Announcing: UTAPAU: SINKHOLE
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Jawa_Killer
- Brigadier General

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How to place a vehicle!
At first we start our Bfbuilder and open our project.
Then under the section of EDIT MODE u find the button OBJECT,now appears
a little window.There u search the button browse
under the filed of "odf file" okay?Then appears a little window again and search this file now:
C:\LucasArts\BFBuilder\Datamodid\Common\ODFs\com_item_vehicle_spawn.odf
Change now edit mode ACTION from select to place,place the file now (be sure that it is in the
Control reagion of the command post where it shell spawn!)
The edge of the wedge (lol!) shows in which direction the vehicle looks!
After placing change ACTION from place to select again and double click on the odf.
Then on the right side you see a box!Write in the upper field called Control Zone the name of your command
post and not the region!Now look down and you see some other sections called CLASSALLATK and CLASSIMPATK
now this says for which fraction the vehicle shell spawn.E.g. you make a map then the Alliance (CLASSALLATK)
has a Command post.The vehicle spawns and everything is nice!Then the Imperial Troopers conquered the Command post
so u have to set what vehicle shell spawn if the Command post is theirs right?U can let the field blank or write a vehicle in it
Now we want that a xwing appears for the alliance.So we write in CLASSALLATK all_fly_xwing.Then look down and u
find a button call page up!
Click it and write in the CLASSALLDEF again all_fly_xwing.That was is in the Zeroeditor save the game
and be sure that the object (the wedge) is in the control region of the called CP (the name u wrote in the Control Zone field).
Open your modida.lua
You find it here
C:\LucasArts\BFBuilder\Datamodid\Common\scripts\modida.lua (modida = GCW and modidc = CW)
Search this section :
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler");
this says the game which troopers and which vehicles shell be loaded!
insert a new line and write in it this:
"all_fly_xwing",
now it must look like this :
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_fly_xwing",
"all_inf_lukeskywalker",
"all_inf_smuggler");
Now scroll down again and search this section:
-- SetMemoryPoolSize("EntityFlyer", 5)
delete the "--" and save.The 5 after entityflyer says how many vehicles can be there so
for example u have 5 xwings and 5 tie fighter.And u have entity flyer !!!!5!!!! then
there fly only 5 flyers arround.If u have entityflyer 20 there fly 10 flyers arround (5 xwings + 5 Tie fighter = 10)
To place ATST and ATAT it is a bit more difficult.Ok i hope this helps a bit!!
Translated by me written by Dragonum
greetings JAwaKIller
At first we start our Bfbuilder and open our project.
Then under the section of EDIT MODE u find the button OBJECT,now appears
a little window.There u search the button browse
under the filed of "odf file" okay?Then appears a little window again and search this file now:
C:\LucasArts\BFBuilder\Datamodid\Common\ODFs\com_item_vehicle_spawn.odf
Change now edit mode ACTION from select to place,place the file now (be sure that it is in the
Control reagion of the command post where it shell spawn!)
The edge of the wedge (lol!) shows in which direction the vehicle looks!
After placing change ACTION from place to select again and double click on the odf.
Then on the right side you see a box!Write in the upper field called Control Zone the name of your command
post and not the region!Now look down and you see some other sections called CLASSALLATK and CLASSIMPATK
now this says for which fraction the vehicle shell spawn.E.g. you make a map then the Alliance (CLASSALLATK)
has a Command post.The vehicle spawns and everything is nice!Then the Imperial Troopers conquered the Command post
so u have to set what vehicle shell spawn if the Command post is theirs right?U can let the field blank or write a vehicle in it
Now we want that a xwing appears for the alliance.So we write in CLASSALLATK all_fly_xwing.Then look down and u
find a button call page up!
Click it and write in the CLASSALLDEF again all_fly_xwing.That was is in the Zeroeditor save the game
and be sure that the object (the wedge) is in the control region of the called CP (the name u wrote in the Control Zone field).
Open your modida.lua
You find it here
C:\LucasArts\BFBuilder\Datamodid\Common\scripts\modida.lua (modida = GCW and modidc = CW)
Search this section :
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler");
this says the game which troopers and which vehicles shell be loaded!
insert a new line and write in it this:
"all_fly_xwing",
now it must look like this :
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_fly_xwing",
"all_inf_lukeskywalker",
"all_inf_smuggler");
Now scroll down again and search this section:
-- SetMemoryPoolSize("EntityFlyer", 5)
delete the "--" and save.The 5 after entityflyer says how many vehicles can be there so
for example u have 5 xwings and 5 tie fighter.And u have entity flyer !!!!5!!!! then
there fly only 5 flyers arround.If u have entityflyer 20 there fly 10 flyers arround (5 xwings + 5 Tie fighter = 10)
To place ATST and ATAT it is a bit more difficult.Ok i hope this helps a bit!!
