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Posted: Tue Aug 22, 2006 9:07 am
by Caleb1117
Ok I've decided to just post my next question in here rather than make
a new thread.
Question: how do I put a differnt sky in?
Oh and sorry for double post.
OOh wait anouther question poped into me head just now.
Question: which of all those colors on the color palete is the beach color?
like from the shiped kayyyhk map.
Posted: Tue Aug 22, 2006 9:24 am
by Hebes24
You need to change the ***.sky file in data_***\worlds\***\world1 (*** = 3 letter mod ID ). I suggest you copy another world's sky file and rename it. But look at it first and see which files you need and copy them with it.
The color for the beach is probably a texture. Look in the map's msh folder in assets\worlds\kas\msh or assets\worlds\kas\world2, find a .tga file that looks like the beach, the copy it into data_***\worlds\***\world1. Then go into texture mode in ZE and click on one of the texture squares on the right. Then click "browse" and go to data_***\worlds\***\world1 and find the texture, open it and paint it onto the terrain where you want it to go.
Posted: Tue Aug 22, 2006 1:31 pm
by Caleb1117
ok I now know how to find new textures I havent found the beach one yet but its only a matter of time.
the sky part still has me confused thu but im workin on it
I know I had anouther question but I can't remember it now
oh well
Thanks Hebes24!
And Teancum!
And every one else!
Posted: Wed Aug 23, 2006 1:15 pm
by Caleb1117
Ok new questions
1 How do I put the health and ammo droids into a map?
2 How do I put turrets in a map? I know you look in the Tur side folder but when I put a turret in ZE it shows up but when I play it crashes my game when I try to start it or when I try to load the map.
3 I noticed the line in the lua for rep hero cis hero ECT and I guess that to change the hero for a side all you have to do is change this line. thusly could some one give me a list of the codes for all the heros?
4 I also noticed in the lua it lists the units on each side. dose this mean that if say I erased the line for snipers on the rep side the sniper class would be unavalable?
5 How do you increce the unit count in the lua?
6 How do you increce the reinforcement count in the lua?
7 how do i change the sky? More detail on how to do this if possable.
8 What file dose one zip/rar if he wants to send some one a map? the file for the map in my addon?
soon my first real map will be released (just to a few friends thou)
Oh and can someone give me a link to Rend's mod site? I'd like a look at those source files he released

Posted: Wed Aug 23, 2006 2:39 pm
by Rekubot
1) They're found in Data_ModID\Common\odfs.
2) Make sure that the turrets you're using are mentioned in the LUA.
3) You can find the names for the heroes in their concerned ODF files. For instance, Obi-Wan's name would be in Data_ModID\Sides\REP\odf, although you might have to look for it in the assets if you haven't copied the Republic side over.
4) Yes.
5) Just above where it mentions what units will be on which side there is a unit count line. I think it allows 40 max and then you have to add SetUberMode = 1 into the LUA to add more.
6) Where the unit count line is, the reinforcement count is next to it.
7) Check the Getting Started documentation.
8) Yes, you zip/rar the folder in GameData\Addon.
Rends' site is one of the numerous links to the left (the one that says 'Rends Mods', funnily enough), you should have a look at them all.
Code list for SWBF2 heroes
Posted: Wed Aug 23, 2006 5:15 pm
by AceMastermind
3. I noticed the line in the lua for rep hero cis hero ECT and I guess that to change the hero for a side all you have to do is change this line. thusly could some one give me a list of the codes for all the heros?
rep_hero_obiwan
rep_hero_anakin
rep_hero_cloakedanakin
rep_hero_macewindu
rep_hero_yoda
rep_hero_aalya (note spelling)
rep_hero_kiyadimundi (note spelling)
cis_hero_countdooku
cis_hero_darthmaul
cis_hero_grievous
cis_hero_jangofett
all_hero_luke_jedi
all_hero_luke_pilot
all_hero_luke_storm
all_hero_hansolo_storm
all_hero_hansolo_tat
all_hero_leia
all_hero_chewbacca
imp_hero_emperor
imp_hero_darthvader
imp_hero_bobafett
Posted: Wed Aug 23, 2006 8:24 pm
by Caleb1117
Thanks for the info!
and about rend's the only link I can see in the links box on the left is
for a battlefield 2 mod?
Could you just post the link?
Corusant Streets and Corusant City source files
Posted: Wed Aug 23, 2006 9:08 pm
by AceMastermind
Source files:
Corusant Streets and Corusant City
Scroll down the page and click on the pics on the left for source files.
http://people.freenet.de/Santarossa/ren ... loads.html
Posted: Fri Aug 25, 2006 12:19 pm
by Caleb1117
Thanks for the link! and I have a new question the test map im making is actually turing out very nicely nice enough that I may want to relese it there is a problem tho I named my map something stupid and I dont want to relese a map with a silly name but I have a theary
What if...
I started a new map named it what I want for my map then munge it so I have a new template map what whould happen if I made a copy of and then renamed the Lua's and the Wld file of my test map to the id of the new one the copy the renamed test map files into their corisponding spots in the new maps folders replaceing the old lua's and Wld file
would I not get and exact copy of the test map but with a new name?
and to any one who might know...
could some one tell me all the files that I would need to rename and copy from Myg/world1 to data_***/worlds/***/world1 to get the mygetoo sky and snowflakes?
Thanks!
Posted: Fri Aug 25, 2006 12:23 pm
by Rekubot
To edit your map's world name and description go into Data_ModID and run editlocalize.bat. Unfold mapname to find name and description, then find your 3 letter ModID and change it. Done.
Posted: Fri Aug 25, 2006 1:02 pm
by Hebes24
you need to copy the myg1.sky file and any other files mentioned in that file (just open it up in notepad), then paste it into data_***/worlds/***/world1 delete the old .sky file in there and rename the new one.
same thing for the "snowflakes" (they're actually ashes, but let's not get technical). You copy the myg1.fx file into data_***/worlds/***/world1 and you need to copy any other files from myg1\effects and put that in data_***/worlds/***/effects.
Posted: Fri Aug 25, 2006 7:35 pm
by Caleb1117
Hebes24 wrote:(they're actually ashes, but let's not get technical).
lol

