My question is very simply. I want to know if there is a way to create a new era for battlefront 2.
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#2
SWBF2 Modding / Re: Make the mod work
January 24, 2016, 10:55:32 AM
One thing that i notice is that i dont have my mod in the addon folder. It is okay that?
#3
SWBF2 Modding / Re: Make the mod work
January 23, 2016, 08:16:53 PM
Perfect. All done. So now i replace mission.lvl of the game for the one that i just munged with my units included. Nothing more? Because when i enter to the map, in this case coruscant, it crash.
I only replace the mission.lvl.
Hopefully i make a backup of the original mission.lvl. But i am doing something wrong.
I only replace the mission.lvl.
Hopefully i make a backup of the original mission.lvl. But i am doing something wrong.
#4
SWBF2 Modding / Re: Make the mod work
January 22, 2016, 06:00:54 PMQuote from: Led on January 22, 2016, 03:02:47 PM
You have two choices.
2) remake the mission.lvl files and call the names of the units in your side lvl file instead of the names of the units in the stock files
Okay. I have to use that option. But a have another question, where i put the my units in the mission file?
I have this in the mission file:
ucft
{
REQN
{
"config"
"ingame_movies"
}
REQN
{
"script"
"setup_teams"
"gametype_conquest"
"gametype_capture"
"Objective"
"MultiObjectiveContainer"
"ObjectiveCTF"
"ObjectiveAssault"
"ObjectiveSpaceAssault"
"ObjectiveConquest"
"ObjectiveTDM"
"ObjectiveOneFlagCTF"
"SoundEvent_ctf"
"ObjectiveGoto"
"LinkedShields"
"LinkedDestroyables"
"LinkedTurrets"
"Ambush"
"PlayMovieWithTransition"
}
REQN
{
"lvl"
"CW1g_con"
"CW1c_con"
}
}
#5
SWBF2 Modding / Make the mod work
January 22, 2016, 07:18:18 AM
Hey, this question may be stupid but i have finished a mod and all works perfectly in the mod map that i create. all units are perfect. without a problem. But the question is, how a make the mod work in the other maps?
I want to know how to put my units in the default maps such as coruscant.
I want to know how to put my units in the default maps such as coruscant.
#6
Requests / Chaingun assets request
January 16, 2016, 01:44:59 PM
Hey, i am looking for a chaingun assets for my customs units. If anyone can pass me a link where i can found it will be great. Thanks
the weapon that i am talking about is this ones http://starwars.wikia.com/wiki/Chaingun
the weapon that i am talking about is this ones http://starwars.wikia.com/wiki/Chaingun
#7
SWBF2 Modding / Re: edit default maps
January 15, 2016, 12:36:25 PMQuote from: Ltin on January 15, 2016, 12:24:16 PM
You have to either modify the mission.lvl in the games files (not your mod map's)
well that's one of the possible solutions that i think that would solve my problem. But the question is, how i edit the mission.lvl of the game?
#8
SWBF2 Modding / Re: edit default maps
January 15, 2016, 12:13:14 PMQuote from: Ltin on January 15, 2016, 11:48:32 AM
can you clarify this statement?
I think i know what your issue is. You added the script to your modmap, but that mission file is only loaded for the mod map. You would have to save a separate mission file, and replace your default mission file, or take kashyyyk and create a mod map exactly the same, except with your new sides.
At least i think this is the issue.
what i mean is that my modmap that is a plane map because i dont touch anything is working perfectly with my rep side modified. This means with my skins.
But when i enter to kashyyyk's map it is the republic side but with the original skins. No with my skins that i give to the odfs.
i dont know what is wrong. i also put kashyyyks map in the mission.lvl of the mod.
#9
SWBF2 Modding / edit default maps
January 15, 2016, 10:39:40 AM
Hello everyone, i am no good with english so forgive me if i have spelling mistakes
i recently create a new map with the modtools and in that map i want it to edit de stocks sides. In this case CIS and REP. I achieve that. I put it, for example, to the officer of the episode 3 in the republic side a skin from Commander Bly, the clone that kills Secura in order 66. That was fine and it works. I also change the weapons of this new officer (bly) so it can looks similar to the bly we saw in the tv show or in the movie.
