
SWBF1 Modding / (help) merging localization
November 11, 2010, 03:25:32 PM
As i have said before im on a 64 bit pc and i cant seem to find a way to merge .cfg files. i could edit the file manually but that would be a big pain. So could anybody do this for me?
#32
Since 64 bit Pcs at most can munge all teh files u need to run map. but there is an issue with teh core.lvl munging. That is why i have made a custom core.lvl tool for any mod map. with this tool u can change team chat, rebel names, kill message, cp names, unit names and pretty much whatever u can. REad README FOR INSTRUCTIONS. ENJOY :cheers: :cheers:


Version 1.3.1 Released! changes
FINISHED I ADDED EVERYLOCALIZATION KEY TAHT I KNOW ABOUT FOR SWBF
added a guide(battlebelks) for makign the main core.lvl

link = http://www.4shared.com/file/i_kCa1Xj/Corelvl_tool_Version_131.html

BTW THIS IS GETTING ANOYING SO PLZ DELETE THIS POST(ILL POST IT IN RELEASE SECTION)
#33
SWBF1 Modding Tutorials / Munging On a 64-bit PC
October 19, 2010, 07:29:50 PM
To munge on a 64 bit pc:

1. Open Bfbuilder
2. Select Munge
3. Type @set path=C:/windows/system32
4. Type munge
5. Let it munge
6. Get your map out of Bfbuilder/addon folder
#34
i have heard that making more then one water layer is impossible but after looking through zeroeditor files i see this
water cfg
Quote// Start Water Brush Control
CreateControl("EditWater", "STATIC")
{
    Pos(0, 80);
    Size(115, 275);
    ColorGroup("INPUTBOX");
    CreateControl("EditWaterTitle", "STATIC")
    {
        ColorGroup("BACKGROUND");
        Pos(0, 0);
        Size(115, 12);
        Font("SMALL");
        JustifyText("VCENTER");
        Text("WATER BRUSH");
        Style("TRANSPARENT");
    }
    // Start Water Brush Width Control
    CreateControl("Width", "STATIC")
    {
        Pos(6, 12);
        Size(45, 30);
        Style("TRANSPARENT");
        CreateControl("Title", "STATIC")
        {
            ColorGroup("BACKGROUND");
            Pos(0, 0);
            Size(45, 12);
            Font("SMALL");
            JustifyText("LEFT");
            Text("Width:");
            Style("TRANSPARENT");
        }
        CreateControl("Edit", "EDIT")
        {
            ColorGroup("INPUTBOX2");
            Pos(0, 12);
            Size(45, 15);
            Cursor("Highlight");
            Font("SMALL");
            UseVar("editor.water.width");
            Style("ROLLOVER");
        }
    }
    // End Water Brush Width Control

    // Start Water Brush Depth Control
    CreateControl("Depth", "STATIC")
    {
        Pos(58, 12);
        Size(45, 30);
        Style("TRANSPARENT");
        CreateControl("Title", "STATIC")
        {
            ColorGroup("BACKGROUND");
            Pos(0, 0);
            Size(45, 12);
            Font("SMALL");
            JustifyText("LEFT");
            Text("Depth:");
            Style("TRANSPARENT");
        }
        CreateControl("Edit", "EDIT")
        {
            ColorGroup("INPUTBOX2");
            Pos(0, 12);
            Size(45, 15);
            Cursor("Highlight");
            Font("SMALL");
            UseVar("editor.water.depth");
            Style("ROLLOVER");
        }
    }
    // End Water Brush Depth Control

    // Start Water Brush Layer Control
    CreateControl("Layer", "STATIC")
    {
        Pos(2, 44);
        Size(45, 30);
        Style("TRANSPARENT");
        CreateControl("Title", "STATIC")
        {
            ColorGroup("BACKGROUND");
            Pos(6, 0);
            Size(45, 12);
            Font("SMALL");
            JustifyText("LEFT");
            Text("Layer:");
            Style("TRANSPARENT");
        }
        CreateControl("Edit", "EDIT")
        {
            ColorGroup("INPUTBOX2");
            Pos(4, 12);
            Size(45, 15);
            Cursor("Highlight");
            Font("SMALL");
            UseVar("editor.water.layer");
            Style("ROLLOVER");
        }
    }
    // End Water Brush Layer Control

