carfanaticphil wrote:oh ok.
where do i put that skin?
in the rep_inf_ep3_sniper.odf in the assets, there is this:
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[GameObjectClass]
ClassParent = "rep_inf_default_sniper"
[Properties]
ClothODF = "rep_inf_ep3sniper_cape"
GeometryName = "rep_inf_ep3sniper"
GeometryLowRes = "rep_inf_ep3sniper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
I want to have a person which is in the sniper class in the lua, but has an electrostaff and a custom skin. where do I put that skin? i know i have to create a custom odf, im fine with that, but do i put any lines in there referencing to the custom skin? if so, what? and do i have to put something in the sniper ^^ odf, referencing to the skin? and do i have to put both of those odfs in my odf folder, with the skin in the mesh folder?
Nonononononono. Fraid you're thinking completley wrong here, but I did this as well when I started.
If you're gonna get a skin from a skinpack in-game, you gotta create a map. All the assets folder is is a folder containing a load of modding assets. You gotta create a map with custom sides in, then you
don't have to do anything to the ODF. Just replace the default skin. I couldn't actually find a tut saying how to just edit normal sides (though there probably is one) but I'm feeling helpful today! Here's how: (The xxx represents your map name).
1. Create a map, whatever name you want.
2. Go into Bf2_ModTools/assets/sides and copy the rep folder into data_xxx/sides.
3. Before you munge go into data_xxx/common/scripts/xxx/xxx)c_con.lua and open it with notepad.
4. Scroll down to where it says (Line 74)
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function ScriptInit()
ReadDataFile("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", <----- Here (but I'm not part of the script, I'm just showing you the line :) .)
"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")
and insert a dc: before SIDE in that lines, so line 74 will now look like this:
this tells the computer to use these sides.
5. Close the script and munge to check for errors. Make sure in VisualMunge to open the sides box and select rep
6. So long as the munge works, you can now copy the skin from the skin pack you downloaded, i.e. rep_inf_ep3trooper into data_xxx/sides/rep/msh and yes press you when it asks you if you want to replace rep_inf_ep3trooper.
7. Now just munge again (Checking the rep box and play!
Yay I wrote a tut! Remember,
Leave the ODF alone!