Sky changes and adding player-made-units

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Fiodis
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Sky changes and adding player-made-units

Post by Fiodis »

First off, this is my first-ever post at GT, so hello! I've heard great things about this community and I've downloaded some assest and maps from here before. They've all been top-notch.

The priblem is that my modding skill itself isn't so top-notch. I can do some basic things, like make hills and place objects in ZeroEditor, but other things that some of you regard as "simple" no doubt escape me. '

Here is where I come to my first two major problems:

1. How do you change the sky? I understand that this is regarded as simple, and that even if it isn't there are many tutorials on this. The problem is that I cannot find any of these tutorials. I have combed through these forums, and I have found no instructions more clear than those in the documents. I have read those documents, and I tried to follow them and put a Polis Massa sky into my map. There came a part when the document said to "open up the sky file" and I said, "With what?" Eventually I hit upon the idea to use notepad, and that turned out ok. I looked through it, and it mentioned the following:
pol1_sky.tga
pol1_skydome
pol1_sky_roids
pol1
pol1_far_detail

So I copied them into my map's world folder, at data***/Worlds/***/world1

Then I munged, and the default Yavin sky showed. Perplexed, I opened ZeroEditor, and the Polis Massa sky was there, in the editor, but just the stars; no nebula or anything. How do I fix this and insert the sky into my map?

2. I downloaded Pinguin's Clone Assassin. I sat there for a bit, looking at the file; then I realized I had no idea what to do with it. How do I put the Assassin into my map?

Thank you, gametoasters, and I look forward to a great time on this forum.
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Re: Sky changes and adding player-made-units

Post by Super_Clone »

Its me [FF]DannyPhantom[GT-b] from SWBF 2, and hia, welcome to GT, and for your second problem, go to your assets folder in C/Program Files/SWBF2 Mod tools/data/assets/sides and copy the Rep and common folders and pastes them in your Data_xxx/sides, then put the clone assassin source files in the Rep folder and over-right everything (it isnt really over writing anything) and once thats done, go to the Data_xxx/common/ scrips/ xxx and open the XXXc_con lua and under the part that mentions sides, put dc: befroe the Side/Rep and so it will look like Dc:side/rep and scrool down where it says the sides again, but not the same area and replace whatever the clone assassin's unit odf name is with any other unit; THIS might help too: http://www.gametoast.com/forums/viewtop ... 27&t=12729
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Re: Sky changes and adding player-made-units

Post by Tourny »

Hello, Fiodis!

Step 1: Copy the sky file from the map you want over to your worlds folder.

Step 2: Aquire all the assets it asks for, generally they will bei n the same folder you got the sky from.

Step 3: Rename the Sky file you copied to replace your old sky file.

OR!

Alternate Step 3: Go into your world's REQ file and find the spot where it calls up the sky file. (could somebody specify which section plz? I don't have access to a comp right now with Mod tools right now.) and rename the file it calls up to the sky you want it to use. (This tells the game to find that particular sky file.)

To put the clone assassin in:

Go into:

data_***/Sides

and create a new side folder for your assassin. Preferably 3 letters long.

Then go inside the folder and create and ODF, MSH, REQ, MUNGED, and Effects folder, then use notepad to create a REQ for your side. It should read:
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
}
}
Save it as ***.req in your side's folder.

Then go to:

data_***/_BUILD/SIDES

and create a folder with the same name of your side except with capital letters. Copy the munge.bat and clean.bat from one of the other sides and put them in your folder.

Now copy the assets of the assassin and put them in:

data_***/Sides/***

Now sort the fikles according to type. .tga's, .msh's, and .option files go in the MSH folder. ODF's and Combo's go in the ODF folder. .fx files go in the effects folder. .req files go into REQ, and anything else goes into MUNGED.

Go into your REQ folder and find the REQ of the assassin.

Keep it open and go to:

data_***/Common/scripts/***

and open the .lua file of the game mode you want him in.

Scroll down to the part that says:

ReadDataFile:

Enter a new line that reads:
Hidden/Spoiler:
ReadDataFile:("DC:SIDE//***.lvl",
(I'm not certain if that colon in "File:" should be there, if the other lines don't have it then leave it out.)

Replace *** with your side.

Then enter the .req file of the assassin under the ReadDataFile line. (Line up your ReadDataFile section with the others EXACTLY)

Now scroll down to the SetupTeams section. You now have the liberty of entering the pdf file called for in the assassin's .req file into any of the slots (assuming you want to replace a unit with him) if you don't then open your _eli script and reformat your setup teams list to look like the one in there. Add another "AddUnitClass:" line under the side you want him to be in).

Save the script and munge the map (make sure it munges your new side and check off "common").

Then it ought to work.

EDIT: I know I was beaten, lol. But I covered an alternate path to salvation.
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Re: Sky changes and adding player-made-units

Post by DarthD.U.C.K. »

you dont have to copy any shipped stuff if you want to use the clone assassin,
0. copy the stuff from the archive into your data_***\Side folder
1. simply rename the side he came with from "rep" to "assassin" or whatever
2. then go into the sidefolder of the assassin
3. rename the rep.req file to assassin.req
4. go into your data_***\_BUILD\Sides folder and create a new folder called "assassin"
5. then go to _BUILD\Sides\All\ and copy the clean.bat and munge.bat from this folder to the _BUILD\Sides\assassin\ folder
6. go to data_***\Common\Scripts\***\***c_con.lua and open it (c_con means clone wars conquest, g_con would be galactic civil war conquest etc.)
7. go to the

Code: Select all

    ReadDataFile("SIDE\\rep.lvl",
lines and copy these lines under them:

Code: Select all

ReadDataFile("DC:SIDE\\assassin.lvl", --the "DC:" means, that it loads the side from your side folder 
				"rep_inf_clone_assassin")  --and not directly from battlefronts
8. scroll down to:

Code: Select all

  rep = {
            team = REP,
            units = 28,
            reinforcements = 150,
            soldier  = { "rep_inf_ep2_rifleman",10, 25},
            assault  = { "rep_inf_ep2_rocketeer",1, 4},
            engineer = { "rep_inf_ep2_engineer",1, 4},
            sniper   = { "rep_inf_ep2_sniper",1, 4},
            officer = {"rep_inf_ep3_officer",1, 4},
            special = { "rep_inf_ep2_jettrooper",1, 4},
and change the

Code: Select all

special = { "rep_inf_ep2_jettrooper",1, 4}
to this:

Code: Select all

special = { "rep_inf_clone_assassin",1, 4}
if you want to replace the jettrooper with the assassin
then munge your map (data_***\_BUILD\ VisualMunge.exe, select "everything" under the side scrolldownmenu)

EDIT: wow, one big tutorial for each questions posted at the same time
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Re: Sky changes and adding player-made-units

Post by Tourny »

lol.

OFFTOPIC:
When did I suddenly become a second lance Corporal anyway? Is there something SPECIAL that I did?
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Re: Sky changes and adding player-made-units

Post by Silas »

welcome to Gametoast fiodis. Don't worry about only knowing the basics, you'll learn over time if you keep playing around with them. Be sure to read any self-help tutorials, especially those in the modding FQA section

and tourny, you get ranks based on how many posts you make
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Re: Sky changes and adding player-made-units

Post by Tourny »

OFF TOPIC: Oh, that makes sense. ty.
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Re: Sky changes and adding player-made-units

Post by Fiodis »

Hello, Phantom!

Well, I've tried phantom's (should I call you superclone instead?) solution, and it resulted in a crash; but that's more likely due to my misunderstanding a direction than his making a mistake in the directions.

Then I tried Tourny's sky setup. HIs first step 3 is what I've been having trouble with, so I did the alternative. I hunted around for my req file (had to use search, didn't show up in my map's world folder) and found one that mentioned a yavin sky. So I replaced that with the Polis Massa one and munged. It semi-worked - the Yavin sky was gone, but now there's just a big black nothingness. I think I might know how to fix this, but then again this is my first ever map.

Undaunted, I proceeded to try Duck's solution to my assassin problem. When I munged, I got this:
WARNING[PC_modelmunge msh\rep_inf_clone_assassin.msh]:rep_inf_clone_assassin has 1963 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 1 Warnings
But when I played the map, the clone assassin worked. The only thing was that his name wasn't "Clone Assassin" but was instead replaced by a bunch of letters and numbers. Still, it worked.

I'll go try out my ideas on the sky now, and does anyone know how to properly name the clone assassin?
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Re: Sky changes and adding player-made-units

Post by Tourny »

open edit localize in data_***

Open "entity"

if you added it to a side then right click that side's key and click "add new key" then name the key the same as the clone assassin except with out the side name.

If you did not then do the same thing except right clikc "entity" and clikc "add new scope" and then rename it the same as your side. Then add the clone assassin's key.

EDIT: Check Polis Massa's REQ and see if it can help you.
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Re: Sky changes and adding player-made-units

Post by Fiodis »

I tried, and I saved it and the program froze up, "stopped responding." Then I munged again and nothing was changed. I got this message while munging:
ERROR[localizemunge Italian.cfg]:Text file syntax error. (No matching bracket)ERROR[localizemunge Italian.cfg]:Text file syntax error. (No matching bracket) [continuing]
2 Errors 0 Warnings
I recognize the program, though. Back when I first downloaded the mod tools, I saw one modder talking to another and saying that this program could rename items/units. I tried it and damaged my map beyond repair. It would just crash, and I saw no way to fix it, so I abandonded the mod tools and quit modding. Now I'm back, and wary of this program. I hope it won't kill my map again.

And I'll just leave the sky for now and try to put in vehicles. It's just a plain black sky, which is fine for me because I wanted a nighttime-in-deep-space sort of thing. Stars and nebulae from Polis Massa would've been nice, but I can set those aside for now.
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Re: Sky changes and adding player-made-units

Post by AceMastermind »

Fiodis wrote:I recognize the program, though. Back when I first downloaded the mod tools, I saw one modder talking to another and saying that this program could rename items/units. I tried it and damaged my map beyond repair. It would just crash, and I saw no way to fix it, so I abandonded the mod tools and quit modding. Now I'm back, and wary of this program. I hope it won't kill my map again.

And I'll just leave the sky for now and try to put in vehicles. It's just a plain black sky, which is fine for me because I wanted a nighttime-in-deep-space sort of thing. Stars and nebulae from Polis Massa would've been nice, but I can set those aside for now.
If you're ever unsure of how to change anything then you should work it out on a test map first and once you've got something working on the test map then you can apply that knowledge to your actual project without worrying about it crashing from that particular change. If you mess up your test map then you can just delete it and start a new one without hesitation and be thankful it wasn't your project map.
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Re: Sky changes and adding player-made-units

Post by Tourny »

Whoops, my bad Fiodis! Check the Localize box when you munge too!
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Re: Sky changes and adding player-made-units

Post by Fiodis »

Ah, got it. I'll do that tomorrow, it's around midnight where I am right now.

And the problem with maps is that I can't seem to get rid of them. Any map that I've downloaded has stuck with me, even if I delete my addon folder. I try uninstalling my copy of the mod tools, I even try reinstalling SWBFII - none of it works to get rid of my previous failures. I meant to ask about this later, but since it's come up I might as well ask: how do I get rid of these maps?
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