    // Start Water Brush Height Control
    CreateControl("Height", "STATIC")
    {
        Pos(58, 44);
        Size(45, 30);
        Style("TRANSPARENT");
        CreateControl("Title", "STATIC")
        {
            ColorGroup("BACKGROUND");
            Pos(0, 0);
            Size(45, 12);
            Font("SMALL");
            JustifyText("LEFT");
            Text("Height:");
            Style("TRANSPARENT");
        }
        CreateControl("Edit", "EDIT")
        {
            ColorGroup("INPUTBOX2");
            Pos(0, 12);
            Size(45, 15);
            Cursor("Highlight");
            Font("SMALL");
            UseVar("editor.water.height");
            Style("ROLLOVER");
        }
    }
    // End Water Brush Height Control

    // Start Water Brush Veloc and Texture Control
    CreateControl("Water", "STATIC")
    {
        Pos(0, 74);
        Size(105, 175);
        Style("TRANSPARENT");
        // Start Water Brush UVeloc Control
        CreateControl("UVeloc", "STATIC")
        {
            Pos(6, 5);
            Size(45, 30);
            Style("TRANSPARENT");
            CreateControl("Title", "STATIC")
            {
                ColorGroup("BACKGROUND");
                Pos(0, 0);
                Size(45, 12);
                Font("SMALL");
                JustifyText("LEFT");
                Text("U Vel:");
                Style("TRANSPARENT");
            }
            CreateControl("Edit", "EDIT")
            {
                ColorGroup("INPUTBOX2");
                Pos(0, 12);
                Size(45, 15);
                Cursor("Highlight");
                Font("SMALL");
                UseVar("editor.water.uveloc");
                Style("ROLLOVER");
                MaxLength(5);
            }
        }
        // End Water Brush UVeloc Control

        // Start Water Brush VVeloc Control
        CreateControl("VVeloc", "STATIC")
        {
            Pos(58, 5);
            Size(45, 30);
            Style("TRANSPARENT");
            CreateControl("Title", "STATIC")
            {
                ColorGroup("BACKGROUND");
                Pos(0, 0);
                Size(45, 12);
                Font("SMALL");
                JustifyText("LEFT");
                Text("V Vel:");
                Style("TRANSPARENT");
                MaxLength(6);
            }
            CreateControl("Edit", "EDIT")
            {
                ColorGroup("INPUTBOX2");
                Pos(0, 12);
                Size(45, 15);
                Cursor("Highlight");
                Font("SMALL");
                UseVar("editor.water.vveloc");
                Style("ROLLOVER");
                MaxLength(5);
            }
        }
        // End Water Brush VVeloc Control

        // Start Water Brush URepeat Control
        CreateControl("URepeat", "STATIC")
        {
            Pos(6, 40);
            Size(45, 30);
            Style("TRANSPARENT");
            CreateControl("Title", "STATIC")
            {
                ColorGroup("BACKGROUND");
                Pos(0, 0);
                Size(45, 12);
                Font("SMALL");
                JustifyText("LEFT");
                Text("URept:");
                Style("TRANSPARENT");
            }
            CreateControl("Edit", "EDIT")
            {
                ColorGroup("INPUTBOX2");
                Pos(0, 12);
                Size(45, 15);
                Cursor("Highlight");
                Font("SMALL");
                UseVar("editor.water.urepeat");
                Style("ROLLOVER");
                MaxLength(5);
            }
        }
        // End Water Brush URepeat Control

