changing models

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nmycon

changing models

Post by nmycon »

i am creating a death star map with Luke (Tatooine), Ben, Han and Leia. There will be no heroes as the 4 mentioned will always be selectable, and if you dont select them, they will be on the map with you, each will have a max unit count of 1

also, i hate how the rebel engineer is always the same! i want to put him in the fleet uniform, how would i go about doing this

i am not really experienced with the mod tools (even less in ODF editing) and have yet to release my first map (look at Endor: Clearing in the WIP forum)

can anyone help me figure out how to do this

thanks!
Fingerfood
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Re: changing models

Post by Fingerfood »

But there is a all_inf_engineer_fleet...
nmycon

Re: changing models

Post by nmycon »

i know but that doesnt change his appearance, they also have jungle, snow, desert and urban but he always has the same model and skin

you didnt see a bunch of green and brown guys running around in the death star, i want them to look like the troopers, vanguards and snipers in the death star (also like the Tantive IV) with the pointy hats and stuff
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Re: changing models

Post by Fingerfood »

Ahh... Didn't check the .tga. Try this:
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "all_inf_default_engineer"

[Properties]

GeometryName = "all_inf_tantive4trooper"
GeometryLowRes = "all_inf_tantive4trooper_low1"
//FirstPerson = "all\allmedic;all_1st_medic"
FirstPerson = "IMP\impoff;imp_1st_officer"[/code]
nmycon

Re: changing models

Post by nmycon »

ya i know you have to do that, but i have to create a custom side right, im not sure how to do that, do i need the ODF and MSH files for all the weapons and the soldier, do i need the com parents of the weapons and their MSH files do i need any files from the MUNGED folder

see what i mean, i am very inexperienced in this field
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Re: changing models

Post by Fingerfood »

http://www.gametoast.com/forums/viewtop ... 27&t=12729
That's the side tut.

Basically, you need all of the files that are associated with the custom unit.

Now, do the following:
Hidden/Spoiler:
The engineer needs in odf:
all_inf_default.odf
all_inf_default_engineer.odf
all_inf_engineer.odf
all_weap_award_shotgun.odf
all_weap_award_shotgun_ord.odf
all_weap_inf_detpack.odf
all_weap_inf_detpack_destroyed_exp.odf
all_weap_inf_detpack_exp.odf
all_weap_inf_detpack_ord.odf
all_weap_inf_fusioncutter.odf
all_weap_inf_powerup_dispenser.odf

and in the msh folder I'd just copy over all the .mshs, because I can't for the life of me find all of the needed ones.

And for .req:
all_inf_engineer.req

You also need a all.req with this:

[code]ucft
{
REQN
{
"lvl"
"all_inf_engineer"
}
}[/code]

Then I may as well give you the .lua to, eh?

[code] ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_engineer_fleet",)[/code]
You'd need to add that after
[code] ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_fleet",
"all_inf_rocketeer_fleet",
"all_inf_engineer_fleet",
"all_inf_sniper_fleet",
"all_inf_officer",
"all_hero_luke_jedi",
"all_inf_wookiee")[/code]
Now do this except with "all" instead of PMS.
[quote="Caleb1117"]Go to Data_ABC/_BUILD/Sides and make a new folder for your side, this is where, the half munged side bits will go on their glorious metamorphosis into a .lvl file.
(if you don’t know what metamorphosis is, perhaps you’re to young to mod)

So, make a folder named PMS, then go to one of the other side folders in there, Data_ABC/_BUILD/Sides/ALL for example, and find two files called clean.bat and munge.bat, paste a copy of those two .bat files, into Data_ABC/_BUILD/Sides/PMS.[/quote]
Wow. That felt like I wrote a tut.
nmycon

Re: changing models

Post by nmycon »

thx for helping, i copied over all the ALL odfs, but got it working after i pasted the dc line after the original all side code, out of curiosity why does it have to come after?

also, i have to fix one thing, i accidentally made the engineer's perent the dfault rifleman (copied the riflemans odf) so i have to change the parent to the default engineer

thanks so much for your help though!
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Re: changing models

Post by Fingerfood »

nmycon wrote:thx for helping, i copied over all the ALL odfs, but got it working after i pasted the dc line after the original all side code, out of curiosity why does it have to come after?
It doesn't have to come after, it just has to go somewhere in the part where it loads the teams.
nmycon wrote:thanks so much for your help though!
No problem.



