Asajj Ventress and Ep2 Clone Commander [Solved]

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Indytotof
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Asajj Ventress and Ep2 Clone Commander [Solved]

Post by Indytotof »

Hello modders and mappers, here is Indytotof.

I've some questions to ask you, the first is the most important one:

. I've the asj.lvl file on my desktop and I want to use it to add Asajj Ventress, my favorite CIS' hero with the almighty General Grievous, as hero for the Confederation of the Independant Systems on some of the original maps of Star Wars Battlefront 2: Kashyyyk, Felucia and Yavin 4.

For clarifications, I've the usefull Star Wars Battlefront 2 Mod Tools and I know that I can add Asajj as custom side for custom maps (and I know how) but I wonder if it's possible to do it for the original SWBF2 maps.

It is or it isn't ?

. I've fixed the .req from the rep_inf_ep2_officer and the rep_inf_ep2_officer_training but he just doesn't appear ingame. What I have to do ? Munged the whole rep's side ?

Thanks for your advice and help.

May the Force be with you, always.
Last edited by Indytotof on Mon Jun 09, 2014 5:54 am, edited 2 times in total.
razac920
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by razac920 »

If you can add a unit to a custom map, you can also easily add it to any stock maps, just copy the stock LUAs from assets to data_***/Common/scripts/*** and edit the teams.
And the rep_inf_ep2_officer doesn't appear ingame ANYWHERE, you can see in the stock LUAs (e.g. Geonosis) that the ep3_officer is loaded even there,
They just included some source files for that unit but must have cut it before release, so it's probably missing some files.
Indytotof
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by Indytotof »

razac920 wrote:If you can add a unit to a custom map, you can also easily add it to any stock maps, just copy the stock LUAs from assets to data_***/Common/scripts/*** and edit the teams.
And the rep_inf_ep2_officer doesn't appear ingame ANYWHERE, you can see in the stock LUAs (e.g. Geonosis) that the ep3_officer is loaded even there,
They just included some source files for that unit but must have cut it before release, so it's probably missing some files.
The problem that the asj.lvl is only avaible as a already munged side. But if I add asj.lvl on C:Programs Files (x89)/Lucasart/Star Wars Battlefront 2/Gamedata/data/side folder and if, on the .lua of a stock map, i add this lines: ReadDataFile("dc:SIDE\\asj.lvl","cis_hero_ventress"), SetHeroClass(CIS, "cis_hero_ventress"), it will worked ?

And no rep_inf_ep2_officer(_training) for geonosis, it will be rep_inf_ep2_rocketeer_chaingun (but I don't know how modified this unit to make him look like the ep2 officer).

Thanks.
razac920
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by razac920 »

Okay, well you make a custom map, you add the asj.lvl to the sides folder of your custom map in the addon folder, not the Gamedata/data/sides, and then copy the stock lua of the map you want it on and replace ***g_con.lua (for example) with it, and add
ReadDataFile("dc:SIDE\\asj.lvl","cis_hero_ventress")
SetHeroClass(CIS, "cis_hero_ventress") // replace the original line with this
That should work assuming you know for certain that cis_hero_ventress is the unit's name in asj.lvl
And how would you know what the ep2_officer looks like? Are there any .msh and .tga files in the source?
Indytotof
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by Indytotof »

razac920 wrote:Okay, well you make a custom map, you add the asj.lvl to the sides folder of your custom map in the addon folder, not the Gamedata/data/sides, and then copy the stock lua of the map you want it on and replace ***g_con.lua (for example) with it, and add
ReadDataFile("dc:SIDE\\asj.lvl","cis_hero_ventress")
SetHeroClass(CIS, "cis_hero_ventress") // replace the original line with this
That should work assuming you know for certain that cis_hero_ventress is the unit's name in asj.lvl
And how would you know what the ep2_officer looks like? Are there any .msh and .tga files in the source?
Yep, there this files on the Mod Tools.

I think you don't understand that I want to do. Star Wars Battlefront have Felucia, Kashyyyk and Yavin 4 as maps contain originaly on the game. I wish adding Asajj Ventress as the CIS hero on Felucia, Kashyyyk and Yavin 4 in place of Jango Fett and Darth Maul respectivly (and want to add her as CIS hero on a CW mod on Hoth and Endor).