        // Start Water Brush VRepeat Control
        CreateControl("VRepeat", "STATIC")
        {
            Pos(58, 40);
            Size(45, 30);
            Style("TRANSPARENT");
            CreateControl("Title", "STATIC")
            {
                ColorGroup("BACKGROUND");
                Pos(0, 0);
                Size(45, 12);
                Font("SMALL");
                JustifyText("LEFT");
                Text("VRept:");
                Style("TRANSPARENT");
            }
            CreateControl("Edit", "EDIT")
            {
                ColorGroup("INPUTBOX2");
                Pos(0, 12);
                Size(45, 15);
                Cursor("Highlight");
                Font("SMALL");
                UseVar("editor.water.vrepeat");
                Style("ROLLOVER");
                MaxLength(5);
            }
        }
        // End Water Brush VRepeat Control

        // Start Water Brush Texture Control
        CreateControl("Texture", "STATIC")
        {
            Pos(2, 75);
            Size(110, 30);
            Style("TRANSPARENT");
            CreateControl("Title", "STATIC")
            {
                ColorGroup("BACKGROUND");
                Pos(0, 0);
                Size(95, 12);
                Font("SMALL");
                JustifyText("LEFT");
                Text("Texture:");
                Style("TRANSPARENT");
            }
            CreateControl("Edit", "EDIT")
            {
                ColorGroup("INPUTBOX2");
                Pos(0, 12);
                Size(110, 15);
                Cursor("Highlight");
                Font("SMALL");
                UseVar("editor.water.texture");
                Style("ROLLOVER");
            }
        }
        // End Water Brush Texture Control

        // Start Water Brush Color Control
        CreateControl("Color", "STATIC")
        {
            Pos(0, 110);
            Size(95, 30);
            Style("TRANSPARENT");
            CreateControl("Title", "STATIC")
            {
                ColorGroup("BACKGROUND");
                Pos(5, 0);
                Size(95, 10);
                Font("SMALL");
                JustifyText("LEFT");
                Text("Color:");
                Style("Transparent");
            }
            CreateControl("Red", "EDIT")
            {
                ColorGroup("INPUTBOX2");
                Pos(2, 12);
                Size(36, 18);
                Font("SMALL");
                Style("ROLLOVER");
                Cursor("Highlight");
                UseVar("editor.water.red");
            }
            CreateControl("Green", "EDIT")
            {
                ColorGroup("INPUTBOX2");
                Pos(39, 12);
                Size(36, 18);
                Font("SMALL");
                Style("ROLLOVER");
                Cursor("Highlight");
                UseVar("editor.water.green");
            }
            CreateControl("Blue", "EDIT")
            {
                ColorGroup("INPUTBOX2");
                Pos(77, 12);
                Size(36, 18);
                Font("SMALL");
                Style("ROLLOVER");
                Cursor("Highlight");
                UseVar("editor.water.blue");
            }
        }
        // End Water Brush Color Control

        // Start Water Brush Alpha Control
        CreateControl("Alpha", "STATIC")
        {
            Pos(5, 145);
            Size(45, 30);
            Style("TRANSPARENT");
            CreateControl("Title", "STATIC")
            {
                ColorGroup("BACKGROUND");
                Pos(0, 0);
                Size(45, 10);
                Font("SMALL");
                JustifyText("LEFT");
                Text("Alpha:");
                Style("Transparent");
            }
            CreateControl("Edit", "EDIT")
            {
                ColorGroup("INPUTBOX2");
                Pos(0, 12);
                Size(45, 18);
                Font("SMALL");
                Style("ROLLOVER");
                Cursor("Highlight");
                UseVar("editor.water.alpha");
            }
        }
        // End Water Brush Alpha Control

