Help for a beginner on a seemingly simple mod
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k0rrUpTion
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Help for a beginner on a seemingly simple mod
I want to replace all the episode 3 clones with reskinned episode 2 ones, but have know idea what to do. I looked at the documentation in the mod tools which i just got but i dont think they fit my project so i came here. If anyone could help me out thatd be great cause i literally just started modding today.
EDIT
Ok so after some thought i figured to start off i only want to play with episode 2 clones on kamino. So i went to the everything you need to know thread. It showed me how to edit an existing map and i followed its instructions-
1. Make a new map. For example purposes, this map will be called ABC and the shipped map used will be Kamino (KAM).
2. Go to …\BF2_ModTools\data_ABC\Worlds\ABC and delete the world1 folder.
3. Go to …\BF2_ModTools\assets\worlds\KAM and copy all the contained folders; they should be: effects, msh, MUNGED, odf, and world1.
4. Paste those folders to: …\BF2_ModTools\data_ABC\Worlds\ABC.
5. Go to …\BF2_ModTools\assets\scripts\kam and copy the contents of the scripts that correspond to the game modes of the newly created map. Paste the copied contents into the corresponding files (in …\BF2_ModTools\data_ABC\Common\scripts\ABC), deleting the old contents (ex. KAM1c_con.lua -> ABCc_con.lua). (Alternatively, copy the scripts from KAM, paste them alongside the scripts for ABC, delete the corresponding scripts and rename the KAM scripts to match the old names.)
6. In each of the new .lua scripts go to the line where it loads the world:
Code: Select all
ReadDataFile("kam\\kam1.lvl", "kamino1_conquest")
and change it to:
Code: Select all
ReadDataFile("dc:ABC\\kam1.lvl", "kamino1_conquest")
7. The process is now complete. When editing the world with Zeroeditor, open kamino.wld from …\BF2_ModTools\data_ABC\Worlds\ABC\world1.
The only thing i did different was not add dc:adc to the read data file because i only want to change the sides from episode 3 clones to 2.
Then i followed MileHighGuys advice and added the rep folder from assets/sides into data_abc/build/sides
I then found the rep_inf_ep3_rifleman.odf and changed
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
to
GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
Lastly i figured it wouldnt appear in game magically so i munged it with common selected and side set to the rep folder
Loaded up bf2 and ABC%s_%s was at the top of the level list so i clicked play for conq in clone wars era, and after a black screen for a few seconds it crashed saying
Could not open mission .lvl
sorry for the long post
So anyone know what i did wrong?
EDIT
Ok so after some thought i figured to start off i only want to play with episode 2 clones on kamino. So i went to the everything you need to know thread. It showed me how to edit an existing map and i followed its instructions-
1. Make a new map. For example purposes, this map will be called ABC and the shipped map used will be Kamino (KAM).
2. Go to …\BF2_ModTools\data_ABC\Worlds\ABC and delete the world1 folder.
3. Go to …\BF2_ModTools\assets\worlds\KAM and copy all the contained folders; they should be: effects, msh, MUNGED, odf, and world1.
4. Paste those folders to: …\BF2_ModTools\data_ABC\Worlds\ABC.
5. Go to …\BF2_ModTools\assets\scripts\kam and copy the contents of the scripts that correspond to the game modes of the newly created map. Paste the copied contents into the corresponding files (in …\BF2_ModTools\data_ABC\Common\scripts\ABC), deleting the old contents (ex. KAM1c_con.lua -> ABCc_con.lua). (Alternatively, copy the scripts from KAM, paste them alongside the scripts for ABC, delete the corresponding scripts and rename the KAM scripts to match the old names.)
6. In each of the new .lua scripts go to the line where it loads the world:
Code: Select all
ReadDataFile("kam\\kam1.lvl", "kamino1_conquest")
and change it to:
Code: Select all
ReadDataFile("dc:ABC\\kam1.lvl", "kamino1_conquest")
7. The process is now complete. When editing the world with Zeroeditor, open kamino.wld from …\BF2_ModTools\data_ABC\Worlds\ABC\world1.
The only thing i did different was not add dc:adc to the read data file because i only want to change the sides from episode 3 clones to 2.
Then i followed MileHighGuys advice and added the rep folder from assets/sides into data_abc/build/sides
I then found the rep_inf_ep3_rifleman.odf and changed
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
to
GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
Lastly i figured it wouldnt appear in game magically so i munged it with common selected and side set to the rep folder
Loaded up bf2 and ABC%s_%s was at the top of the level list so i clicked play for conq in clone wars era, and after a black screen for a few seconds it crashed saying
Could not open mission .lvl
sorry for the long post
So anyone know what i did wrong?
Last edited by k0rrUpTion on Mon Jun 23, 2014 5:57 pm, edited 1 time in total.
- Lorul1
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Re: Help for a beginner on a seemingly simple mod
Okay so check this link out: viewtopic.php?f=27&t=13806
It will tell you alot of things you'll need to know.
What you will want to do is learn how to edit a stock map (which is a map that "shipped" out of battlefront 2 into your bf2 modtolls) (instructions for doing that can also be found in the link I sent you) then you'll want to open its "LUA" file (which is the file that tells your map what is going on, how many people or AI can be playing at once, and stuff like that) then you'll want and change the units that the game is looking for from episode 3 units to episode 2 units.