I know how to proceed for custom maps (i think) and I wish to know if it's possible to do with these original SWBF 2 maps.
razac920
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by razac920 »

Yes it is possible to do so, adding custom sides to stock maps is as easy as adding custom sides to custom maps. I think you want to replace the default maps in your Gamedata folder with modified ones containing different hero units? I'm not sure that is smart, you will lose the ability to play those maps online. I said make a custom map not in the sense of actually making a new map, but to add the missions you want instead of replacing the existing ones.
So go to data/_BUILD, run Modtools Visual munge, make a custom map (call it whatever you want), and then go to data_***/Common/scripts/ and replace those scripts with the stock scripts and the new unit, and then you can play on the original Battlefront II maps with the new hero unit and not have any compatibility problems.

As for the ep2_officer, I looked at its ODF and saw:
GeometryName = "rep_inf_arctrooper"
GeometryLowRes = "rep_inf_arctrooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
ClothODF = "rep_inf_arctrooper_cape"

Just make a custom side and put these files in the msh folder and it should work.
Indytotof
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by Indytotof »

razac920 wrote:Yes it is possible to do so, adding custom sides to stock maps is as easy as adding custom sides to custom maps. I think you want to replace the default maps in your Gamedata folder with modified ones containing different hero units? I'm not sure that is smart, you will lose the ability to play those maps online. I said make a custom map not in the sense of actually making a new map, but to add the missions you want instead of replacing the existing ones.
So go to data/_BUILD, run Modtools Visual munge, make a custom map (call it whatever you want), and then go to data_***/Common/scripts/ and replace those scripts with the stock scripts and the new unit, and then you can play on the original Battlefront II maps with the new hero unit and not have any compatibility problems.

As for the ep2_officer, I looked at its ODF and saw:
GeometryName = "rep_inf_arctrooper"
GeometryLowRes = "rep_inf_arctrooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
ClothODF = "rep_inf_arctrooper_cape"

Just make a custom side and put these files in the msh folder and it should work.

I just want to modified units and heroes, not the whole map.

The asj.lvl is only released as a munged custom side.

I wonder if it will worked if I put asj.lvl into the side folder of the game and modified the hero's lines on the .lua of all the map I want to edit.

For the online compatibility, who cares ? It's down right now.

Thanks for the advice though.
razac920
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by razac920 »

You wouldn't be changing the whole map, you just take a lua which loads the map you want but loads different units, this method does just that.
And it's actually not down yet, I'm still able to play online
And editing lua's where? you need to actually munge to have any kind of effect, hence the need for a custom map.
I suppose you could put asj.lvl in the game sides folder, then you wouldn't have need the "dc:" , though you still need a custom map to load it
Indytotof
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by Indytotof »

razac920 wrote:You wouldn't be changing the whole map, you just take a lua which loads the map you want but loads different units, this method does just that.
And it's actually not down yet, I'm still able to play online
And editing lua's where? you need to actually munge to have any kind of effect, hence the need for a custom map.
I suppose you could put asj.lvl in the game sides folder, then you wouldn't have need the "dc:" , though you still need a custom map to load it
I'll try it.

I understand why you you say about the custom map.

Thanks.

EDIT: It's worked but the hero's name doesn't appear, only scrambled texts, help please
MileHighGuy
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by MileHighGuy »

You have to localize it like you would any other custom unit. Look it up in the everything you need faq.
Indytotof
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by Indytotof »

MileHighGuy wrote:You have to localize it like you would any other custom unit. Look it up in the everything you need faq.
Do it but doesn't apparently work.
razac920
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by razac920 »

He had only localized it in English but he's playing it in French. This should solve the problem.
Indytotof
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Re: Asajj Ventress on pre-existing Star Wars Battlefront 2's

Post by Indytotof »

razac920 wrote:He had only localized it in English but he's playing it in French. This should solve the problem.
Even localize in every language of the game (execpting japanese) it didn't work.
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