Mon Calamari: City coming.

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Maveritchell
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Re: Mon Calamari: City coming.

Post by Maveritchell »

fiddler_on_the_roof wrote:I would have the KOTOR era on there, but I don't have the files for it, and I can't use rar files.
You don't need to download any files because the source files haven't been released yet. You can use the information in the following topic:
http://www.gametoast.com/forums/viewtop ... 39&t=15622

It'll tell you how to set up the KotOR era on custom maps. If you choose, you can also make it so that the k_ era is only selectable if you have the Conversion Pack, there's a thread in the modding forum that details this (using the IsFileExist ScriptCB).

Whatever you think your problems with rar files are, I sincerely doubt that your computer can't open them. It's more likely that you have a software problem (feel free to make a post in the "Technical Advice" forum).
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Re: Mon Calamari: City coming.

Post by Nova Hawk »

Don't bother putting in a KotOR era. It's better without it (in my opinion).

I am frankly insulted by you taking every available opportunity to let people know that you not only don't like my work, but that most things would be better off with nothing than with my work. Post politely or don't post at all.
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Re: Mon Calamari: City coming.

Post by Commander_Fett »

JetJump = "0.5" //7 //The initial jump-push given when enabling the jet
JetPush = "0.8" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "30.0" //Acceleration while hovering.
//JetEffect = "rep_sfx_jetpack"
//JetType = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

(remove the //)
Hidden/Spoiler:
This is the default jet trooper jetpack stuff(changes are highlighted).
JetFuelRechargeRate is the percentage of fuel gained per second(0.00, or 0% to 1.00, or 100%).
JetFuelCost is the percentage of fuel used each second ( from 1 to 0.00).
JetFuelInitialCost is the percentage of fuel first used when lifting off (1 to 0.00, get it?)
JetFuelMinBorder is the minimum amount of fuel you need in order to take off.
JetJump is the amount of force given when lifting off.
JetPush is the force given by the jets after lift off.
And, to change how many points are needed to unlock a unit, look for

Code: Select all

PointsToUnlock      = *number*
in the units rep_inf_default_jettrooper, or just add it to the unit's odf (this way, you can use the same base unit but have a different amount of points needed to unlock each different jettrooper).
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Re: Mon Calamari: City coming.

Post by Culvar »

fiddler_on_the_roof wrote:It doesn't crash anymore. I removed the tantive doors and blastdoors.
You need the TAN munged folder to get their anims
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Re: Mon Calamari: City coming.

Post by fiddler_on_the_roof »

Again, thanks all of you.

Mav, do I need any download to use the KOTOR era sides if I already have the Convo. Pack?
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Re: Mon Calamari: City coming.

Post by Caleb1117 »

Nova Hawk wrote:Don't bother putting in a KotOR era. It's better without it (in my opinion).
Any new or extra content is great. Your opinion is no reason to deny it to others and I fail to see how a lack of extra content is better in anyway.

As per fiddler_on_the_roof, I hope to see some more screens soon, I like the water world maps like Mon Calamari. Looking forward to seeing more from ya. :)
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Re: Mon Calamari: City coming.

Post by Maveritchell »

fiddler_on_the_roof wrote:Mav, do I need any download to use the KOTOR era sides if I already have the Convo. Pack?
Nope. To people that have the Pack installed, all the Pack's sides are available as though they were stock sides.
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Re: Mon Calamari: City coming.

Post by Lord Bardar »

if there are gonna be KotOR sides (would be interesting, as the kotor era never reached mon calamari), you shouldn't have to get a whole conversion pack just for one map.
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Re: Mon Calamari: City coming.

Post by Maveritchell »

Lord Bardar wrote:if there are gonna be KotOR sides (would be interesting, as the kotor era never reached mon calamari), you shouldn't have to get a whole conversion pack just for one map.
No one does. Just like with my Aquilaris map, a map can be set up to where the era is selectable if you already have the Pack, but not selectable if you don't. It's not difficult, but right now the only way to have the KotOR era is with the Conversion Pack.
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Re: Mon Calamari: City coming.

Post by Null_1138 »

Maveritchell wrote:
Lord Bardar wrote:if there are gonna be KotOR sides (would be interesting, as the kotor era never reached mon calamari), you shouldn't have to get a whole conversion pack just for one map.
No one does. Just like with my Aquilaris map, a map can be set up to where the era is selectable if you already have the Pack, but not selectable if you don't. It's not difficult, but right now the only way to have the KotOR era is with the Conversion Pack.
I thought you could get it with Zerted's 1.3 patch. :| Anyway, I've never seen a good Mon Cal map before. This sounds promising. :yes:
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Re: Mon Calamari: City coming.