Lockie now?
nmycon

Re: changing models

Post by nmycon »

no actually dont lock!

sorry i started a new thread that explains the problem

its still in the mods thread called "help with error"

i didnt know how long it would be until you came on, sry
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Re: changing models

Post by Fingerfood »

Well, you can delete that thread (Go to first post and click the Red X near the bottom)

What you need is that odf (forgot exactly what it was) But go into your assets\sides\common\odf and search for that odf. Once you find it, copy the file over into your sides odf folder, muge the side, and see if it works.
nmycon

Re: changing models

Post by nmycon »

now i am having a problem getting Tatooine Luke in! I moved the JDI folder (that came with the mod tools) to my sides folder (with the "all" for the engineer that works now thanks to you lol) and place this in the ds4g_con:
Hidden/Spoiler:
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman_fleet",
"all_inf_rocketeer_fleet",
"all_inf_sniper_fleet",
"all_inf_officer",
"all_inf_wookiee")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_engineer_fleet")
ReadDataFile("dc:SIDE\\JDI.lvl",
"jdi_demojedi")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper")

ReadDataFile("SIDE\\imp.lvl",
"imp_hero_emperor")
Hidden/Spoiler:
SetHeroClass(ALL, "jdi_demojedi")
SetHeroClass(IMP, "imp_hero_emperor")

EDIT
fixed it!

i forgot to add a JDI folder in _BUILD\SIDES

i also had to add some more ODFs, im gettiing the hang of this! all the answers to thy the game crashes is in the error log! i used to give up every time the game crashed lol!

now i have one more question, i know you can make units have only one of them on the battlefield at a time, like the max unit count is 1, but say i added some units to the rebels and empire, would they still have rebel and empire names?
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Re: changing models

Post by Fingerfood »

Wait, you mean like you added nonRebels/Imperials to the side and you want to know if Rebel/Imperial names will come up when you're targeting them? Depends. If they're custom made, then probably no. You'd need to localize them.
nmycon

Re: changing models

Post by nmycon »

ok thanks, i am now trying to add Ben Kenobi, i may have more problems but hopefuly not! i created a skin for him and want to see how it looks in game!

EDIT
aww man! i am having some problems with old Ben.

i get this:
Hidden/Spoiler:
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hero_ep3obiwan in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\DS4\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\rep.lvl
in my error log and he wont show up in game! i tried doing a manual clean but that didnt work, whats wrong?
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Re: changing models

Post by elfie »

I hate that error. Check these things:
your side.req to see he is in there
If he is a custom unit started from scratch check to see:
he has a unit.req in the req folder
he has a unit odf that matches the name of his .req file.
You followed the rules of skinning as shown here <<--Click
Finally see that you spelled everything correctly and that there are no lua errors. Does the map crash on start up?
nmycon

Re: changing models

Post by nmycon »

fixed that, i had a req file (in some other folders, cant remember which) named just "rep_hero_obiwan" instead of "rep_hero_ep3obiwan"

now thats off the error log so i assume i fixed it

however, while attempting to delete .msh files to reduce the mod size, i deleted some needed textures and i must have also deleted them from the assets

now i have to redownload the mod tools to get the assets folder :P
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Re: changing models

Post by elfie »

No wait actually you don't. If you only need the assets folder then download the BF2 assets folder on the clicky below
CLICK ME (or else!) :maulsaber:
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