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Help
Posted: Sun Mar 27, 2005 9:27 am
by CCT*Ch@llenger
Hello
I make a new map and i would like make a battle CIS vs REP but wih new textures EP3Clone. So i make a new side i traffic tex and all.
But how can i put a storm trooper model in the REP folder because it don't wok. Haveyou an idea how can i put the Storm trooper model??
Tks
Posted: Sun Mar 27, 2005 11:45 am
by Saturn_V
re: "it doesn't work"
Can you give some clues ? Does SPTest crash when the unit spawns ? Does the level fail to start? Does the unit spawn, but appears as a regular stormtrooper ?
Probably the best way to do this is to create a new side called, say, Ep3 then copy all the stormtrooper assets into it and rename them:
imp_inf_stormtrooper becomes ep3_inf_stormtrooper
imp_weap_inf_rifle becomes ep3_weap_inf_rifle
This way your modded units become unique and distinct from the shipped units.
If you want to make changes to the weapons, make sure you go through the odf hierachy and change all the names there too, as a weapon odf will usually call an ordnance odf, which in turn may call another odf.
Example odf hierachy:
STORMTROOPER odf : properties of main unit (health, speed, type and number of weapons etc)
RIFLE odf, THERM DET odf : properties of the weapons (may include damage, reload time, who/what it can target)
ord odf : properties of the weapon ordnace (damage done by laser bolt, physical properties of grenade)
exp odf : properties of the explosion/hit (damage, push, shake, smoke effects etc etc)
Posted: Sun Mar 27, 2005 12:23 pm
by CCT*Ch@llenger
Hum I have the texture but the model 3d is the same to the storm trooper
so how add storm trooper for REP vs CIS and my msn is :
[email protected]
A new side ep3 interessted me so please contact me...
Posted: Sun Mar 27, 2005 2:10 pm
by CCT*Ch@llenger
Posted: Sun Mar 27, 2005 2:46 pm
by Saturn_V
ok, the first thing is that it looks like yoou're trying to add the new troopers in Zeroedit ?
Posted: Mon Mar 28, 2005 2:21 am
by CCT*Ch@llenger
Yes in 24 pixels because 16 and 32 problem
Posted: Mon Mar 28, 2005 5:13 am
by Saturn_V
ok, units are not added to the map in Zeroedit, you have to make changes to the mission lua file and set it so they spawn into the world at command posts.
In Zeroeditor, you make changes to the terrain - height, color, texture - and add props, buildings, powerup droids, command posts and vehicle spawn points etc.
In the mission lua, you call up which units and vehicles you want in the map, allocate memory for them, and set the make-up of each time (how many of each type of unit).
Lokk for the following:
ReadDataFile this is where you tell the game which units and vehicles you want, from which levels
AddUnitClass this is where you set the number and type of units for each team
SetmemoryPoolSize this is how you allocate memory for vehicles, turrets, powerups etc
Example: I have a map I use to test modded units. It calls in units from the shipped Rebel and Imperial sides, but I have also made some custom sides (using BFBuilder Pro) for modded units. Each side has a .lvl file which contains the compiled odf/msh/tga files for the units/vehicles. So all.lvl contains the rebel soldiers, xwing, snowspeeder etc; imp.lvl has stormtroopers, tie fighter, ATAT etc.
When you munge a custom side, a .lvl is created for that side and it is this .lvl that is called in the mission lua - I just posted a picture showing how these file types fit together in the Tips and Tricks sticky thread.
So, my map has 3 custom side folders: one called sat, one called Jango and one called fleet ; the ReadDataFile section of my mission lua looks like this:
-- Start sidelvls
ReadDataFile("SIDE\\all.lvl", //calls units from the shipped Rebel Side
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler",
"all_fly_xwing");
ReadDataFile("SIDE\\imp.lvl", //calls units from the shipped Empire Side
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_fly_tiefighter",
"imp_inf_dark_trooper");
ReadDataFile("dc:SIDE\\sat.lvl", //calls units from the custom sat Side
"sat_fly_tieint",
"sat_inf_geonosian",
"sat_inf_sith",
"sat_inf_jedi",
"all_inf_bikini",
"all_inf_spy",
"sat_fly_armchair",
"imp_inf_shield_trooper");
ReadDataFile("dc:SIDE\\Jango.lvl", //calls units from the custom Jango Side
"sat_inf_jango");
ReadDataFile("dc:SIDE\\fleet.lvl", //calls units from the custom fleet Side
"sat_inf_fleet_trooper");
--end sidelvls
note the custom sides have dc: infromnt of them, telling the game it is a mod addon (IIRC it stands for downloadable content0
So, going back to my first reply, you would create a new side called Ep3, put all the stormtrooper assets, including your custom texture, into the correct folders (msh to msh, odf to odf etc) and rename the files to avoid them clashing with the shipped units. Actually, if you want to use the modded Stormtrooper only in CW era, you don't need to rename, but youo will give yourself more flexibility if you do. Someone out there is bound to want to mix and match the units with GCW ones, and this will make it easier to do.
Now set up you CW era mission lua to call in your modded unit
-- Start sidelvls
ReadDataFile("SIDE\\cis.lvl", // calls the shipped CIS units
"cis_inf_basic_battledroids",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\rep.lvl", // calls the shipped clone troopers
"rep_inf_basic",
"rep_inf_macewindu",
"rep_inf_jet_trooper");
ReadDataFile("dc:SIDE\Ep3.lvl", // calls your modded stormtrooper
"ep3_inf_stormtrooper");
--end sidelvls
Note that you only need to call in the stormtrooper; the stormtrooper odf then hanldes calling the weapons he needs and the weapon odfs call the ordnance they need.
Also, the stormtrooper won't have any sound effects attached to him, you'll have to set this up. I can't help with that, I haven't done any sound work yet, but there a several threads here that go through what you must do.