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Messages - Glitch

#31
SWBF1 Modding / Re: addme.lua Setup
January 25, 2013, 03:01:21 AM
cis.lvl is already in C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\Data\_LVL_PC\SIDE
GSM is placed in C:\Program Files (x86)\LucasArts\Star Wars Battlefront\GameData\AddOn

I already understand how to create a side mod, modify odf's, how to munge, etc. Like I stated before. I'm coming from BFII mod tools. http://starwarsbattlefront.filefront.com/developer/Glitch25;36079
http://swbf-custom.forumactif.com/t277-glitch-s-mods

I just need to figure out how allow different maps use a different set of classes by editing the .lua files with the Star Wars Battlefront I mod tools. Judging by what I've seen so far, these tools seem to be a bit more limited.

C:\BFBuilder\DataGSM is where I'm munging my custom side along with the .lua changes.
#32
SWBF1 Modding / Re: addme.lua Setup
January 24, 2013, 07:19:51 PM
Quote from: GlitchEdit: Hmm, the additional skins and localization did not appear in game.
By that, I meant that the stock maps did not use the localization and skin changes. I may have messed something up prior to the munge. I'll take a closer look tomorrow. Gonna get some sleep.

GSMc.lua

--start header
function ScriptInit()
local CIS = 1
local REP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(REP,"red", "level.GSM.objectives.1");
AddMissionObjective(REP,"orange", "level.GSM.objectives.2");
AddMissionObjective(REP,"orange", "level.GSM.objectives.3");
AddMissionObjective(CIS,"red", "level.GSM.objectives.1");
AddMissionObjective(CIS,"orange", "level.GSM.objectives.2");
AddMissionObjective(CIS,"orange","level.GSM.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1cw");
--end soundlvl

-- Start sidelvls
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_basic",
"cis_inf_basic_battledroids",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper");
--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")
--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

--  Level Stats
    ClearWalkers()
    SetMemoryPoolSize("MountedTurret", 10)
    SetMemoryPoolSize("Obstacle", 514)
    SetSpawnDelay(2.0, 0.25)
    ReadDataFile("BES\\bes1.lvl")
    ReadDataFile("BES\\bes2.lvl")
    ReadDataFile("GEO\\geo1.lvl")
    ReadDataFile("KAM\\kam1.lvl")
    ReadDataFile("KAS\\kas1.lvl")
    ReadDataFile("KAS\\kas2.lvl")
    ReadDataFile("KAS\\kas2_h.lvl")
    ReadDataFile("NAB\\nab1.lvl")
    ReadDataFile("NAB\\nab1_h.lvl")
    ReadDataFile("NAB\\nab2.lvl")
    ReadDataFile("NAB\\nab2_h.lvl")
    ReadDataFile("RHN\\rhn1.lvl")
    ReadDataFile("RHN\\rhn2.lvl")
    ReadDataFile("TAT\\tat1.lvl")
    ReadDataFile("TAT\\tat1h.lvl")
    ReadDataFile("TAT\\tat2.lvl")
    ReadDataFile("YAV\\yav1.lvl")
    ReadDataFile("YAV\\yav2.lvl")
    ReadDataFile("YAV\\yav2_h.lvl")
    SetDenseEnvironment("true")

--start memorypools
ClearWalkers()
AddWalkerType(0, 4)-- special -> droidekas
AddWalkerType(1, 4)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
--end memorypools
--start worldlvl
ReadDataFile("dc:GSM\\GSM.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
#33
SWBF1 Modding / Re: addme.lua Setup
January 24, 2013, 05:30:40 PM
Quote from: Buckler on January 24, 2013, 05:11:56 PM
  ReadDataFile("BES\\bes2.lvl")

That is the line you need.  For other maps, use the appropriate folder and map lvl name  :cheers:

I've inserted that line into GSMc.lua along with the other stock maps. Munging now. :D Thanks Buckler! I'll let you know how it goes. (I'm assuming I need to keep the other mission.lua's for varied side changes, skins, units etc.)

Quote from: Phobos on January 24, 2013, 05:13:53 PMI think he is just trying to mod the mission.lvl to call on custom sides.

Yep, that just about sums it up. I've backed up the stock cis.lvl and replaced it with my own.

Edit: Hmm, the additional skins and localization did not appear in game.
#34
SWBF1 Modding / Re: addme.lua Setup
January 24, 2013, 05:08:04 PM
I'd like to use all the stock maps. Give them custom units/skins and allow localization changes.

