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Made new Boba & Jango skins, trouble using them

Posted: Fri Apr 25, 2014 12:40 am
by KlaxxusFett
I made several new skins for Boba and Jango fett by altering the .tga images with Gimp.

How ever the actual modding is a bit hard to get, I do not know how to apply new skins to existing
characters or make new characters.

Bear with me, I will explain all that I have tried:

First, I can mod the existing skin for Boba and Jango easily and play as the "new" character...

What I did step by step: (Example is Boba)
1. Take the imp_hero_bobafett.odf and rename it. Example: imp_hero_bubafett, and place it back inside
imp\odf.

2. Take the imp_inf_bobafett.msh and copy it and rename it it to imp_inf_bubafett and place it back inside imp\msh where the model for "bobafett" exists.

3. Edit the .odf for imp_hero_bubafett so the GeometryName is directed to find imp_inf_bubafett.msh

4. Edit the imp.req and add a new line with "imp_hero_bubafett" just after boba's existing line.

At this point I have an extra model and image file inside imp\msh and a new odf inside imp\odf , all new items relating to imp_hero_bubafett.

5. Scripting, I go to my ***g_con and add first change
ReadDataFile so it reads "dc:imp" inside those brackets.

6. Under the imp list of stuff to read like tanks, troops, hero, I add a new line for imp_hero_bubafett
WITH the proper brackets.

7. On down the script I add this line
AddUnitClass(IMP, "imp_hero_bubafett")

At this point, I expected to have copied the Boba model, and leave it with it's own new image and it's own new .odf file. I go to run Visualmunge, and get no errors at all. I begin the game and my new class is not there.

I have also tried a variation of the above code, using:
AddUnitClass(IMP, "imp_hero_bubafett",1,10) to define how many can spawn, with a fail...

So I Have tried these methods over and over and get just nothing, no crashing, no errors but also no new character. I Need some major assistance please

Re: Made new Boba & Jango skins, trouble using them

Posted: Fri Apr 25, 2014 6:47 am
by nobody3
Did you check "EVERYTHING" in visualmunge at "SIDE" thingie that lets you change what sides to munge?

And did you copy common side to your sides folder?

Re: Made new Boba & Jango skins, trouble using them

Posted: Fri Apr 25, 2014 9:08 am
by SpartanA259
nobody3 wrote:Did you check "EVERYTHING" in visualmunge at "SIDE" thingie that lets you change what sides to munge?

And did you copy common side to your sides folder?
This ↑
And I am not sure if this causes your unit to not spawn or not but did you rename the .tga in the models .msh file from imp_hero_bobafett to imp_hero_bubafett?

Re: Made new Boba & Jango skins, trouble using them

Posted: Fri Apr 25, 2014 10:41 am
by Kingpin
Easier way to do this.
1. In the stock .tga, paint whatever you want in it. Make sure you do not rename everything.
2. Do the following in your LUA:
Find this part:

Code: Select all

    ReadDataFile("SIDE\\all.lvl",
                "all_hero_luke_jedi")
   
    ReadDataFile("SIDE\\imp.lvl",
                "imp_hero_bobafett")
Then, where it says ReadDataFile("SIDE\\imp.lvl", change it to this:

Code: Select all

    ReadDataFile("dc:SIDE\\imp.lvl",
                "imp_hero_bobafett")
Note that I added dc before it. Make sure, if you are loading other units without the dc, that you remove "imp_hero_bobafett" from the non-dc line.

Re: Made new Boba & Jango skins, trouble using them

Posted: Fri Apr 25, 2014 2:29 pm
by KlaxxusFett
The first response were utterly useless ... but I like last thing about making one hero load from non-dc code.

Reading your response, I get the idea that I can just add a whole lot of new sides with 1 new class per
side.. thanks!!! :D

Re: Made new Boba & Jango skins, trouble using them

Posted: Fri Apr 25, 2014 5:25 pm
by Kingpin
Sure :)