WIP 4 Sides 60% complete
Moderator: Moderators
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wierd165
Here's one by, SymbolS:
I wrote a tut on another site, here it is...
First off, go to BF2_ModTools>assets>sides and copy whatever sides you would like to have in your map. For now copy cis, rep, all, imp, and ALWAYS copy common folder. Now go to data_???>Sides, there should be a "tur" folder. Now paste all, imp, rep, cis, and common folders here. Imn the sides folder there should be the following folders: all, imp, rep, cis, tur, and common. If you would like to edit the way your troopers skin/looks are, go to one of your folders in the Sides folder, and open it. There should be the following folders in there, msh, odf, req, munged, and sometimes effects. To skin a trooper, open up msh folder. Then look for a .tga file. In this case i'll use the exampple of rep. I am now going to open rep_inf_ep3trooper. A very good program to use is GIMP and Photoshop. You can use Paint if you want, but your skins won't turn out too good. Photoshop costs money, but GIMP is just as good and is free. You can find GIMP here. Now back to the skinning. Now that rep_inf_ep3trooper is open, you can edit it freely. When your done editting, save. When you save, make sure that you uncheck RLE compression. Now your almost done. Now what you have to do, is open data_???>common>scripts>???>???c_con Make sure that it is the lua file and not the backup one. Then scroll down until you see this:
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_speederbike")
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")
And change where it says ReadDataFile("SIDE\\cis.lvl",
to ReadDataFile("DC:SIDE\\cis.lvl",
Also change ReadDataFile("SIDE\\rep.lvl", to
ReadDataFile("DC:SIDE\\rep.lvl",
Then open your ???g_con located in the same place and put
ReadDataFile("DC:SIDE\\all.lvl",
ReadDataFile("DC:SIDE\\imp.lvl",
Then all you need to do, is open data_???>BUILD>and run Visual Munge. Before you munge, select where it says Sides, to rep, or whatever you modified. Now, if you want to edit players guns/ammo/health/jump etc. you open data_???>Sides>rep>odf Again I will use the republic trooper as an example. so open up file rep_inf_default_rifleman and you can change the weapons and ammo he has. NOTE: if you set WeaponAmmo to 0, it is infinite. Now if you want to edit a weapon, you open data_???>Sides>common>odf open whatever weapon you want. For this example, I am going to use a rocket launcher as an example. So open up com_weap_inf_rocketlauncher and I will edit where it says:
RoundsPerClip = "1"
ReloadTime = "4.0"
ShotDelay = "0.0"
TriggerSingle = "1"
MaxPressedTime = "0.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.25"
SalvoTime = "0.0"
Now if I want to make it an automatic rocket launcher, I am going to edit where it says
TriggerSingle = "1"
to
TriggerSingle = "0"
If I want it to shoot more than 1 shot when you fire, I would make
SalvoCount = "1"
to
SalvoCount = "500"
But of course if you are going to do that, you would need to make roundsperclip higher than at least 500 so you can actually shoot 500 bullets. Then munge and create chaos with the bots. Just play around with the odf and msh folders for now, and if you get more experinced, you can edit others like req. Have fun!
I wrote a tut on another site, here it is...
First off, go to BF2_ModTools>assets>sides and copy whatever sides you would like to have in your map. For now copy cis, rep, all, imp, and ALWAYS copy common folder. Now go to data_???>Sides, there should be a "tur" folder. Now paste all, imp, rep, cis, and common folders here. Imn the sides folder there should be the following folders: all, imp, rep, cis, tur, and common. If you would like to edit the way your troopers skin/looks are, go to one of your folders in the Sides folder, and open it. There should be the following folders in there, msh, odf, req, munged, and sometimes effects. To skin a trooper, open up msh folder. Then look for a .tga file. In this case i'll use the exampple of rep. I am now going to open rep_inf_ep3trooper. A very good program to use is GIMP and Photoshop. You can use Paint if you want, but your skins won't turn out too good. Photoshop costs money, but GIMP is just as good and is free. You can find GIMP here. Now back to the skinning. Now that rep_inf_ep3trooper is open, you can edit it freely. When your done editting, save. When you save, make sure that you uncheck RLE compression. Now your almost done. Now what you have to do, is open data_???>common>scripts>???>???c_con Make sure that it is the lua file and not the backup one. Then scroll down until you see this:
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_speederbike")
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")
And change where it says ReadDataFile("SIDE\\cis.lvl",
to ReadDataFile("DC:SIDE\\cis.lvl",
Also change ReadDataFile("SIDE\\rep.lvl", to
ReadDataFile("DC:SIDE\\rep.lvl",
Then open your ???g_con located in the same place and put
ReadDataFile("DC:SIDE\\all.lvl",
ReadDataFile("DC:SIDE\\imp.lvl",
Then all you need to do, is open data_???>BUILD>and run Visual Munge. Before you munge, select where it says Sides, to rep, or whatever you modified. Now, if you want to edit players guns/ammo/health/jump etc. you open data_???>Sides>rep>odf Again I will use the republic trooper as an example. so open up file rep_inf_default_rifleman and you can change the weapons and ammo he has. NOTE: if you set WeaponAmmo to 0, it is infinite. Now if you want to edit a weapon, you open data_???>Sides>common>odf open whatever weapon you want. For this example, I am going to use a rocket launcher as an example. So open up com_weap_inf_rocketlauncher and I will edit where it says:
RoundsPerClip = "1"
ReloadTime = "4.0"
ShotDelay = "0.0"
TriggerSingle = "1"
MaxPressedTime = "0.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.25"
SalvoTime = "0.0"
Now if I want to make it an automatic rocket launcher, I am going to edit where it says
TriggerSingle = "1"
to
TriggerSingle = "0"
If I want it to shoot more than 1 shot when you fire, I would make
SalvoCount = "1"
to
SalvoCount = "500"
But of course if you are going to do that, you would need to make roundsperclip higher than at least 500 so you can actually shoot 500 bullets. Then munge and create chaos with the bots. Just play around with the odf and msh folders for now, and if you get more experinced, you can edit others like req. Have fun!
-
Xavious
- Sith Master