Translated by me written by Dragonum
greetings JAwaKIller
-
Alpha
-
Grievous
Try coloring your texture with a grayish/blackish color with the drawing/color tool in Zeroeditor (I forgot what it's really called, and I'm too lazy to look it up
).
About the crashing, it's probably something to do with your objects, or your CP reigons and paths. Don't take my word for it though, since I really am sorta clueless on these type of things...=\
Hope this helps some.
About the crashing, it's probably something to do with your objects, or your CP reigons and paths. Don't take my word for it though, since I really am sorta clueless on these type of things...=\
Hope this helps some.
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Schizo
Hey man, keep it up! I'm sure if you really work on the map, it'll turn out to be great! It's quite a bold idea for your very first map. Not many people have really attempted to make an Utapu map... but I'm sure you'll pull it off. My biggest advice right now is to look at some reference shots of Utapu (Google is a nice place to find some) and get a good idea of what you want it to look like. Right now, the map looks a little too much like Geonosis with that orangy-brown color. Utapu was more of a light, pale brown color. So my suggestion is to get a new texture for the terrain that looks a bit more Utapu-ish. But so far, I think you're on the right track. If you want I can help you with some things, maybe re-texture a couple objects like the Kamino buildings to give it more of that "movie feel" to it. Just drop me a PM if you want some help, I'm always open.
But remember, don't get discouraged by any problems you may encouter. Remember there's always the great modders here at GameToast to help you out and try and solve any problem you may face. But overall, have fun! Make the map how you want to make it. Hell, if you want to put a Star Destroyer in there, go right ahead. Do want you want to, not want others want you to. (I'm not saying to not take any suggestions we may have, but don't really commit yourself to everything people say. It's your map, after all...)
But remember, don't get discouraged by any problems you may encouter. Remember there's always the great modders here at GameToast to help you out and try and solve any problem you may face. But overall, have fun! Make the map how you want to make it. Hell, if you want to put a Star Destroyer in there, go right ahead. Do want you want to, not want others want you to. (I'm not saying to not take any suggestions we may have, but don't really commit yourself to everything people say. It's your map, after all...)
-
Guest
- EraOfDesann
- Jedi Admin

- Posts: 2170
- Joined: Mon May 30, 2005 5:22 pm
- Location: North Texas
- Contact:
-
Alpha
@Schizo, Greivous, and EraofDesann
Thanks. I'll try that.
@ARCTrooper
I'm not going to add an AT-TE because the battle takes place in the sinkhole, so there would not be much room to maneuver.
And Tri-Fighters were primarily used in space combat to fight the ARC 170 fighters. They were not used on Utapau. I might include a brown Vulture Droid (blends better than blue) and maybe jedi starfighters, but probably not.
EDIT:
New Problem: Now both sides are considered locals (Gammoreans)...you can play as them, but they're yellow (both sides) and the AI names are all Gammorean.... They still have the right skins and all.
Good news: The game didn't crash when I approched the glitchy base...
Oh, yeah. I can't get the geonosis texture that is one when something is out of your view to go away still.
Thanks. I'll try that.
@ARCTrooper
I'm not going to add an AT-TE because the battle takes place in the sinkhole, so there would not be much room to maneuver.
And Tri-Fighters were primarily used in space combat to fight the ARC 170 fighters. They were not used on Utapau. I might include a brown Vulture Droid (blends better than blue) and maybe jedi starfighters, but probably not.
EDIT:
New Problem: Now both sides are considered locals (Gammoreans)...you can play as them, but they're yellow (both sides) and the AI names are all Gammorean.... They still have the right skins and all.
Good news: The game didn't crash when I approched the glitchy base...
Oh, yeah. I can't get the geonosis texture that is one when something is out of your view to go away still.
- EraOfDesann
- Jedi Admin

- Posts: 2170
- Joined: Mon May 30, 2005 5:22 pm
- Location: North Texas
- Contact:
-
Alpha
-
JabbaLovesLava
- Sith

- Posts: 1396
- Joined: Tue Jun 07, 2005 11:50 am
-
Schizo
1. To tell you the truth, I don't really know. I'm not exactly the greatest of modders out there, so I can't really help you there. I'm sure someone knows though...Alpha wrote:My questions now:
1) How can I fix the locals problem?
