biohazard wrote: I found the FAQs methods unsuccessful Maybe it was something I was doing wrong, I don't know, but this is how I do it.
Copy the side folder you want to change skins for (or change anything, really) and paste it in your DATA_ABC\Sides folser. Also copy the Common side folder there, it contains stuff that all the sides collectively use.
Open up the new folder and there should be two files, in addition to the folders, right off the bat. Open [side].req with Notepad. We're going to leave poor [side]shell.req alone, mostly for the purpose that I have no clue what it does.
Remove the lines in quotes for objects you won't be using on your map. For example, if you want to use your everyday average clone sniper, then rid of "ep3_inf_sniper_felucia". It should be rather obvious what ones you need and which you don't, if you've had any experience mapping, and/or looking at class names for objects. That this does is it tells the munger not to look at the files for stuff that you don't need, greatly reducing the filesize of your mod.
Now, go into your DATA_ABC\Sides\[side]\mshs\ folder, and look for the file you want to modify. Infantry and hero skins are prefixed by "[side]_inf_". Open it up in your favorite image editor and reskin away. Be sure when you save your image that you switch RLE compression off!
Okay, now go to your DATA_ABC\Common\Scripts\ABC\ directory and open up ABCc_con.lua with Notepad if you modified CIS or rep, and ABCg_con.lua if you changed imp or rebels. Go down to where it says ReadDataFile("SIDE\\[side].lvl" for the side you modified, and put a big fat dc: like shown: ReadDataFile("dc:SIDE\\[side].lvl" Now save, of course.
Now you're ready to munge. Go to your DATA_ABC\_BUILD\ folder and run visualmunge. But stop! Don't hit munge yet! You need to hit that little dropdown menu that says "NOTHING" for sides and make it say "[side]". Also be sure common is checked. Now you can munge.
Congrats! given you don't get any munge errors, your skins and changes should show up a-ok in SWBF2!
Custom unit skins
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biohazard
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Custom unit skins
Last edited by biohazard on Thu Nov 05, 2009 7:16 pm, edited 1 time in total.
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kinetosimpetus
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Re: Custom unit skins
Did you copy the "Common" side folder as well?
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biohazard
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Re: Custom unit skins
That I did.
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501st_commander
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Re: Custom unit skins
post the error log.
- Fiodis
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Re: Custom unit skins
..which is useless if you have mungelog errors, so post those first if you have any.501st_commander wrote:post the error log.
I hope you don't have actual brakets [] in your side and msh folder names.biohazard wrote:I put all the infantry skins in my MOD_Data\Sides\[side]\[msh] folder and modified several.
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biohazard
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Re: Custom unit skins
no, I just put that because I'm using all 4 normal sides.
Not to mention I did not get an error log (which is odd because I got one previously for having some high poly counts on a couple of my models)
EDIT:
BF2 modtools error log:
Not to mention I did not get an error log (which is odd because I got one previously for having some high poly counts on a couple of my models)
EDIT:
BF2 modtools error log:
Hidden/Spoiler:
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Yodakid
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Re: Custom unit skins
Message Severity: 3
.\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found
Hmm, this just makes me think that the common folder isn't there..
Anyway, post your luas.
.\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found
Hmm, this just makes me think that the common folder isn't there..
Anyway, post your luas.
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501st_commander
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Re: Custom unit skins
Is your common folder in data_ModID/sides? If it is clean and remunge. If its not copy it over then munge.
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biohazard
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Re: Custom unit skins
What exactly does cleaning do?
I'd say that might be my problem, I haven't chose to clean it once yet.
I'd say that might be my problem, I haven't chose to clean it once yet.
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AQT
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Re: Custom unit skins
Depending on what is checked or what sides are chosen in VisualMunge, it deletes previously munged files.biohazard wrote:What exactly does cleaning do?
- Fiodis
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Re: Custom unit skins
To expand on that, VM (Visual Munge) munges things based on time stamps. Items that it detects have been modified since the last munge will be munged. This stops you from re-munging files that you haven't opened and resaved. To do this kind of remunge, you need to run a clean first so that VM will munge the files during the remunge.
Sometimes a VM clean won't help. In that case, you must use a manual clean and remunge.
It deletes previously munged files, but not source files, so you needn't worry about it deleting, say, a custom side.
Sometimes a VM clean won't help. In that case, you must use a manual clean and remunge.
It deletes previously munged files, but not source files, so you needn't worry about it deleting, say, a custom side.
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biohazard
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Re: Custom unit skins
Ok, I think I'm on the right track because the units I'm trying to modify don't show up at all in the unit select screen (lol?)
I would be very happy if someone would post a working example of a side folder that only changes a couple of skins for a side, and the modified g_ or c_ con lua.
Thanks in advance.
I would be very happy if someone would post a working example of a side folder that only changes a couple of skins for a side, and the modified g_ or c_ con lua.
Thanks in advance.
