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Modding Noob Here.... don't groan!
Posted: Tue May 10, 2005 7:13 am
by MutantMonkey
I don't remember creating this account but its under my email address
As of last Saturday I started trying to make maps and I still have some problems:
1. I added colour to my terrain but when I play the map it is black and yet all the other changes I made to terrain height r apparent.
2. How do u install this XSI tool... I read the read me but I dont know what it means by softimage, is it a program or term? Where is it?
3. It keeps creating a folder "C:/program" which is confusing for both me and my comp... keep getting an error message saying the folder is disrupting win 32 apps or something like that and it prompts me to rename it... but then next time i turn my comp on another folder named "program" is there.
4. I have managed to screw up my battlefront update - I accidentally installed 1.3 and then replaced the bf files with back up copies... now it thinks it is version 1.3 and yet my imp dark trooper's jetpack takes about 5 mins to recharge... same for other jetpack users and they start of with only 1/2 a tank! Am i gonna have to... Reinstall BF?
5. I raised the terrain where a command post is and when i tested ppl got spawned inside the raised area (which killed them) so I tried to edit the command post but could not seem to move it... instead the whole terrain had become a selectable object!
Ne help would be appreciated
RE: Modding Noob Here.... don
Posted: Tue May 10, 2005 9:17 am
by CGArtist
1: Color controls how the terrain responds to lighting, what you really need, is a ground texture.
2: The XSI tool is for the 3D Modelling tool "Sofimage XSI Advanced".
3: As for the program errors, your mod tools need to be installed in a folder path with no spaces, I think you put yours in your Program Files, take them out, and place them in a C:BFBuilder folder.
4: As for a messed up battlefront, reinstall the 1.2 patch, and then reinstall the 1.3.
5: Just lower the terrain in that area.
Posted: Tue May 10, 2005 12:22 pm
by MutantMonkey
Thanx.
1. figures
2. is it free? Where can I get it?
3. I cant believe that I did not realise the pathway space mistake
4. I dont think that'll work... i tried installing 1.11 again but it said SWBF is already up to date but i shall try with 1.2
5. I did think of lowering the terrain... so if I place the command post after elevating, I assume it will place on top.
Posted: Tue May 10, 2005 1:21 pm
by Leviathan
- 2) It depends of the XSI version you want to get... One of this version is free (XSI Mod Tool) but can not export 3D scenes in the SWBF Mesh Format !
- 4) You can also re-create the "IMP.lvl" file using SWBF Mod Tools' internal files and by modifying correct *.ODF files' entries.
Posted: Tue May 10, 2005 6:14 pm
by MutantMonkey
Can some1 tell me how to make command posts from start to finish incl. the spawn points. Thanx
And
something weird is going on with my map... the texture I applied have become glitchy within the editor (it was ok when I applied them... but when I returned to the editor it was bad)
Posted: Tue May 10, 2005 9:40 pm
by NegativeSmiley
There are four things a command post needs.
1. A Capture Region (so it can be captured)
2. A Control Region (so it can be controled I guess??) (EDIT: look down explained there)
3. A Spawn path so that units can spawn
4. And a name.
I don't do it the "official" find the item in the ODF file way I just click on CP1 then Paste. After creating this go to select and click on the Cp and put a new name for it under name. Lets say for now CP3. Then under Label put CP3Label. The last thing to do with the toolbar on the left is where it says team it'll have a 1.
0 = Nuetral
1 = Imps/Clones
2 = CIS/Rebs
3 = Locals
Put the number that fits the needs of your command post best.
Now lets move over to the left side. Where it says CP1Capture, CP1Control, and CP1Spawn change all those 1's to 3's. Now that that is all done and over with click on regions up at the top. Click on new group and add a Sphere and Box. Make sure u click select and get the box first. Name it CP3Box. At the top you will notice where it says properties its blank. Put CP3Control in that box. Now move it and reajust the size and position with the z, x, c buttons and the left, right, and middle mouse keys. Once thats done do the same for the Sphere but name it CP3Sphere and under properties put CP3Capture. Move it into place.
Now that our regions are done switch over to Path at the top. To make a new path click on new path and under name put CP3Spawn. Once this is done just add nodes where u want people to spawn. Holding the shift key will move nodes up and down. Now that all this is done go back over and make sure everything is spelled correctly and matches up. Then save and exit the editor.
Once out go to Localize. Open up Level/mapname. Then left click and click on yourmap name and click on add key. Once you have this done name it CP3Label and in the boxes to the right put what u want it to be named. Make sure you don't put "the" before it cause the game does that automatically. Once this is done click update, save then exit this. Now clean and munge your map. Add it and it should work.
Any questions just Xfire me at Negativesmiley or just ask here.
Posted: Tue May 10, 2005 9:52 pm
by RDST
Hey Im a noob to

