A Guide for getting New Skins in SWBF II (refined!) (FAQ)

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demonmana

RE: Re: error

Post by demonmana »

ok i got a question in reguards to this how do you extract files from the bf2 lvl files and where do you place your skin files after your done and can all this be done without adding into maps or makeing maps or w/e cause i dont know that eather
Talibanman

RE: Re: error

Post by Talibanman »

that counts as a big bump, but i guess that it's justified, if you're looking for help...
busterkinkade

RE: Re: error

Post by busterkinkade »

Sorry, but if you want to get skins working in all maps just go into the LVL_PC folder of you ABC_data folder then go into the SIDE folder in there and copy the contents to the side folder in your SWBF II game directory. However, if you want to get skins working in a specific mod map, just follow my tutorial (this will only work for your own mod map) now, if you want to make changes to a stock map (a map which came with the game) but not any make changes to any other map, simply follow my tutorial, but change the name of the rep side folder (in your mod map) to lets say, ' tst ' , (without the quote marks) and replace the ' rep ' on rep.req and repshell.req to have tst instead of rep (the .req file in your mod maps side folder of course). After that munge the new side called ' tst ' and paste the tst.lvl (which can be found in your LVL_PC/SIDE folder) in the side folder of your SWBF II game directory. Now here is the 'difficult' part, get a basic hexadecimal editor and open up the mission.lvl file which is in the SWBF II game directory with it. Now in the hexadecimal editor search for, lets say, the value cor.lvl (this will modify the coruscant game map) and under that (this may require a little search) replace the value rep.lvl (or cis.lvl, or any other .lvl of a side you want to replace/change) to ' tst.lvl ' (again without the quote marks), then run the game, and view your modifications.

P.S: Welcome to gametoast!
=AOX=Durge
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RE: Re: error

Post by =AOX=Durge »

Okay, I followed the directions but the skins dont show up.
busterkinkade

Re: RE: Re: error

Post by busterkinkade »

=AOX=Durge wrote:Okay, I followed the directions but the skins dont show up.
The tutorial I wrote with the thread or the tutorial I wrote a few hours ago?

Anyway, what precisely is the problem, is the skin black???
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Post by General_Grievous_4 »

Ok i have a similar problem everyone else has I get this error message
ERROR[PC_texturemunge msh\imp_inf_trooper.tga.tga]:Targa type 10 not currently supported.
ERROR[PC_texturemunge msh\imp_inf_trooper.tga.tga]:Targa type 10 not currently supported.
[continuing]
2 Errors 0 Warnings
The textures ingame show up white. Any way to fix this?


(sorry for bumping this topic)
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Post by Penguin »

if your saving it with the gimp, then when you go to save it, press save as, then unselect all the options
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Post by General_Grievous_4 »

ok thanks Penguin I'll try that

EDIT:Darn it there were no error messages this time after munging but the textures still showed up white.

If it makes any difference I downloaded Droideka88's skin packs and replaced the imp_inf_trooper.tga with one of his stormtrooper textures.

EDIT2:It works now for some reason
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Post by Ipodzanyman »

you just need to unmark RLE compression....
$iniSTar

Post by $iniSTar »

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 >
Ok 2 attempts so far , and no sucess getting a new Aayla skin (from droidekka 88 ) to appear in game , when I change the LUA file for the above instruction , I lose all my republic heroes for the map (heroes elimination) so here are my thoughts, maybe I DONT keep the the skin TGA file named the same as the old one ? Perhaps Ive been changing only one script saying ReadDataFile("dc:SIDE\\rep.lvl and there are 2 places in the LUA file to be changed. Maybe I should retry to add the new skin by making it a TGa with photoshop 7 and next time use the highest quality setting and not med (def)
MartinK

Post by MartinK »

I did everything you said (according to the tutorial of the 1st page), I munged it but the skins I made are not in-game, any idea of what could be wrong?
$iniSTar

Post by $iniSTar »

$iniSTar wrote:
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 >
Ok 2 attempts so far , and no sucess getting a new Aayla skin (from droidekka 88 ) to appear in game , when I change the LUA file for the above instruction , I lose all my republic heroes for the map (heroes elimination) so here are my thoughts, maybe I DONT keep the the skin TGA file named the same as the old one ? Perhaps Ive been changing only one script saying ReadDataFile("dc:SIDE\\rep.lvl and there are 2 places in the LUA file to be changed. Maybe I should retry to add the new skin by making it a TGa with photoshop 7 and next time use the highest quality setting and not med (def)


So far no one's offering help , Im working on a map here guys and I require your help or I wouldnt be a waiting for an answer .
I see 70 posts in the glamour skins thread with dozens of people making skins and using them in game . So I'd appreciate an attempt to help here. If youd like I can go into more details using pics posted of each thing I did. whatever it takes........
-_-
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Post by -_- »

Read the BF2 Jedi Creation doc.
$iniSTar

Post by $iniSTar »

I did and so far I fail to see the relevant part pertaining to skin adding, maybe Im tired and missing the blatantly obvious solution.
busterkinkade

Post by busterkinkade »

Hmm... yeah, I am presuming that the skin doesn't change at all, just try changing the standard clone trooper skin first and see if that works.
$iniSTar

Post by $iniSTar »

Yes Buster , Im a little comfused , as I have read a few threads on the subject , DO I make a .TGA file with the same name of the skin being switched? Or do I rename it to "rep_inf_aaylasecura2" or something ? What exactly does changing ReadDataFile("SIDE\\rep.lvl", to
dc:SIDE\\rep.lvl accomplish ?, when I attempt it all my republic heroes are disabled .

Is it necessary to assign one single skin texture a new side id folder?

Unlike other mod makers Im not leaving Battlefront 2 for other projects , Im quite hooked on this right now.
DeadlyDarkness

Post by DeadlyDarkness »

I can probably answer that one. For testing purposes, give the .tga you make the same name as before. If you say, make a red aayla, call it the same as blue aayla, munge the rep side and common, the goto data_yourmod\_LVL_PC\SIDE and copy the rep.lvl and repshell .lvl to replace the main BF2 ones. This is only if you want to change skins for ALL maps, so if you wanted to make the clones all white say without redoing each map.
busterkinkade

Funnily enough...

Post by busterkinkade »

Funnily enough a tutorial for doing that was on page 5, post 3 of this thread, and so was a tutorial for replacing skins on a specific, already munged/compiled map, in answer to your question, why does the dc: need to be added, the dc: is used there to tell the map to read only off its level files, not the level files which came with the game.

Now, I do not know why your republic heros would be disabled, I will look into this matter further for you.

EDIT: So have you got more then one hero, or just aayla as your hero? Also, I recommend changing the skin of standard republic trooper, then see if that works.
$iniSTar

Post by $iniSTar »

EDIT: So have you got more then one hero, or just aayla as your hero? Also, I recommend changing the skin of standard republic trooper, then see if that works


Yes all other heroes and villains sides were in the map - the empire and CIS , and Rebels too . Thank you for helping me Buster I will add your name to the readme when its released.
busterkinkade

hmm...

Post by busterkinkade »

Ok, for this one just adding the dc: to the rep.lvl should work, in a heroes v villains map, but since it does not seem to work for you, I recommend you use dc: on all the sides in your .lua, if that doesn't work, then I don't think there can be an easy solution to this problem.
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