I've already edited the mission.lua's accordingly. Now I just need to add the maps to the readdatafile line in the custom map mission.lua? Or did I interpret that incorrectly?

Edit 1: Ah, saw the edit, reading

Edit 2: So this is the edited stock mission.lua or the custom one? I'm using an edited stock side.
Would this kind of layout within the lua work?

--  Level Stats
    ClearWalkers()
    SetMemoryPoolSize("MountedTurret", 10)
    SetMemoryPoolSize("Obstacle", 514)
    SetSpawnDelay(2.0, 0.25)
    ReadDataFile("BES\\bes1.lvl")
    ReadDataFile("BES\\bes2.lvl")
    ReadDataFile("GEO\\geo1.lvl")
    ReadDataFile("KAM\\kam1.lvl")
    ReadDataFile("KAS\\kas1.lvl")
    ReadDataFile("KAS\\kas2.lvl")
    ReadDataFile("KAS\\kas2_h.lvl")
    ReadDataFile("NAB\\nab1.lvl")
    ReadDataFile("NAB\\nab1_h.lvl")
    ReadDataFile("NAB\\nab2.lvl")
    ReadDataFile("NAB\\nab2_h.lvl")
    ReadDataFile("RHN\\rhn1.lvl")
    ReadDataFile("RHN\\rhn2.lvl")
    ReadDataFile("TAT\\tat1.lvl")
    ReadDataFile("TAT\\tat1h.lvl")
    ReadDataFile("TAT\\tat2.lvl")
    ReadDataFile("YAV\\yav1.lvl")
    ReadDataFile("YAV\\yav2.lvl")
    ReadDataFile("YAV\\yav2_h.lvl")
    SetDenseEnvironment("true")






#35
SWBF1 Modding / Re: addme.lua Setup
January 24, 2013, 04:57:23 PM
Ah, so in order to add custom units/skins to specific stock maps I need to add the stock map's addme.lua to the mod?
#36
Quote from: Nobility on January 24, 2013, 02:25:56 PM
I think the current best is Battlefield 3. But, I'm going to be creating my own game one day if I ever get into anitmation, I swear it'll be the best :censored: MMOFPS to ever hit the market.

I've got an incredible idea for a MMORPGFPS game. :XD: Been working on the concept for about four years now. I'm not that great at math so I couldn't C++ the code needed. The only way I could ever get into game design would be through game animation. A lot of colleges to choose from.
#37
Released Maps and Mods / Re: Sereja's Hoth: Echo Base
January 24, 2013, 03:06:58 PM
How did you do that awesome footprint effect?! :ohmy:
#38
Star Wars Battlefront I, Star Wars Battlefront II, Star Wars Republic Commando. :D Waiting for the perfect modern FPS game still.
#39
SWBF1 Modding / Re: addme.lua Setup
January 24, 2013, 02:12:06 PM
That misunderstanding was my fault. I need to correct this setup.

-- add the new tat level to the missionlist
local newEntry = { mapluafile = "GSM", showstr = "GSM", side_c = 1, side_a = 1, dnldable = 1, }
local newEntry = { mapluafile = "GEO1", showstr = "GEO1", side_c = 1, side_a = 1, dnldable = 1, }
local newEntry = { mapluafile = "yav1", showstr = "yav1", side_c = 1, side_a = 1, dnldable = 1, }
local newEntry = { mapluafile = "yav2", showstr = "yav2", side_c = 1, side_a = 1, dnldable = 1, }



-- append it to the sp missionlist table
local n = getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[n+1] = newEntry

-- append it to the mp missionlist table
n = getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[n+1] = newEntry


-- associate this mission name with the current downloadable content directory
-- you should list all missions in mission.lvl here.
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("GSM","GSMc",4)
AddDownloadableContent("GSM","GSMa",4)

AddDownloadableContent("yav1","yav1c",4)
AddDownloadableContent("yav2","yav2r",4)

AddDownloadableContent("GEO1","GEO1r",4)
AddDownloadableContent("GEO1","GEO1r_h",4)


-- all done
newEntry = nil
n = nil
#40
SWBF1 Modding / Re: addme.lua Setup
January 24, 2013, 01:27:24 PM
Whoops, guess you didn't catch my edit. (My internet was slow, sorry about that. :()

Quote from: GlitchI was wondering how to add a pre-existing map to the BF1 addme.lua. I know how to setup a BF2 addme file and noticed slight differences between the BF1 and BF2 versions. I've already setup what I think will work (blue) What I've highlighted in red is what I'm questioning.

