Create a new map, copy the race you want to edit (example: republic)
into the sides folder of the new map. Now go to assets/shell and copy
all of the folders in it, but not the .req, then paste it in the
_Build/shell folder in the newmap you created. Now Copy the “Common”
folder from within the mod-tool “assets/sides” directory and place it
in the sides folder of your new map, edit the texture, now, go into
common > script > newmapname and open the LUA file named
newmapnamec_con.lua (for me that was BS1c_con.lua ). Now if you look
down the LUA file you will see ReadDataFile("SIDE\\rep.lvl", change
this to ReadDataFile("dc:SIDE\\rep.lvl , then copy 2 .bat files in
the side you got, these are: clean.bat and munge.bat , these can be
aquired from the _BUILD >
Sides > ALL in the newmap you created, paste these into the side
folder you are modifing. Finally we munge the your new map (see Jedi
Creation doc for more info) we select the new race in the drop down
menu on the left, and select the race you edited (mine was rep) you
alos have to tick the "common" check box, then munge!
P.S: You can get the race from the assets > sides folder !
P. P.S: The textures are in the msh of your copied side folder.
This is what I'm using to make my football sides. When it says get the two .bat files where do I put them?
Last edited by SilvaDalek on Thu Jan 10, 2008 11:28 pm, edited 1 time in total.
in c:/bf2_modtools/data_???/common/scripts/???/???c_con.lua <==== open file
view \/
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
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()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
---------------------------------------------------------------------------
-- 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("dc:Load\\common.lvl")
AddDeathRegion("d1")
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(220)
SetMaxPlayerFlyHeight (220)
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
You have to add it. It's not in there by default for some reason. It won't stop your crashes, but it will get rid of all those errors, making your log much easier to read.