- Posts: 2783
- Joined: Mon Jun 12, 2006 3:46 pm
-
LastJedi
-
wierd165
Here's a Suprise BETA released!:
http://files.filefront.com/4SDzip/;6797 ... einfo.html
Hope you guys like the BETA!
http://files.filefront.com/4SDzip/;6797 ... einfo.html
Hope you guys like the BETA!
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LastJedi
-
Penguin
- Jedi Admin

- Posts: 2541
- Joined: Sun Mar 05, 2006 12:00 am
- Location: Australia
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Clonedude55
-
Protector_Pulch
-
DarthMan
I just played the beta and i've got to say really well done! I like how it is not giant like other maps(no offence to other maps), and its not trying to be insanely complex. Its really balanced and super fun.Also I know this one isn't even done and this might be jumping the gun, but it would be awsome to see more 4 sided maps like these(just an idea).
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FOOLIS
- Jedi

- Posts: 1038
- Joined: Tue Jan 16, 2007 3:59 pm
- Location: Germany
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Clonedude55
HmmmmmmmmmmFOOLIS wrote:you could add: -an acklay for the felucia side
-a geonosian for the geonosis side
-a wookie for the kashyyyk side
-and a wampa for the hoth side
but the map is good without this ,too its just a idea
That is one great idea but I do not know how to make indegeneous creatures to spawn for no teams so how do you do it
PS: (it is not Kashyyyk it is Endor) but if it looks more like Kashyyyk to you then I can even make more props
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Xavious
- Sith Master

- Posts: 2783
- Joined: Mon Jun 12, 2006 3:46 pm
I liked the map, but it still needs work.
-The terrain is way too flat and boring. Add hills and foliage.
-Change the sky.
-The Endor section's ground texture is dark. It looks almost balck. In addition, there is a spot in the middle where the ground is black.
-The "walls" are too flat, and the texture is stretched a lot.
This map would be awesome if you incorperated four teams, one starting in each corner. (Of course, only two would be playable, the other two would be locals.) It could be: Rebels in the Hoth side, Empire in the Endor side, CIS in the Geonosis side and Republic in the Felucia side, and one neutral Command Post in the center.
I look forward to future releases of this map.
-The terrain is way too flat and boring. Add hills and foliage.
-Change the sky.
-The Endor section's ground texture is dark. It looks almost balck. In addition, there is a spot in the middle where the ground is black.
-The "walls" are too flat, and the texture is stretched a lot.
This map would be awesome if you incorperated four teams, one starting in each corner. (Of course, only two would be playable, the other two would be locals.) It could be: Rebels in the Hoth side, Empire in the Endor side, CIS in the Geonosis side and Republic in the Felucia side, and one neutral Command Post in the center.
I look forward to future releases of this map.
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Clonedude55
Well I have been working on this and I have an idea I will go up!
I am making ramps to make more room for CPs and diffrent objects but for some reason Zero Edit is having alot of lag when I move camera
PS: on the upper level I am going to put a city with Naboo buildings
O, and people I need help on 1 thing I ran across in progess, how do I make the thing that stops me from going higher, higher up
I am making ramps to make more room for CPs and diffrent objects but for some reason Zero Edit is having alot of lag when I move camera
PS: on the upper level I am going to put a city with Naboo buildings
O, and people I need help on 1 thing I ran across in progess, how do I make the thing that stops me from going higher, higher up
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Clonedude55
UPDATE
OK those who downloaded the beta, you know how the map is well now I added alot and fixed some bugs so here are some more screenshots.
Kashyyyk: http://www.picoodle.com/getcode.php?url ... ack=&mode=
Myygeto:http://www.picoodle.com/getcode.php?url ... ack=&mode=
Naboo:http://www.picoodle.com/getcode.php?url ... ack=&mode=
Tatooine:http://www.picoodle.com/getcode.php?url ... ack=&mode=
PS: I need 1-2 beta testers that will report all bugs and make cool screenshots PM me if you want to
This needs a little bit more work so a 1.0 will be coming so be patient
EDIT: for some odd reason only the Kashyyyk link works try typing (or copying and pasting) that website to serch bar
OK those who downloaded the beta, you know how the map is well now I added alot and fixed some bugs so here are some more screenshots.
Kashyyyk: http://www.picoodle.com/getcode.php?url ... ack=&mode=
Myygeto:http://www.picoodle.com/getcode.php?url ... ack=&mode=
Naboo:http://www.picoodle.com/getcode.php?url ... ack=&mode=
Tatooine:http://www.picoodle.com/getcode.php?url ... ack=&mode=
PS: I need 1-2 beta testers that will report all bugs and make cool screenshots PM me if you want to
This needs a little bit more work so a 1.0 will be coming so be patient
EDIT: for some odd reason only the Kashyyyk link works try typing (or copying and pasting) that website to serch bar
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wierd165
-
Clonedude55
-
Xavious
- Sith Master

- Posts: 2783
- Joined: Mon Jun 12, 2006 3:46 pm
Find this line in your .lua file.
Change to whatever you want.
Code: Select all
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)