Post by fiddler_on_the_roof »

Ok, I added KOTOR era, then I munged it to try it out. KOTOR era works, but now there is no Clone Wars era.

How can I fix this?

Also, with pictures, I get them, but cannot open them with paint or xnview. It gets an error massage that says that it cannot open the file.

I have some more screenshots, but I cannot get them up for that reason. What do I need to do?


(hope this doesn't sound like whining, just trying to fix problems.) :)
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Re: Mon Calamari: City coming.

Post by DarthD.U.C.K. »

download irfanview, it can opne .tga files (they are allso used for textures in swbf2)
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Re: Mon Calamari: City coming.

Post by Fluffy_the_ic »

DarthD.U.C.K. wrote:download irfanview, it can opne .tga files (they are allso used for textures in swbf2)
...Or he can just download GIMP and set TGAs to be opened by it?
Link to the GIMP's hompage
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Re: Mon Calamari: City coming.

Post by fiddler_on_the_roof »

I don't think that they are even .tga files. Here is what it says in the ScreenShots folder, after the files

Code: Select all

temp000
file
5,625 kb
Also, can I put units that are in the Convo Pack onto my map, for example, the magna gaurd with the staff, and what do I enter if I can. cis_inf_? And Heroes like Shaak Ti, or do I need a download?

Edit1: Like I said, I have the KOTOR sides on, but the units have no names. How do I fix this?
Last edited by fiddler_on_the_roof on Mon Nov 17, 2008 8:29 pm, edited 1 time in total.
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Re: Mon Calamari: City coming.

Post by The_Jedi_Master »

*Cough* Kit Fisto *Cough*
If you do use Kit Fisto it would be interesting to release on his Clone Wars Episode. Maybe emphasize his preference of the force over his lightsaber. :)
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Re: Mon Calamari: City coming.

Post by Lord Bardar »

Maveritchell wrote:
Lord Bardar wrote:if there are gonna be KotOR sides (would be interesting, as the kotor era never reached mon calamari), you shouldn't have to get a whole conversion pack just for one map.
No one does. Just like with my Aquilaris map, a map can be set up to where the era is selectable if you already have the Pack, but not selectable if you don't. It's not difficult, but right now the only way to have the KotOR era is with the Conversion Pack.

bummer. could it be possible to create a sides mod or something that allows you to play KotOR assault w/o having to get the conversion pack? like it adds extra stuff n everything to your regular maps, and can be interchangeable with other mod maps (such as Aquilaris). would be a great leap for swbf2kind.
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Re: Mon Calamari: City coming.

Post by Maveritchell »

fiddler_on_the_roof wrote:Edit1: Like I said, I have the KOTOR sides on, but the units have no names. How do I fix this?
Make sure you re-read through that tutorial I posted. It covers a really easy method to add all the correct localizations to your modmap/s.
Lord Bardar wrote:could it be possible to create a sides mod or something that allows you to play KotOR assault w/o having to get the conversion pack?
It's entirely possible, but I won't do it right now, because the KotOR era is a Conversion Pack feature.
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Re: Mon Calamari: City coming.

Post by fiddler_on_the_roof »

Ok, I looked over the tutorial on what to do, and realized I placed the core.lvl in the wrong spot, so now they have names.
Also, I got Clone Wars era to work.

Any ideas on the screenshots, again, here is what it says in the screenshot folder

Code: Select all

temp000
File
5,625 KB
I really want to get these screenies up here but what do I do to get the files converted to .jpegs, I know how to do it, and have teh software, but it says it cannot open the file as the "format of the file could not be determined". Any ideas? :?

thanks
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Re: Mon Calamari: City coming.

Post by destructo_bot »

how do you take your screenshots? i find the easiest way is to do what elfie said, to do alt+print screen ingame, and then paste into MS paint or wahtever image program. then you can save them as jpegs instead of your mystery filetype. :cpu:
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Re: Mon Calamari: City coming.

Post by fiddler_on_the_roof »

destructo_bot, that is how I take pictures, just that I can't paste them into paint or xnview.

But here are some more pics from zeroeditor.
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