2) How can I get rid of the geonosis far texture?
3) What is the ODF name for the REP and CIS gunships?
4) Where can I get the vulture droid skins?
5) How do I use them in Zeroeditor?
2. Either increase the view distance, change the texture, or just put a couple of hills or mountains to hide it. I've never really had to worry about it myself, since most of my maps are very hilly and it kinda hides the fact that it's there.
3. REP Gunship: rep_fly_gunship
CIS Gunship: cis_fly_maf
4. Majin Revan should have some. Just PM him; I'm sure he'll let you have them.
5. Use what? The vehicles? Well, it's a long explaination, so I' suggest reading one of the tutorials around here. (there should be one in the downloads section...)
Last edited by Schizo on Mon Sep 05, 2005 9:49 pm, edited 1 time in total.
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Guest
-
Schizo
I could probably do that once I finish my Saleucami ma--Arctrooper27 wrote:well i saw a tri fighter in the movie but who cares maybe someone could make a map called like Utapu: cliffs that has at-tes and crap
Oh crap, the secret's out...
Last edited by Schizo on Mon Sep 05, 2005 9:50 pm, edited 1 time in total.
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Alpha
I'm going to just have to go bakc and undo everything I did to the LUA file. Grr. Thanks for the ship names Schizo. I was using the wrong ones. 
EDIT:
Local Thing Fixed
Sky Almost Fixed
View Fixed
Geo texture Removed!!!!
No vehicles yet
EDIT2: Salacum--
Cooooool
EDIT3:
I hav enow been playing the map and besides the fact that the AI has the IQ of a rock right now, it looks good! I've got to redesign one base and add gunships still.
EDIT4 (
) :
I have just added another command post!
EDIT5 (I wish someone else would post
):
All infantry aspects of the map are basicly finished; I have yet to getg the whole vehicle thing down, though.
-Alpha
EDIT:
Local Thing Fixed
Sky Almost Fixed
View Fixed
Geo texture Removed!!!!
No vehicles yet
EDIT2: Salacum--
EDIT3:
I hav enow been playing the map and besides the fact that the AI has the IQ of a rock right now, it looks good! I've got to redesign one base and add gunships still.
EDIT4 (
I have just added another command post!
EDIT5 (I wish someone else would post
All infantry aspects of the map are basicly finished; I have yet to getg the whole vehicle thing down, though.
-Alpha
-
Schizo
-
OOM-9
I can volunteer my IMPERIAL E3 trooper replacement file from my Weapon Expansion "GCW" when I am done... it includes the BARC trooper, 3 E3 clones and a clone commando.
Other than that good luck
~00M-9
P.S. All you folks pestering about tri-fighters.... get me the bloody model and textures and I will get it flying.
Other than that good luck
~00M-9
P.S. All you folks pestering about tri-fighters.... get me the bloody model and textures and I will get it flying.
-
Alpha
-
Joscha
[quote=
And Tri-Fighters were primarily used in space combat to fight the ARC 170 fighters. They were not used on Utapau.[/quote]
actually your wrong, Arc-170 Fighters and Tri Fighters were on Utapau fighting each other above the Sink Hole, the Republic Gunships were there too (as you know already). Republic Gunships were fighting above the hole and in the hole while bringing Reinforcements.
And Tri-Fighters were primarily used in space combat to fight the ARC 170 fighters. They were not used on Utapau.[/quote]
actually your wrong, Arc-170 Fighters and Tri Fighters were on Utapau fighting each other above the Sink Hole, the Republic Gunships were there too (as you know already). Republic Gunships were fighting above the hole and in the hole while bringing Reinforcements.
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Guest
yeah utapu would be ausome to have arcs vultures and tri WOW speaking hypitheditcally candu if aloha wanted to use the arc 170 as a vehicle would you turn it into a vehicle. now that would be a good mod and it replaced the jedi starfighter in all levels. Aplha can you take a couple screenshots like birds eye veiw of the hole. the other utapu map someone was talking about with the at-te sounds good
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Schizo
I said I may do it. I'm not too positive, but I'll try. I'm busy enough with all the maps I got going on, (Kessel, Saleucami, extended version of Cloud City, Jabba's Sail Barge... yeah, you heard me; Jabba's Sail Barge. With the Sarlaac and everything. I've actually got the map itself done, but the sarlacc keeps crashing the map... so I gotta work on that too...) so I may not be able to make it. By the time I get around to it... well, Battlefront 2'll be out with an official Utapu map... so it won't even matter...Arctrooper27 wrote:the other utapu map someone was talking about with the at-te sounds good