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Diststripe
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Re: Custom unit skins
hey followed http://www.youtube.com/user/AllTheTutor ... KcG0kgqEsM
this tutorial and for some reason I think that it is way off, what is the ttorial that you guys were using??? please help
this tutorial and for some reason I think that it is way off, what is the ttorial that you guys were using??? please help
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mswf
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Re: Custom unit skins
The one's that came with the modtools? (they are located in the "documentation" folder of the modtools) They are all a bit difficult to read, but just do it. I know, we all know, they're not fun to read, but there's no easy way around that. Though the only one you really, really, really, really have to read is the "getting_ started.doc" That's elemantary stuff (not even all of it)
Also, you just opened up your own thread, you could ask your questions in your own next time, it makes the forums more tidy.
Also, you just opened up your own thread, you could ask your questions in your own next time, it makes the forums more tidy.
- Fiodis
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Re: Custom unit skins
That isn't the one that came in the Modtools; it's a link to a video (you can tell by the "youtube" part
)
Check the FAQ thread under Skinning.
Check the FAQ thread under Skinning.
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Diststripe
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Re: Custom unit skins
I have already read the getting started doc but I guess Ill read it again and get my self familier with it but zi dident hewre anyting about skinning
- Fiodis
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Re: Custom unit skins
That's right; it doesn't have anything about skinning. For that, check the FAQ. Also, the shipped Jedi_creation.doc talks, in one part, about how to set up a custom side. However, you may have a hard time understanding that one (I know I certaintly did), and so it'd probably be easier to check the FAQ again (though you should skim through to doc, too).
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biohazard
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Re: Custom unit skins
I found the FAQs methods unsuccessful Maybe it was something I was doing wrong, I don't know, but this is how I do it.
Copy the side folder you want to change skins for (or change anything, really) and paste it in your DATA_ABC\Sides folser. Also copy the Common side folder there, it contains stuff that all the sides collectively use.
Open up the new folder and there should be two files, in addition to the folders, right off the bat. Open [side].req with Notepad. We're going to leave poor [side]shell.req alone, mostly for the purpose that I have no clue what it does.
Remove the lines in quotes for objects you won't be using on your map. For example, if you want to use your everyday average clone sniper, then rid of "ep3_inf_sniper_felucia". It should be rather obvious what ones you need and which you don't, if you've had any experience mapping, and/or looking at class names for objects. That this does is it tells the munger not to look at the files for stuff that you don't need, greatly reducing the filesize of your mod.
Now, go into your DATA_ABC\Sides\[side]\mshs\ folder, and look for the file you want to modify. Infantry and hero skins are prefixed by "[side]_inf_". Open it up in your favorite image editor and reskin away. Be sure when you save your image that you switch RLE compression off!
Okay, now go to your DATA_ABC\Common\Scripts\ABC\ directory and open up ABCc_con.lua with Notepad if you modified CIS or rep, and ABCg_con.lua if you changed imp or rebels. Go down to where it says ReadDataFile("SIDE\\[side].lvl" for the side you modified, and put a big fat dc: like shown: ReadDataFile("dc:SIDE\\[side].lvl" Now save, of course.
Now you're ready to munge. Go to your DATA_ABC\_BUILD\ folder and run visualmunge. But stop! Don't hit munge yet! You need to hit that little dropdown menu that says "NOTHING" for sides and make it say "[side]". Also be sure common is checked. Now you can munge.
Congrats! given you don't get any munge errors, your skins and changes should show up a-ok in SWBF2!
Copy the side folder you want to change skins for (or change anything, really) and paste it in your DATA_ABC\Sides folser. Also copy the Common side folder there, it contains stuff that all the sides collectively use.
Open up the new folder and there should be two files, in addition to the folders, right off the bat. Open [side].req with Notepad. We're going to leave poor [side]shell.req alone, mostly for the purpose that I have no clue what it does.
Remove the lines in quotes for objects you won't be using on your map. For example, if you want to use your everyday average clone sniper, then rid of "ep3_inf_sniper_felucia". It should be rather obvious what ones you need and which you don't, if you've had any experience mapping, and/or looking at class names for objects. That this does is it tells the munger not to look at the files for stuff that you don't need, greatly reducing the filesize of your mod.
Now, go into your DATA_ABC\Sides\[side]\mshs\ folder, and look for the file you want to modify. Infantry and hero skins are prefixed by "[side]_inf_". Open it up in your favorite image editor and reskin away. Be sure when you save your image that you switch RLE compression off!
Okay, now go to your DATA_ABC\Common\Scripts\ABC\ directory and open up ABCc_con.lua with Notepad if you modified CIS or rep, and ABCg_con.lua if you changed imp or rebels. Go down to where it says ReadDataFile("SIDE\\[side].lvl" for the side you modified, and put a big fat dc: like shown: ReadDataFile("dc:SIDE\\[side].lvl" Now save, of course.
Now you're ready to munge. Go to your DATA_ABC\_BUILD\ folder and run visualmunge. But stop! Don't hit munge yet! You need to hit that little dropdown menu that says "NOTHING" for sides and make it say "[side]". Also be sure common is checked. Now you can munge.
Congrats! given you don't get any munge errors, your skins and changes should show up a-ok in SWBF2!