        // Start Water Brush Glow Control
        CreateControl("Glow", "STATIC")
        {
            Pos(55, 145);
            Size(45, 30);
            Style("TRANSPARENT");
            CreateControl("Title", "STATIC")
            {
                ColorGroup("BACKGROUND");
                Pos(0, 0);
                Size(45, 10);
                Font("SMALL");
                JustifyText("LEFT");
                Text("Glow:");
                Style("Transparent");
            }
            CreateControl("Off", "BUTTON")
            {
                Pos(0, 12);
                Size(25, 15);
                Font("SMALL");
                Text("Off");
                Style("RADIO", "ROLLOVER");
                Cursor("Highlight");
                UseVar("editor.water.glow");
                Value(0);
            }
            CreateControl("On", "BUTTON")
            {
                Pos(30, 12);
                Size(25, 15);
                Font("SMALL");
                Text("On");
                Style("RADIO", "ROLLOVER");
                Cursor("Highlight");
                UseVar("editor.water.glow");
                Value(1);
            }
        }
        // End Water Brush Glow Control
    }
    // End Water Brush Veloc and Texture Control
}
// End Water Brush Control


and for teh water layers theres this

Quote// Start Water Brush Layer Control
    CreateControl("Layer", "STATIC")
    {
        Pos(2, 44);
        Size(45, 30);
        Style("TRANSPARENT");
        CreateControl("Title", "STATIC")
        {
            ColorGroup("BACKGROUND");
            Pos(6, 0);
            Size(45, 12);
            Font("SMALL");
            JustifyText("LEFT");
            Text("Layer:");
            Style("TRANSPARENT");
        }
        CreateControl("Edit", "EDIT")
        {
            ColorGroup("INPUTBOX2");
            Pos(4, 12);
            Size(45, 15);
            Cursor("Highlight");
            Font("SMALL");
            UseVar("editor.water.layer");
            Style("ROLLOVER");
        }
    }
    // End Water Brush Layer Control

maybe if we edit this we can add more layers?
#35
hi guys i need help making an animation in xsi. i have already made teh animation itself (keyframes) and i moved all my objects into a dummy root and when i export i see nothing. what else do i need to do can someone help me?
#36
7 tgas you can use for xsi moddeling or mod maps or even if u want re texturing objects link


http://www.4shared.com/file/WkR6koSC/TGAS.html

edit by buckler:  here is the SWBFgamers.com link to this
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=457


i do not have preview of the tgas available i will be uploading more for u guys to use

edit by tirpider: attached a preview image.
#37
SWBF1 Modding Tutorials / Adding rain and lightning
October 02, 2010, 10:15:08 PM
 hi all, DOWNLOAD the attached program to see how to make rain
it is more detailed tehn i could make it here or u can just do what i say here -_- most people dont like exe's anyway ok so edit the req file like in my water tutorial if u dont know what a reqle is look in my exe it tells u
also u need to put the folowing in an fx file if u dont know what it is then look in the exe

ok
add this to the fx file

for rain

Effect("Wind")
{
   Enable(1);
   Velocity(1.0, 0.3);
   VelocityRange(1.0);
   VelocityChangeRate(0.1);
}

Effect("Precipitation")
{
   Enable(1);
   Type("Streaks");
   Range(12.5);
   Color(216, 220, 228);
   VelocityRange(1.0);
   ParticleDensityRange(0.0);
   CameraCrossVelocityScale(0.2);
   CameraAxialVelocityScale(1.0);

   GroundEffect("com_sfx_rainsplash");
   GroundEffectSpread(8);

   PS2()
   {
      AlphaMinMax(0.8, 1.0);
      ParticleSize(0.06);
      ParticleDensity(80.0);
      Velocity(8.0);
      StreakLength(1.7);
      GroundEffectsPerSec(7);
   }
   XBOX()
   {
      AlphaMinMax(0.2, 0.3);
      ParticleSize(0.02);
      ParticleDensity(256.0);
      Velocity(9.0);
      StreakLength(1.0);
      GroundEffectsPerSec(15);
   }
   PC()
   {
      AlphaMinMax(0.3, 0.45);
      ParticleSize(0.02);
      ParticleDensity(256.0);
      Velocity(9.0);
      StreakLength(1.0);
      GroundEffectsPerSec(15);
   }
}



and for lightning

Effect("Lightning")
{
   Enable(1);
   Color(255, 255, 255);
   SunlightFadeFactor(0.1);
   SkyDomeDarkenFactor(0.4);
   BrightnessMin(1.0);
   FadeTime(0.2);
   TimeBetweenFlashesMinMax(3.0, 5.0);
   TimeBetweenSubFlashesMinMax(0.01, 0.5);
   NumSubFlashesMinMax(2, 5);
   HorizonAngleMinMax(30, 60);
   SoundCrack("kam_amb_thunder");
   SoundSubCrack("kam_amb_thundersub");
}

and if u want a lightning bolt (no difference)

