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Changing Flag Textures

Posted: Mon May 13, 2013 6:58 pm
by Noobasaurus
I went into Common and found the flag models and textures, and I changed com_icon_ctfflag_rep_cis.tga and com_icon_ctfflag_neutral.tga as those are the textures I believe are used in 2-flag CTF. However, after editing the textures, there was no difference in game.

I've tried cleaning and renaming the flags. The texture is still unchanged. Anyone know how to change the texture? (Or should I just make a new flag and use the same model?)

Re: Changing Flag Textures

Posted: Mon May 13, 2013 7:23 pm
by Marth8880
Are you loading the textures in a custom ingame?

Re: Changing Flag Textures

Posted: Mon May 13, 2013 7:42 pm
by Noobasaurus
I wasn't before, but now I am, and I think that the textures are properly loaded in the ingame, but I'm unsure. (They don't show up in the game)
Hidden/Spoiler:
[code]ucft
{
REQN
{
"texture"
"com_icon_ctfflag_all_imp"
"com_icon_ctfflag_rep_cis"
"flag_carried"
"flag_dropped"
"flag"
}

}
[/code]

Re: Changing Flag Textures

Posted: Tue May 14, 2013 6:57 am
by AQT
Did you edit your lua file(s) to load this custom ingame.lvl? If so, how did you do it? And did you remember to manually move the custom ingame.lvl file to your map's _LVL_PC folder after munging?

Re: Changing Flag Textures

Posted: Tue May 14, 2013 10:31 am
by Noobasaurus
Yes and yes.

In the lua, the flags are loaded in before the ingame.lvl is. Does this have any relation to the textures being loaded in? The dc:ingame.lvl is still before the ingame.lvl, so my custom textures should be loaded before the default ones.

Re: Changing Flag Textures

Posted: Tue May 14, 2013 12:00 pm
by kinetosimpetus
Try loading the custom textures after the stock ones.

Re: Changing Flag Textures

Posted: Tue May 14, 2013 1:17 pm
by Nedarb7
kinetosimpetus wrote:Try loading the custom textures after the stock ones.
Just out of curiosity, doesn't the flag get loaded in with the map? If so wouldn't make sense to load
the custom ingame.lvl after the map is loaded? That's just my thought on this.... I know that loading a side after a map can override terrain, object, and sky textures.

Re: Changing Flag Textures

Posted: Tue May 14, 2013 1:20 pm
by kinetosimpetus
I'm not sure, but textures loaded later override previously loaded ones.

Re: Changing Flag Textures

Posted: Tue May 14, 2013 7:48 pm
by Noobasaurus
Alright, so after trying out a ton of stuff, I've managed to turn the allied flag green with a different pattern. I have not seen that specific pattern anywhere. Even when I don't load my custom ingame.lvl, it is still green. I have edited no textures that could have made it green. The only texture that I've seen with green in it is a green on one side and red on the other side both fading out to become completely transparent.
Hidden/Spoiler:
Image
I've tried loading my ingame.lvl in a ton of places and also edited it so it includes everything related to flags, yet my new textures do not show up! I've also done many cleans, but no manual cleans for a while.

My conclusion from all of this is that my ingame.lvl is either not loading the textures properly or not being loaded. Here's my lua and current ingame files:
ingame.req
Hidden/Spoiler:
[code]ucft
{
REQN
{
"texture"
"platform=pc"
"com_icon_ctfflag_neutral"
"com_icon_ctfflag_rep_cis"
"com_icon_ctfflag"
"com_item_flag"
}
REQN
{
"texture"
"com_icon_ctfflag_neutral"
"com_icon_ctfflag_rep_cis"
"com_icon_ctfflag"
"com_item_flag"
}
REQN
{
"model"
"com_icon_republic_flag"
"com_icon_republic_flag_carried"
"com_icon_cis_flag"
"com_icon_ctfflag_neutral"
"com_icon_ctfflag_rep_cis"
"com_icon_cis_flag_carried"
"com_item_flag"

