Converting the Jedi Starfighter from SWBFI

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Darth-Derkie
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Converting the Jedi Starfighter from SWBFI

Post by Darth-Derkie »

I'm trying to get the Jedi Starfighter in-game, but it doesn't spawn.

Mungelog:
ERROR[levelpack req\rep_fly_jedifighter.req]:Could not open munged\pc\rep_fly_jedifighter.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_jedifighter.req]:Could not open munged\pc\rep_fly_jedifighter.anims for input. DOS reports:
No such file or directory

2 Errors 0 Warnings

ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_fly_jedifighter.lvl.req(1)...

ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_fly_jedifighter.lvl.req(1)...

ucft <--

2 Errors 0 Warnings

BFront2.log:
Message Severity: 3
.\Source\LoadUtil.cpp(1002)
Data in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl is not a binary UCF file.

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_gunship in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_jedifighter in C:\Program Files\LucasArts\Star Wars Battlefront II PC Server\AddOn\OD1\Data\_lvl_pc\SIDE\rep.lvl
fat_walrus

RE: Converting the Jedi Starfighter from SWBFI

Post by fat_walrus »

1)It doesn't have an animation file
2) You're missing a bracket somewhere in your req
3) Dunno
4) you don't have the rep_fly_gunship chunk, make one or copy it.
5) You're again missing a chunk, this time it's the rep_fly_jedifighter.
Kyross

RE: Converting the Jedi Starfighter from SWBFI

Post by Kyross »

I had a nice post typed up about howyou might be able to fix this but then it got deleted. So you'll have to wait until I feel like typing it again.
Darth-Derkie
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Post by Darth-Derkie »

Is a bracket a "}" ? I think I have everything placed right:
rep.req:

Code: Select all

ucft
{
	REQN
	{
		"lvl"
		"rep_fly_gunship"
		"rep_fly_jedifighter"
	}
}
rep_fly_jedifighter.req:

Code: Select all

ucft
{
	REQN
	{
		"class"
		"rep_fly_jedifighter"
	}
}
Kyross wrote:I had a nice post typed up about howyou might be able to fix this but then it got deleted. So you'll have to wait until I feel like typing it again.
I hope it's going to be soon :P
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Post by Darth-Derkie »

Can someone help me with this? I think Teancum made a space map with a Jedi Starfighter in it.
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Post by MasterSkywalker »

I also got the Delta-7 JFS back in-game. Just copy the files from the SWBF1 assets and then tweak the SWBF1 ODF a bit, but copying stuff over from the Eta-2 Actis Jedi Starfighter (rep_fly_anakinstarfighter_sc).
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Post by Darth-Derkie »

Thanks, that worked. Now I need to figure out how to get those rolls faster...
busterkinkade

Post by busterkinkade »

Sorry, but could you also try to change its skin for me? For some reason when I tried to change its skin it didn't work.
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Post by MasterSkywalker »

Darth Derkie:
If it can help you, here is my SWBFII Delta-7 JFS ODF and everything works, even the cockpit works :D
[GameObjectClass]
ClassLabel = "flyer"
GeometryName = "rep_fly_jedifighter.msh"

[Properties]
FLYERSECTION = "BODY"
VehicleType = "fighter"

MapTexture = "jedi_starfighter_icon"
HealthTexture = "HUD_rep_jedistarfighter_icon"
VehiclePosition = "common.vehiclepositions.pilot"
MapScale = 1.5

GeometryName = "rep_fly_jedifighter"
AnimationName = "rep_fly_jedifighter"
FirstPerson = "REP\repjedfi;rep_1st_cockpit_jedistarfighter"
FirstPersonFOV = "65"
CollisionScale = 1.5
CollisionThreshold = 5.0

MaxHealth = 1800.0
HealthType = "vehicle"
//HitLocation = "p_crithit 0"

PilotSkillRepairScale = 0.04

Acceleraton = 30.0
MinSpeed = 20.0
MidSpeed = 45.0
MaxSpeed = 72.0
//StrafeSpeed = 6.5

//StrafeRollAngle = 0.1

PitchRate = 1.00 // 1.75
PitchFilter = 2.90 // 2.75
TurnRate = 1.25 // Max turn //3.25 mouse!
TurnFilter = 5.75 // Speed of turn //5.75 mouse!
BankAngle = 0.9 // 0.9
BankFilter = 2.0 // 2.5
LevelFilter = 2.0 // 5.0