I have to say that as i make we the officer of the episode 3 i make the same thing with other skins and other weapong with the rifleman, the assault, the sniper, the jettrooper and the engineer. Also we the engineer and the sniper of the cis.In both sides i change the localization name and in my map it work.
But i want to improve my mod to the default maps. So i take kashyyyk world and scrips assets and i drop it into their own folder. The map i put it with my mod map in data_678/worlds and the scrips of kashyyyk to data_678/common/scrips
to star editing kashyyyk i munge all the map and next i went to the scrips files of clone wars conquest. there i make a few changes. I wanted that only appears the jettrooper (41st soldier) and the engineer (gree commander) so i eliminate the other like this in the lua files:
SetupTeams{
rep={
team = REP,
units = 28,
reinforcements = 500,
special = {"rep_inf_ep3_jettrooper",26, 27},
engineer = {"rep_inf_ep3_engineer",0, 1},
i have to remark that the rep_inf_ep3_jettrooper as you can see they where not change only their content of the odf so they took a different tga and msh for the skin
i munge kashyyks map and i move my _lvl_pc to the addon folder of my battlefront 2
with the mod in battlefront 2 my map works perfectly as it works without the mod in the addon folder but in kashyyyk nothing change
NOTE: yes, in kashyyyk i put "dc:" in this part
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper_felucia",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"rep_hero_yoda",
"rep_hover_fightertank",
"rep_fly_cat_dome",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_tread_snailtank",
"cis_inf_rifleman",
-- "cis_fly_gunship_dome",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_stap",
"cis_inf_officer",
-- "cis_walk_spider",
"cis_hero_jangofett",
"cis_inf_droideka")
so i need you to help if it is possible to find a solution on how can i make kashyyyk take the changes of my mod.
in the addon/678/data/_lvl_pc are this folders
-678
-COMMON
-FPM
-load
-Movies
-Shell
-SIDE
-Sound
and this lvl files
-common.lvl
-core.lvl
-ingame.lvl
-inshell.lvl
-mission.lvl
i recently create a new map with the modtools and in that map i want it to edit de stocks sides. In this case CIS and REP. I achieve that. I put it, for example, to the officer of the episode 3 in the republic side a skin from Commander Bly, the clone that kills Secura in order 66. That was fine and it works. I also change the weapons of this new officer (bly) so it can looks similar to the bly we saw in the tv show or in the movie.
I have to say that as i make we the officer of the episode 3 i make the same thing with other skins and other weapong with the rifleman, the assault, the sniper, the jettrooper and the engineer. Also we the engineer and the sniper of the cis.In both sides i change the localization name and in my map it work.
But i want to improve my mod to the default maps. So i take kashyyyk world and scrips assets and i drop it into their own folder. The map i put it with my mod map in data_678/worlds and the scrips of kashyyyk to data_678/common/scrips
to star editing kashyyyk i munge all the map and next i went to the scrips files of clone wars conquest. there i make a few changes. I wanted that only appears the jettrooper (41st soldier) and the engineer (gree commander) so i eliminate the other like this in the lua files:
SetupTeams{
rep={
team = REP,
units = 28,
reinforcements = 500,
special = {"rep_inf_ep3_jettrooper",26, 27},
engineer = {"rep_inf_ep3_engineer",0, 1},
i have to remark that the rep_inf_ep3_jettrooper as you can see they where not change only their content of the odf so they took a different tga and msh for the skin
i munge kashyyks map and i move my _lvl_pc to the addon folder of my battlefront 2
with the mod in battlefront 2 my map works perfectly as it works without the mod in the addon folder but in kashyyyk nothing change
NOTE: yes, in kashyyyk i put "dc:" in this part
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper_felucia",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_inf_ep3_officer",
"rep_hero_yoda",
"rep_hover_fightertank",
"rep_fly_cat_dome",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_tread_snailtank",
"cis_inf_rifleman",
-- "cis_fly_gunship_dome",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_hover_stap",
"cis_inf_officer",
-- "cis_walk_spider",
"cis_hero_jangofett",
"cis_inf_droideka")
so i need you to help if it is possible to find a solution on how can i make kashyyyk take the changes of my mod.
in the addon/678/data/_lvl_pc are this folders
-678
-COMMON
-FPM
-load
-Movies
-Shell
-SIDE
-Sound
and this lvl files
-common.lvl
-core.lvl
-ingame.lvl
-inshell.lvl
-mission.lvl
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