I need help with making teams (see how bad i am

) I get the fact the Cp1 is CIS or Rebels but I dont understand how to get each team like in mod1 map
Posted: Tue May 10, 2005 9:52 pm
by Chamboozer
2. A Control Region (so it can be controled I guess??)
control regions are for vehicles, if a vehicle is within the comtrol region it will not automatically lose health when unmanned and it will respawn. if it is placed outside the control region it will slowly lose health and when it explodes it will not respawn.
4) You can also re-create the "IMP.lvl" file using SWBF Mod Tools' internal files and by modifying correct *.ODF files' entries.
what? o.0
any other questions ask me unless they are about the sky or water.
Posted: Wed May 11, 2005 6:51 am
by MutantMonkey
Thanx 4 that NegativeSmiley... I was almost there and now with the time u took to write that detailed explanation I am confident I'll be A OK!!!
And thanx to Chamboozer too... alot of ppl obviously dont know that (hence y on so many mod maps - the vehicles burst into flames and blow up after a short time).
Cheers all.
Posted: Wed May 11, 2005 8:45 am
by Qdin
hey, here is a info for ALL the Gametoast members:
I joined in the middle of february, and I STILL haven't one single map

but I'm STILL a respected member of Gametoast - and since there were over 150 members when I joined, I DIDNT thought I would be a "part" of Gametoast. but EVEN if I can't make maps, I STILL say what I mean, and ask if I want to know anything. and I'm trying to learn to model in XSI - so Saturn Labs isn't the ONLY ones with some crazy models

you'll ALL soon be a respected member, and when you learn to map/mod/model/program/skin/or whatever you want to: you'll be FAMOUS

well, just so you know, that you DOESNT have to be a mapper, to be here
I hope the newer members, can use this, so they feel like being a part of something HUGE

(I does

)
C ya

Posted: Wed May 11, 2005 10:17 am
by Chamboozer
heh, we need to split the people into teams of mappers/moddelers/skinners/animators to make awesome maps.
Posted: Wed May 11, 2005 1:29 pm
by Leviathan
4) You can also re-create the "IMP.lvl" file using SWBF Mod Tools' internal files and by modifying correct *.ODF files' entries.
what? o.0
I meant create a new side using shipped files, included in
SWBF Mod Tools. This new side will use all "
IMP.lvl" files and will be able to replace the original "
IMP.lvl" level file. You'll just need to create Droïd Probe's *.ODF files. Finally, you'll obtain the original Imperial Side file... Consequently, you'll recover usual Dark Trooper's jet-pack reload time, etc...
Posted: Wed May 11, 2005 1:46 pm
by Qdin
Chamboozer:
well, some of us allready DID

we aren't many "clubs" yet, but Mandalorian Wars Crew (look at
http://www.shadowlan.org - but its down for the moment) are people, who learn, or HAVE learned different stuffs to the maps (we are working on a great map right now) but we all know how to do different stuffs.
so why don't you guys just make another "Crew"?
but DONT call it ANYTHING like: KIDDO/Kiddoes - because me and rebel_scum allready have THAT

but make something as: "The Bright Mods" Crew

or something cool instead

lol
but I hope you guys can make something great (well, we allready seen some nice things)
so good luck with ALL your projects
C ya
Posted: Wed May 11, 2005 2:42 pm
by Kyross
I don't do it the "official" find the item in the ODF file way I just click on CP1 then Paste. After creating this go to select and click on the Cp and put a new name for it under name. Lets say for now CP3. Then under Label put CP3Label. The last thing to do with the toolbar on the left is where it says team it'll have a 1.
0 = Nuetral
1 = Imps/Clones
2 = CIS/Rebs
3 = Locals
Put the number that fits the needs of your command post best.
[quote]
Actually those numbers/teams aren't set, and tea, 1 and 2 can be changed in the lua. Team 1 just represents attacker and 2 is defender.
Posted: Wed May 11, 2005 3:37 pm
by MutantMonkey
K... I made a neutral command post!
Now I'm gonna attempt to add a vehicle without crashing BF, LOL
Posted: Wed May 11, 2005 3:52 pm
by MutantMonkey
! problem with the "Neutral" caommand post... It remains nuetral... No capturing symbol filling with a satisfying green followed by: "we've capture a command post" and equally no pesky red, just plain white. What av I done?
Posted: Wed May 11, 2005 3:54 pm
by MutantMonkey
And yet it worked when i accidentally forgot to set it as nuetral.
Posted: Wed May 11, 2005 5:22 pm
by NegativeSmiley
No prob. I'm not a pro so listen to everyone else who corrected all my stuff. They know what they're talking about.
Posted: Thu May 12, 2005 1:33 pm
by Leviathan
But why have you placed neutral command posts ? For locals ?...
Posted: Thu May 12, 2005 1:39 pm
by MutantMonkey
No... for capturing - like the middle 1 on Bespin Platforms