I got the ashes in but the sky still wont work I've put in and renamed every file the Sky asks for but im still stuck with that blasted yavin sky :evil: although I'm starting to consider making it a night map... but then I'd have to mess with the lighting
(which I dont know how to do)
oh well worst case sinario I am forced to keep the yavin sky which dosent look to bad on the map its just mygeeto would look cooler.
thanks
Posted: Sat Aug 26, 2006 8:36 pm
by Caleb1117
Oh No something is wrong the last few times i munged i got this error message
ERROR[levelpack PM2.req]:Expecting bracket, but none was found.
File : munged\pc\dag1_prop_cave_a.texture.req(1)...
ucft <--
ERROR[levelpack PM2.req]:Expecting bracket, but none was found.
File : munged\pc\dag1_prop_cave_a.texture.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[levelpack PM2.req]:Expecting bracket, but none was found.
File : munged\pc\dag1_prop_cave_a.texture.req(1)...
ucft <--
ERROR[levelpack PM2.req]:Expecting bracket, but none was found.
File : munged\pc\dag1_prop_cave_a.texture.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
then when i try to play my map in Battlefront.exe the spawn screen comes up but there are no cp's to spawn at!
i munged again and as it was mungeing i saw these lines show up they may have something to do with it
Munging PM2.req
the system cannot find the path specified.
Munging PM2.req
The system cannot find the path specified.
then i tryed to rune the map with modtools.exe and still no cp's showed up but here is the log it created
any help that could be given is much apreciated
and sorry for the poor spelling/punctuation but i am in a panic
EDIT: I removed the log because it was very long and I fixed the problem anyway
Posted: Fri Sep 01, 2006 10:34 am
by Caleb1117
Sorry for the tri-post
but its that or a new topic.
Ok I fixed the above problem and I have a question.
In my map I did not put vehical spawns in instead I put in the odf things from rep side so the vehicles show up but are only one use.
I did this for 2 resons.
1 Realisim
2 It fits my story nicely
Now to the problem...
How do i keep clones off CIS vehicles and vice versa?
and one more question you know how some maps are playable only in CW or GCW?
How do I limit my map to CW?
Do I just delete the ***g_con.lua?
Offtopic: Wadda you guys think of my avi? he he the pope is always funny
Oh and how do you resize an image to make it avitar acceptable?

Posted: Fri Sep 01, 2006 11:06 am
by Hebes24
Caleb1117 wrote:
How do i keep clones off CIS vehicles and vice versa?
What do you mean?

like when the CIS captures the CP, CIS vehicles spawn instead of republic? (and vice versa)
Caleb1117 wrote:
How do I limit my map to CW?
Post your addme.lua (in data_***\addme (*** = 3 letter Mod ID)) and I'll show you what to delete.

Posted: Fri Sep 01, 2006 11:15 am
by Caleb1117
Oh you know in the shipped maps the clone ai wont get into a droid vehicles
oh and heres that lua you asked for
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "PM2%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1, mode_eli_g = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's 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("PM2","PM2g_con",4)
AddDownloadableContent("PM2","PM2c_con",4)
AddDownloadableContent("PM2","PM2g_eli",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\PM2\\data\\_LVL_PC\\core.lvl")
Posted: Fri Sep 01, 2006 11:36 am
by Hebes24
I don't know how to keep enemies out of vehicles. sorry.
As for the other question, stuff highlighted in red is what you need to delete:
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "PM2%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1, mode_eli_g = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's 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("PM2","PM2g_con",4)
AddDownloadableContent("PM2","PM2c_con",4)
AddDownloadableContent("PM2","PM2g_eli",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\PM2\\data\\_LVL_PC\\core.lvl")
I assumed you wanted to keep the GCW hero assault?

Posted: Fri Sep 01, 2006 11:48 am
by Caleb1117
oh to bad about vehicles... oh well clones dont look to bad on staps lol
and yes I want to keep assault
Thanks Hebes24!
I've sent this map to a friend for him to test it
depending on his feedback I might just release it...
thank you to everyone in this thread for all their help
in the short lifetime of this thread so far I have gone from not knowing what I was doing to makeing a map!
May the pope be with you!
How to keep a team from using a certain vehicle
Posted: Fri Sep 01, 2006 5:15 pm
by AceMastermind
Caleb1117 wrote:
How do i keep clones off CIS vehicles and vice versa?
I was experimenting with this a while back, and the conclusions are as follows:
In ZE, assign your vehicles to a team (0,1,2).
Team 0 = Neutral, anyone can use it
Team 1 = Empire or Republic will use it (attacking by default)
Team 2 = Rebels or CIS will use it (defending by default)
However, if you jump into an enemy vehicle and command an AI on your team to get in that vehicle, then they will indeed jump in.
Posted: Sun Sep 03, 2006 9:06 am
by Caleb1117
Yes, its me

and I'm back with more questions.
1 how do you layer textures?
when I try to do this what ever texture is set above the other completely dominates the map
2 how EXACTLY do I add a new cp?
Oh and leave out the part of seting which side it go's to and adding it to the lua I got that part down
Offtopic:Question: ok I have win-rar and 7-zip and I heard that you can rar some thing thin 7-zipit? and it will be really small? how do i do that?
Thanks
more questions when I think of them
