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How do you edit skins and weapons to use?
Posted: Sun Nov 04, 2007 2:50 pm
by camin666
so i figured out how to edit the landscapes to make a mod but how to u edit the skins and wepons u can use? :crying:
Re: help
Posted: Sun Nov 04, 2007 3:11 pm
by Xavious
Have you read the documentation on character creation included with the mod tools? (Jedi Creation.doc)
Re: help
Posted: Sun Nov 04, 2007 3:18 pm
by The_Emperor
Read the costum jedi creation doc
EDIT: The Xavious, he was earlier.
Re: help
Posted: Sun Nov 04, 2007 3:18 pm
by Xavious
The_Emperor wrote:Read the costum jedi creation doc
That's exactly what I said.
Re: help
Posted: Sun Nov 04, 2007 3:26 pm
by FOOLIS
Here´s a good tutorial :
Create a new map, copy the race you want to edit (example: republic)
into the sides folder of the new map. Now go to assets/shell and copy
all of the folders in it, but not the .req, then paste it in the
_Build/shell folder in the newmap you created. Now Copy the “Common”
folder from within the mod-tool “assets/sides” directory and place it
in the sides folder of your new map, edit the texture, now, go into
common > script > newmapname and open the LUA file named
newmapnamec_con.lua (for me that was BS1c_con.lua ). Now if you look
down the LUA file you will see ReadDataFile("SIDE\\rep.lvl", change
this to ReadDataFile("dc:SIDE\\rep.lvl , then copy 2 .bat files in
the side you got, these are: clean.bat and munge.bat , these can be
aquired from the _BUILD >
Sides > ALL in the newmap you created, paste these into the side
folder you are modifing. Finally we munge the your new map (see Jedi
Creation doc for more info) we select the new race in the drop down
menu on the left, and select the race you edited (mine was rep) you
alos have to tick the "common" check box, then munge!
P.S: You can get the race from the assets > sides folder !
P. P.S: The textures are in the msh of your copied side folder.
Re: help
Posted: Sun Nov 04, 2007 3:32 pm
by AceMastermind
Now go to assets/shell and copy all of the folders in it, but not the .req, then paste it in the _Build/shell folder in the newmap you created.
You can ignore that part though, it's not needed.