I've already setup the mission files correctly.

ReadDataFile("dc:SIDE\\cis.lvl",
        "cis_fly_fedlander_dome",
        "cis_inf_basic",
        "cis_inf_countdooku",
        "cis_inf_droideka");

#41
SWBF1 Modding / addme.lua Setup
January 24, 2013, 11:01:25 AM
I was wondering how tp add a pre-existing map to the BF1 addme.lua. I know how to setup a BF2 addme file and noticed slight differences between the BF1 and BF2 versions. I've already setup what I think will work (blue) What I've highlighted in red is what I'm questioning.

This is to allow custom units and localization to appear on stock maps. Mission.lua's have already been edited correctly.

For example yav1c.lua BF1

SWBFI addme.lua

-- add the new tat level to the missionlist
local newEntry = { mapluafile = "GSM", showstr = "GSM", side_c = 1, side_a = 1, dnldable = 1, }
local newEntry = { mapluafile = "yav1", showstr = "yav1", side_c = 1, side_a = 1, dnldable = 1, }

-- append it to the sp missionlist table
local n = getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[n+1] = newEntry

-- append it to the mp missionlist table
n = getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[n+1] = newEntry


-- associate this mission name with the current downloadable content directory
-- you should list all missions in mission.lvl here.
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("GSM","GSMc",4)
AddDownloadableContent("GSM","GSMa",4)

AddDownloadableContent("yav1","yav1c",4)
AddDownloadableContent("yav1","yav1a",4)


-- all done
newEntry = nil
n = nil


Edit: I know I setup the addme.lua script incorrectly because of these errors.

[spoiler]Opened logfile BFront.log  2013-01-24 1703

Message Severity: 3
.\source\LuaScript.cpp(523)
OpenScript(YAV1c): script (39d01927) not found

Message Severity: 3
.\source\GameState.cpp(804)
Could not open MISSION\YAV1c.lvl

Message Severity: 3
.\source\GameState.cpp(823)
Could not open mission YAV1c

[/spoiler]


#42
SWBF1 Modding / Re: Glitch's BF1 CIS
January 24, 2013, 04:34:52 AM
Thanks everyone! Very friendly community. :happy: As soon I figure out how to setup the BF1 addme.lua correctly the mod will be close to completion. (It's a bit different from the BF2 addme.lua) Expect the release to be within the next week or two. :D

I just finished adding low res models for each skin type using hex editing (Standard, Geonosis, Red, Blue, Yellow, etc)

#43
General / Re: Installing the 1.2 and 1.3 Patch
January 24, 2013, 03:24:27 AM
Ah, ok. Looked at the 1.2 patch features on LucasArts.com, it's pretty nice. Is there a way to allow fullscreen in this game? I play on a 1366x768 laptop monitor. (Come to think of it, I really haven't checked the settings, I'll look at them later today)

[spoiler]NEW CONTENTS AND FEATURES
---------------------------------------------

Added support for Mod Map names longer than 4 characters.
Mod Map names will be listed in the multiplayer server list.
Players will see a countdown timer for invincibility.
Players can deactivate spawn invincibility by firing a shot.
Updates were made to the dedicated server code to improve stability.
BALANCING ISSUES
---------------------------

Ground vehicle hitpoints were lowered.
Droideka shield hitpoints were increased.
Jet Trooper jet pack recharge time was increased.
Jet Trooper EMP launcher reload time was increased.
Dark Trooper jet pack recharge time was decreased.
Dark Trooper Blast Cannon is more accurate.
RESOLVED ISSUES
--------------------------

Corrected a lighting issue that occurred on Hoth.
Corrected an issue that occurred that caused the HUD reinforcement meter to be doubled after map cycling.[/spoiler]
#44
General / Re: Installing the 1.2 and 1.3 Patch
January 23, 2013, 06:45:36 PM
Can't install it, I bought the DVD version. :( Need to purchase the CD version later on for it to work.
#45
General / Re: Installing the 1.2 and 1.3 Patch
January 23, 2013, 06:40:25 PM
Aw man! :slap: there goes $8 Haha. Ah well, I'll buy the CD version some other time. Thanks!