}

LightningBolt("skybolt")
{
   Texture("lightning");
   Width(30.0);
   FadeTime(0.5);
   BreakDistance(20.0);
   TextureSize(30.0);
   SpreadFactor(20.0);
   MaxBranches(2.0);
   BranchFactor(0.5);
   BranchSpreadFactor(8);
   BranchLength(80.0);
   InterpolationSpeed(0.4);
   NumChildren(1);
   ChildBreakDistance(15.0);
   ChildTextureSize(8.0);
   ChildWidth(1.0);
   ChildSpreadFactor(10.0);
   Color(255,255,255,255);
   ChildColor(255,255,255,150);
}

#38
Hi all i have read all the other water tutorial and today i will give u a detailed water tutorial i have included all files u will need ok u can do they following steps on ur mod map
but i sugest making an example level just for this.

ok first go into bfbuilder or bfbuilder pro and make a new map
name it water. next open teh world req file
it should look like this


ucft
{
    REQN
    {
        "config"
    }

    REQN
    {
        "class"
    }

    REQN
    {
        "texture"
        "water_map"
    }


    REQN
    {
        "texture"
        "platform=pc"

    }

    REQN
    {
        "path"
        "water"
    }
    REQN
    {
        "congraph"
        "water"
    }
    REQN
    {
        "envfx"
      --  "water"
    }
    REQN
    {
        "world"
        "water"
    }
    REQN
    {
        "prop"
     --   "water"
    }
    REQN
    {
        "boundary"
        "water"
    }
    REQN
    {
        "config"
    --    "flyerspray"
    --    "walkerstomp"
    --    "hailfire_wake"
    --    "dustwake"
    }

}





ok u should see
  REQN
    {
        "envfx"
      --  "water"
    }

take out the -- next to water
it should nwo look like this

  REQN
    {
        "envfx"
        "water"
    }

after ur done with that save it


next we need to add water files
first go back to the req

ok in the req u will see
REQN
    {
        "texture"
        "platform=pc"

    }

u will put the following in after platform=pc this:

            "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"
        }

so ur final req will look like this

ucft
{
    REQN
    {
        "config"
    }

    REQN
    {
        "class"
    }

    REQN
    {
        "texture"
        "water_map"
    }


    REQN
    {
        "texture"
        "platform=pc"
            "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"
        }

    }

    REQN
    {
        "path"
        "water"
    }
    REQN
    {
        "congraph"
        "water"
    }
    REQN
    {
        "envfx"
        "water"
    }
    REQN
    {
        "world"
        "water"
    }
    REQN
    {
        "prop"
      --  "water"
    }
    REQN
    {
        "boundary"
        "water"
    }
    REQN
    {
        "config"
    --    "flyerspray"
    --    "walkerstomp"
    --    "hailfire_wake"
    --    "dustwake"
    }

}



now we are done with that we need to add the files we stated

download the attached water.zip and put all those in the

DataWater/Worlds/Water/Effects  folder
put all the water files in there

now we have 2  more steps

download the attached Water2.zip and inside it there will be a Water.fx file.  Place that in ur World 1 folder

now for the last step

go into zeroeditor add ur water, save and munge ur map and u have water!

a more complicated tutorial about adding water will be added  later
#39
SWBF1 Modding / {TUT} making new ground textures
September 06, 2010, 12:03:27 PM
To make a Tga for use in your mod map your picture needs to be in one of the following sizes

64x64
128x128
256x256
521x512
1024x1024
2048x2048

64x128
128x256
256x512
512x1024
1024x2048

they also need to be non RLE compressed

If u dont have any software to make TGA'S u can get GIMP  www.gimp.org or another software