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

CockpitTension = 25

TakeoffTime = 0.5
TakeoffSpeed = 3.0
LandingTime = 0.5
LandingSpeed = 5.0
TakeoffHeight = 2.5
LandedHeight = 1.1

EyePointCenter = "0.0 1.0 -2.0"
TrackCenter = "0.0 1.0 -2.75"
TrackOffset = "0.0 2.5 8.0"
// = "0.0 0.0 5.0"
TiltValue = "5.0"

AimTension = "8.0"// 20 how much the reticule swims
MoveTension = "5.0"// 4.25 how much swim the craft has from the center of the screen

TerrainCollision = "p_spherefront1"
TerrainCollision = "p_spherefront2"
TerrainCollision = "p_spherefront3"

BuildingCollision = "p_spherefront1"
BuildingCollision = "p_spherefront2"
BuildingCollision = "p_spherefront3"

VehicleCollision = "p_spherefront1"
VehicleCollision = "p_spherefront2"
VehicleCollision = "p_spherefront3"

WEAPONSECTION = 1
WeaponName = "rep_weap_fly_jedifighter_cannon"
WeaponAmmo = 0

AimerNodeName = "hp_gun_2"
NextAimer = "-"
AimerNodeName = "hp_gun_4"


WEAPONSECTION = 2
WeaponName = "rep_weap_fly_jedifighter_missile"
WeaponAmmo = 5

AimerNodeName = "hp_gun_1"
NextAimer = "-"
AimerNodeName = "hp_gun_3"


PilotPosition = "hp_active"
PilotAnimation = "drive"
IsPilotExposed = "0"



CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "rep_fly_jedifighter_chunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "1"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.0 1.5"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "0.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "rep_fly_jedifighter_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 2.5 2.0"
ChunkBounciness = 0.45
ChunkStickiness = 0.25
ChunkSpeed = "10.0"
ChunkUpFactor = "6.00"
ChunkTrailEffect = "mediumsmoketrail"

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "rep_fly_jedifighter_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 1.0 1.0"
ChunkSpeed = "12.0"

ChunkSmokeEffect = "smokeplume"
ChunkSmokeNodeName = "hp_smoke1"

ThrustEffect = "com_sfx_exhaust_jedistarfighter"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "0.7368 -0.3585 -2.4618"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"

ThrustEffect = "com_sfx_exhaust_jedistarfighter"
ThrustAttachPoint = "DummyRoot"
ThrustAttachOffset = "-0.7368 -0.3585 -2.4618"
ThrustEffectMinScale = "0.5"
ThrustEffectMaxScale = "1.4"
ThrustEffectScaleStart = "0.55"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.7368 -0.3585 -2.4618"
ContrailEffectMinScale = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.7368 -0.3585 -2.4618"
ContrailEffectMinSpeed = "0.2"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "0.7368 -0.3585 -2.4618"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.2"
ContrailEffectMaxScale = "1.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "dummyroot"
ContrailAttachOffset = "-0.7368 -0.3585 -2.4618"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinSpeed = "1.2"
ContrailEffectMaxScale = "1.8"


DamageStartPercent = 60.0
DamageStopPercent = 20.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_3"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_1"

//DamageStartPercent = 19.0
//DamageStopPercent = 0.0
//DamageEffect = "vehicleflame"
//DamageEffectScale = 1.0
//DamageInheritVelocity = 0.75
//DamageAttachPoint = "hp_damage_1"

DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"

DamageStartPercent = 10.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.75
DamageAttachPoint = "hp_damage_2"

//ExplosionCritical = "rep_fly_jedifighter_exp"
ExplosionDestruct = "rep_fly_jedifighter_exp"

EngineSound = "rep_fly_jedifighter_engine_parameterized"
TakeoffSound = "r2_take_off"
LandSound = "r2_land"
HurtSound = "r2_damage"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "r2_turn_on"
TurnOffSound = ""
TurnOffTime = ""
TurningOffSound = "r2_turn_off"
Music = ""
CISMusic ="cis_vehicle"
RepMusic ="rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
FoleyFXGroup = "metal_foley"

