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How can I change the cp icons?
Posted: Sun Sep 25, 2011 5:57 am
by Delta-1035
Hi GT,
I need to change the cp icon of the empire to the cis one, and the cp icon of the republic to the rebels one; how can I do this?
I tried adding this line on the lua:
but it did not work.
thanks in advance.
Re: How can I change the cp icons?
Posted: Sun Sep 25, 2011 3:41 pm
by Darth_Spiderpig
Afaik you have to create a new ingame lvl, maybe you can ask WULFMAN to help you.
Re: How can I change the cp icons?
Posted: Sun Sep 25, 2011 10:22 pm
by AQT
Re: How can I change the cp icons?
Posted: Mon Sep 26, 2011 7:26 am
by Delta-1035
Thanks but that works just on new maps I guess.
On an era mod you should remunge every stock map with the new cp odf, right?
Re: How can I change the cp icons?
Posted: Mon Sep 26, 2011 1:58 pm
by THEWULFMAN
Delta-1035 wrote:Thanks but that works just on new maps I guess.
On an era mod you should remunge every stock map with the new cp odf, right?
No, you can simply make a new ingame.lvl that you load with the lua. It will overwrite the stock holo model with a different one. Here is the tutorial Zerted made.
Zerted wrote:7) Create your CP holo icon meshes. You can start from scratch or build off of an existing one like Common/mshs/com_icon_cis.msh. If needed, don't forget to create the msh's .option file too.
8.) The custom CP holo icons go in Common/mshs/. Depending on your team name mappings, each icon should have one of the following names: com_icon_alliance, com_icon_imperial, com_icon_republic, or com_icon_CIS. If your map is CTF based, you might also want to look into com_icon_swap.
9) Open Common/ingame.req and wipe everything out. We since are going to be creating a custom ingame.lvl for this map, we only want to override the elements which have been changed. If you try to include everything the game might crash, but you would also override any other ingame.lvl mods the user might have installed.
10) Put the following code in Common/ingame.req. Make sure to adjuest it for your team names. The example uses a SetupTeams section with 'all' and 'imp' team names:
ucft
{
REQN
{
"model"
"com_icon_alliance"
"com_icon_imperial"
}
}
11) Munge Common
12) In data_LVL/_LVL_PC, rename the new ingame.lvl to "y_con-ingame.lvl". The 'y_con' part stands for the Y era and game mode Conquest. The renaming is not required, but should be done if you want to override the icons with different icons in other era/game modes of your map.
13) In Common/scripts/LVL/LVLy_con.lua, add "ReadDataFile("dc:y_con-ingame.lvl")" right before the non-'dc:' version of the line. This tells the game to read your map's ingame.lvl before reading the default ingame.lvl. Since your ingame.lvl is read first, its CP icons will be the ones used.
14) You will need to remember to manually copy the munged data_LVL/_LVL_PC/y_con-ingame.lvl to your munged map's GameData/addon/LVL/data/_LVL_PC/ folder any time you need to create a new y_con-ingame.lvl. A 'normal' mod map does not have a custom ingame.lvl, so VisualMunge will not move it for you. Do that copy now, so you don't forget to later.
15) Rename Common/ingame.req to "y_con-ingame.req". This is so you always have a copy of the req that created the y_con-ingame.lvl. If you want to make a new y_con-ingame.lvl, rename that file back to "ingame.lvl". VisualMunge does not build custom named lvls by you just creating a differently named req file.
16) Test your map
Re: How can I change the cp icons?
Posted: Mon Sep 26, 2011 3:42 pm
by AQT
Delta-1035 wrote:On an era mod you should remunge every stock map with the new cp odf, right?
That's a bit of a hefty action for such a simple task.
Thanks but that works just on new maps I guess.
An era mod is essentially a new map without a map in your case. They both use lua scripts/a mission.lvl, and that is what is important when it comes to using a custom ingame.lvl. Just so you know, when making a map, even if they are placed in the map itself, the command post related files, or any other common item, don't need to be copied to your world's subfolders, as they are loaded from the stock ingame.lvl.
But yeah, use Zerted's tutorial since you're only replacing a MSH with another one. FragMe!'s tutorial is also fine, but it requires replacing an ODF with another one instead.