I should probably warn you that the some of te shipped battlefront 2 maps are slightly different from those in your starwars battlefront 2 game, but its nothing a little time can't fix.
If you have questions or concerns about your plan to reskin the troopers you can post them here, I can help guide you through it
It will tell you alot of things you'll need to know.
What you will want to do is learn how to edit a stock map (which is a map that "shipped" out of battlefront 2 into your bf2 modtolls) (instructions for doing that can also be found in the link I sent you) then you'll want to open its "LUA" file (which is the file that tells your map what is going on, how many people or AI can be playing at once, and stuff like that) then you'll want and change the units that the game is looking for from episode 3 units to episode 2 units.
I should probably warn you that the some of te shipped battlefront 2 maps are slightly different from those in your starwars battlefront 2 game, but its nothing a little time can't fix.
If you have questions or concerns about your plan to reskin the troopers you can post them here, I can help guide you through it
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k0rrUpTion
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Re: Help for a beginner on a seemingly simple mod
ok thanks man ill check it out and see if it helps!
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MileHighGuy
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Re: Help for a beginner on a seemingly simple mod
Actually, all he needs to do in make a custom rep (republic) side, to replace the REP.lvl in the game's files.
Once you get a custom side going, http://www.gametoast.com/viewtopic.php?f=27&t=12729 (instead of making a new folder in your project's SIDE folder you would copy the rep folder to there from assets/sides/)
the relevant files would be
rep_inf_ep3_rifleman.odf and the other rep_inf_ep3_*** files.
open these with notepad
for the rifleman odf, you would
change
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
to
GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
this changes the model referenced form the ep3 trooper to the ep2 trooper's model. The lines for ep2 rifleman were found in rep_inf_ep2_rifleman.odf
If you want a custom texture, open the relevant .tga file (a free program called GIMP is most commonly used to open these), edit it, export as .tga with RLE compression OFF.
the ep2 rifleman texture is rep_inf_trooper.tga found in rep/msh/. the name will not always match the name of the model (.msh) file.
Once you get a custom side going, http://www.gametoast.com/viewtopic.php?f=27&t=12729 (instead of making a new folder in your project's SIDE folder you would copy the rep folder to there from assets/sides/)
the relevant files would be
rep_inf_ep3_rifleman.odf and the other rep_inf_ep3_*** files.
open these with notepad
for the rifleman odf, you would
change
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
to
GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
this changes the model referenced form the ep3 trooper to the ep2 trooper's model. The lines for ep2 rifleman were found in rep_inf_ep2_rifleman.odf
If you want a custom texture, open the relevant .tga file (a free program called GIMP is most commonly used to open these), edit it, export as .tga with RLE compression OFF.
the ep2 rifleman texture is rep_inf_trooper.tga found in rep/msh/. the name will not always match the name of the model (.msh) file.
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k0rrUpTion
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Re: Help for a beginner on a seemingly simple mod
So i replaced the files but know im still a little lost as to how to replace the REP.lvl like MileHighGuy mentioned to make the skins show up in game because nothing has changed since i have
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thelegend
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Re: Help for a beginner on a seemingly simple mod
Well. Now copy the rep.lvl and the repshell.lvl to .../...BattlefrontII/ gamedata/ data/ lvl_pc/ sides. There are a lot of files. Just replace the 2 named files.
- commanderawesome
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Re: Help for a beginner on a seemingly simple mod
And remember to back up the originals first! (just rename them or move them)
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k0rrUpTion
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Re: Help for a beginner on a seemingly simple mod
That didnt work for some reason
Last edited by k0rrUpTion on Mon Jun 23, 2014 5:57 pm, edited 1 time in total.
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MileHighGuy
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Re: Help for a beginner on a seemingly simple mod
is your game version updated to 1.1? That's the one that supports mods.
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k0rrUpTion
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Re: Help for a beginner on a seemingly simple mod
yes i have the steam version so i believe its already 1.1
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thelegend
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Re: Help for a beginner on a seemingly simple mod
On 1.0 mods (e.g. side mods) work too. But on 1.1 there is more localized.MileHighGuy wrote:is your game version updated to 1.1? That's the one that supports mods.
Anyway..did you munge on Everything checkend and (I really don't know if this is important, but..) have you added the dc: before the rep SIDE?
Code: Select all
dc:SIDE//rep.lvl-
k0rrUpTion
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Re: Help for a beginner on a seemingly simple mod
I did not use everything for munging my level, and i did put dc: before the rep.lvl
am i supposed to use everything as the side munge option?
am i supposed to use everything as the side munge option?
- commanderawesome
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Re: Help for a beginner on a seemingly simple mod
If you are munging more than one side, yes.k0rrUpTion wrote:I did not use everything for munging my level, and i did put dc: before the rep.lvl
am i supposed to use everything as the side munge option?
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k0rrUpTion
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Re: Help for a beginner on a seemingly simple mod
i tried munging everything it didnt work for me
i still got
could not open mission.lvl
i still got
could not open mission.lvl