}
REQN
{
"class"
"com_item_flag"
"com_item_flag_all_carried"
"com_item_flag_cis_carried"
"com_item_flag_imp_carried"
"com_icon_ctfflag_neutral"
"com_icon_ctfflag_rep_cis"
"com_item_flag_rep_carried"
"com_item_flag_all"
"com_item_flag_cis"
"com_item_flag_imp"
"com_item_flag_rep"
"com_bldg_controlzone"
"com_bldg_controlzone_ctf"
"com_bldg_ctfbase_greenteam"
"com_bldg_ctfbase_redteam"
"com_bldg_ctfbase"
}


}
[/code]
M13c_ctf.lua
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()
SoundEvent_SetupTeams( REP, 'rep', CIS, 'cis' )

-- SetProperty("flag1", "GeometryName", "com_icon_republic_flag")
-- SetProperty("flag1", "CarriedGeometryName", "com_icon_republic_flag_carried")
-- SetProperty("flag2", "GeometryName", "com_icon_cis_flag")
-- SetProperty("flag2", "CarriedGeometryName", "com_icon_cis_flag_carried")

--This makes sure the flag is colorized when it has been dropped on the ground
SetClassProperty("com_item_flag", "DroppedColorize", 1)

--This is all the actual ctf objective setup
ctf = ObjectiveCTF:New{teamATT = REP, teamDEF = CIS, captureLimit = 5, textATT = "game.modes.ctf", textDEF = "game.modes.ctf2", hideCPs = true, multiplayerRules = true}
ctf:AddFlag{name = "flag1", homeRegion = "team1_capture", captureRegion = "team2_capture",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}
ctf:AddFlag{name = "flag2", homeRegion = "team2_capture", captureRegion = "team1_capture",
capRegionMarker = "hud_objective_icon_circle", capRegionMarkerScale = 3.0,
icon = "", mapIcon = "flag_icon", mapIconScale = 3.0}

ctf:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")

ReadDataFile("dc:ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
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_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_tread_snailtank",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hover_stap",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2050)
SetMemoryPoolSize("SoldierAnimation", 750)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 3024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("FlagItem", 2)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:M13\\M13.lvl", "M13_conquest")
ReadDataFile("dc:M13\\M13.lvl", "M13_ctf")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/code]
After examining my lua, I've also concluded that IF I add the commented lines back in at the top, the allied flag texture returns to normal. I'm not sure what this means for my custom flag texture, though. I'm thinking I could edit the model so it calls for a differently named texture and then use the mentioned parameter to set the flag to use the edited model.

Re: Changing Flag Textures

Posted: Tue May 14, 2013 8:00 pm
by Marth8880
Try removing the line "ColorizeByTeam" (or something).

Re: Changing Flag Textures

Posted: Tue May 14, 2013 8:44 pm
by Noobasaurus
This line?

Code: Select all

    SetClassProperty("com_item_flag", "DroppedColorize", 0)
I set it to zero, and now when the flag is dropped on the ground it has the neutral texture but red. The green texture above was actually the neutral texture, but green. Is there any way to set an object's texture via lua? I'm assuming it's:

Code: Select all

    SetClassProperty("objectname", "TextureName", "nameoftexture")
I'm going to test it.

EDIT: It seemed to do nothing. However, in the bug log it said that the textures were already loaded in a different file. So now I loaded my custom ingame after the regular one and now all of the ally textures are green neutral and all of the enemy textures are red neutral. Meaning they use the neutral flag design but different colors. Before, when I picked up the flag it would turn yellow neutral but now it stays the same. The question is now, how do I turn this into a custom texture?

EDIT2: I just tried using

Code: Select all

OverrideTexture         = "com_icon_ctfflag_fun"
on all the flag odfs. It didn't work. Going in for round 2.

EDIT3: Ok, so I thought it wasn't working because I didn't load in the edited flag odfs with ingame.lvl, but now they're loaded in the ingame.lvl and still no new textures.

EDIT4: Good news! I finally got the flag to want to use a different named texture! However, the texture does not show up in the game.