dHow do I edit the troop kits in BF2(eg, changing weapons) and the maps(eg,changing the vehicles)?
Re: Map and kit editing
Posted: Fri Jan 30, 2009 6:22 am
by DarthD.U.C.K.
please read the documentation inside the modtools, its very helpfull. other information can be found
in the everythig you need thread
Re: Map and kit editing
Posted: Fri Jan 30, 2009 1:13 pm
by CommanderGT302
I've got mod tools. As I'm a noob, please guide me on what to do if I were edit the troop kits and the maps.
Re: Map and kit editing
Posted: Fri Jan 30, 2009 1:20 pm
by Aman/Pinguin
DarthD.U.C.K. wrote:please read the documentation inside the modtools, its very helpful. Other information can be found
in the everything you need thread
Re: Map and kit editing
Posted: Fri Jan 30, 2009 1:52 pm
by Fiodis
Wow, so many people use "Ima noob" as an excuse....
Oh, and welcome to GT!
Re: Map and kit editing
Posted: Fri Jan 30, 2009 3:40 pm
by DarthD.U.C.K.
Fiodis wrote:Wow, so many people use "Ima noob" as an excuse....
Oh, and welcome to GT!
Re: Map and kit editing
Posted: Sat Jan 31, 2009 2:57 am
by CommanderGT302
Ok, I get the message. But seriously, I'd like to know among the many stuff, which specific document(s) in mod tools and topic(s) in the "everything" thread would be especially useful/helpful for be to tweak the kits and the maps. Btw, thanks Darth for welcoming me into the forums.
Re: Map and kit editing
Posted: Sat Jan 31, 2009 5:05 am
by DarthD.U.C.K.
you have to read the getting started doc first.
and you have to understand the system a bit before editing anything!!
it doesnt help to be told to do something (thats maybe difficult to do like "kit"-editing) when you dont know why you do it
Re: Map and kit editing
Posted: Sat Jan 31, 2009 10:26 am
by CommanderGT302
Ok. After reading getting started, what do I do? Basically, I want to give the recon and commander units blaster rifles.
Re: Map and kit editing
Posted: Sat Jan 31, 2009 2:05 pm
by vegati
Have you already munged a map? If you have it doesn't take much figuring out. You go to the assets folder, then you go to the folder named 'sides.' Copy the folder titled 'rep.' Then you go to your maps folder (BF2_Modtools\DATA_XXX) and paste it in that sides folder. (if there is not already a sides folder then make one) When it's done pasting go into the side that you pasted and go to its ODF folder. If your computer has a search engine like mine does, just search inf. (if not you'll have to do a LOT of scrolling) When it's done looke for the files call rep_inf_default_rocketeer and such. Open it with notepad or some other variation. (anything but Microsoft Word) You should now see its class, speed, weapons, etc.
Each weapon has its own specified number. If you add or take away weapons you HAVE to change all of them. Since your looking for the rifle all you have to do is some minor editing. You can just replace the pistol with this: rep_weap_inf_rifle. I also suggest that you change the ammo, because as it is, your rifle will have infinite ammo because that is how much the pistol had.
Look in the same place that the pistol's part used to be and look for the number zero. Change that to whatever you want. (I suggest anything lower than 10) If you want to know how much ammo each number counts for you will have to find the weapon's ODF file. The numbers are MULTIPLIERS so if your failing math then I suggest you either estimate or get a calculator. Now, go to the worlds LUA (DATA_XXX\Common\Scripts\XXX) Then choose a file. (example: XXXc_con) Now scroll down to the Republic.
Hidden/Spoiler:
This is what you should see: ReadDataFile("sound\\yav.lvl;yav1cw") ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder") ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
Now munge your map. When it's done a box will appear that says 'There's magic in the air... Go run BF2' Click OK and run BF2. Play your map and if it crashes you did something wrong. Then run it with BF2 Modtools (the little .exe in your BF2_Modtools folder. But first you have to copy it to your BF2's Gamedata folder.) Try to play the map again and watch it crash. Post the error log here and someone will probably try to help.
P.S Sorry if this is complicated to you. It's easier if you have some experience at modding this sort of thing.
Re: Map and kit editing
Posted: Sat Jan 31, 2009 2:19 pm
by Fiodis
CommanderGT302 wrote:Ok, I get the message. But seriously, I'd like to know among the many stuff, which specific document(s) in mod tools and topic(s) in the "everything" thread would be especially useful/helpful for be to tweak the kits and the maps. Btw, thanks Darth for welcoming me into the forums.
The documents and threads are labeled. Check out threads regarding setting up a custom side, as well as the Jedi_Cretion.doc (the beggining explains how to set up custom sides).
Re: Map and kit editing
Posted: Sun Feb 01, 2009 7:29 am
by CommanderGT302
Alright. Now, how do I add the AT-RT to Kashyyyk in the Convo pack Clone Wars and BFX Clone Wars eras as I want to replace one of the fighter tanks with it?
Re: Map and kit editing
Posted: Sun Feb 01, 2009 7:52 am
by YaNkFaN
*cough* read the docs before you try something as complicated as that....
Re: Map and kit editing
Posted: Sun Feb 01, 2009 8:22 am
by VF501
Read the Docs, Read the Stickied FAQ/Everything You Need (http://www.gametoast.com/forums/viewtop ... 27&t=13806) at the top of this Forum Section, Read, Read, Read. Read until you understand it fully. Start up the tools, poke around the files, experiment with stuff to see how it's set up and how it works.
The more experienced modders are not here to hold your hand, and tell you what to do. They can provide ideas, advice, or advanced level help, but not until you understand and can do the most basic of things. They have their own projects (heck some are working on 2 or more things at once) and lives to attend to.
I suggest you practice making your own mods and concepts first, that way once you have a better understanding of how things work in the game, you can learn/figure out how to modify existing mods, and what the limitations are of doing that without source files.
BTW, if it is the Stock/Shipped Kashyyk map, it might take an edit of the Map itself (sources found in Shipped Worlds Folder, and its mission luas are in the scripts folder). I don't know how the Convo Pack and BFX work with Kashyyk, so there might be much more to it for those.