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15
//SOUNDS*******************8
VOUnitType = 128
EngineSound = "rep_fly_anakinfighter_engine_parameterized"
TakeoffSound = "rep_fly_anakinfighter_take_off"
LandSound = "rep_fly_anakinfighter_land"
HurtSound = "r2_damage"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "rep_fly_anakinfighter_turn_on"
TurnOffSound = "rep_fly_anakinfighter_turn_off"
TurnOffTime = "1.5"
TurningOffSound = "rep_fly_anakinfighter_airbrakes_off"
Music = ""
CISMusic = "cis_vehicle"
RepMusic = "rep_vehicle"
MusicSpeed = "0.3"
MusicDelay = "3.0"
AfterburnerOnSound = ""
AfterburnerOffSound = ""
AfterburnerSpeed = ""
Cockpit1stPersonSound = "rep_inf_com_space_chatter"
Cockpit3rdPersonSound = "rep_inf_com_space_chatter"
FoleyFXGroup = "metal_foley"

BoostSound = "rep_fly_anakinfighter_shift_up_low_property 0.11 1"
BoostSound = "rep_fly_anakinfighter_shift_up_high_property 0.15 1"
BoostSound = "rep_fly_anakinfighter_shift_up_property 0.53 1"
BoostSound = "rep_fly_anakinfighter_shift_up_high_property 0.66 1"
BoostSound = "rep_fly_anakinfighter_shift_down_property 0.17 0"
BoostSound = "rep_fly_anakinfighter_shift_down_property 0.41 1"
BoostSound = "rep_fly_anakinfighter_shift_down_high_property 0.9 0"
TrickSound = "rep_fly_anakinfighter_roll" //Played when the flyer performs a roll
FlipSound = "rep_fly_anakinfighter_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.
//Acceleraton = 50.0
//MinSpeed = 35.0 .21
//MidSpeed = 80 .47
//MaxSpeed = 105 .62
//BoostAcceleration = 80.0
//BoostSpeed = 170.0


// ***************************************************************************************

EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30

FirstPersonFOV = "52"
CockpitTension = "22"
CollisionScale = 1.5
CollisionThreshold = 5.0

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

PCPitchRate = 15.0
PCSpinRate = 15.0
PCTurnRate = 25.0

EyePointOffset = "0.0 1.0 -2.0"
TrackCenter = "0.0 0.0 0.0"
//TrackOffset = "0.0 2.5 8.0"
TiltValue = "5.0"

AimTension = "20.0"

MoveTensionX = "3.7"
MoveTensionY = "3.2 15.0"
MoveTensionZ = "4.25"


BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90
FOVEFFectMinCamOffset3rd = "0.0 3.0 12.0"
FOVEFFectMaxCamOffset3rd = "0.0 6.0 -18.0"

FOVEffect1st = 90

Acceleraton = 50.0
MinSpeed = 35.0
MidSpeed = 80
MaxSpeed = 105
BoostAcceleration = 80.0
BoostSpeed = 170.0

TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48
busterkinkade: I looked through the tga files of thr REP side but was unable to find a tga file for the Delta-7 JFS, but maybe you can find a proper skin in the SWBF1 assets.
busterkinkade

Post by busterkinkade »

The skin is in the PC folder of the rep msh folder, however, I change that skin then munge it and the skin on the model ingame hasn't changed for some reason, could you try that and see if it changes the skin. Oh, one more thing, for some reason I can change its lowrez skin, but not the normal skin, it just seems odd.
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Post by MasterSkywalker »

I had the same trouble with the normal Battledroid. Look in the Delta-7 or Eta-2 JFS odf (whatever your editing) and then change the OverrideTexture command to (example) rep_fly_jedifighter_new (whatever the name of your tga file is)
.
busterkinkade

Post by busterkinkade »

Ah, what happens if they don't have an override texture?
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Post by MasterSkywalker »

Just make one :P Put in the OverrideTexture = "(example)rep_fly_jedifighter" line in your ODF and normally you should be able to see your new skin ingame.
busterkinkade

Post by busterkinkade »

Could you try that then and see if it works?
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Post by Teancum »

MasterSkywalker wrote:Just make one :P Put in the OverrideTexture = "(example)rep_fly_jedifighter" line in your ODF and normally you should be able to see your new skin ingame.
Nope -- that is wrong. The model has to have an override_texture setup inside the model itself. No vehicles have it, and some infantry units don't either.
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Post by MasterSkywalker »

Oops :oops: , but I couldn't think of another way to insert it into the game. If you converted the SWBF1 model I guess you will need to edit the SWBF1 texture to get your custom texture show ingame (don't know if it was the same as the SWBFII texture, but I will try it out if you want).
busterkinkade

Any luck?

Post by busterkinkade »

Any luck? Have you got it to work?
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