Nevermind i figured it out this can be locked/deleted

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Ryodrae

Nevermind i figured it out this can be locked/deleted

Post by Ryodrae »

Hello, I'm a new here.....obviously lol.
And I've been wondering how to reskin a unit in the default maps.(as asked in topic name)
And to be more specific I want to reskin the Clone trooper and Jango/Boba. Also Thanks in advance =)

EDIT:Oh and if this is in the wrong forum can it please be moved ?
Last edited by Ryodrae on Sat May 20, 2006 9:38 am, edited 2 times in total.
CarbineImpulse

RE: How do I reskin a unit from the default maps?

Post by CarbineImpulse »

right part of the forum. Check the everything you need to know thread http://www.gametoast.com/index.php?name ... pic&t=3497 for help with your probs, hope that helps :)
Ryodrae

RE: How do I reskin a unit from the default maps?

Post by Ryodrae »

Didn't find it but thanks I'll use that area for when im actually CREATING a map =)
Last edited by Ryodrae on Tue May 16, 2006 3:43 pm, edited 1 time in total.
Big_rich

RE: How do I reskin a unit from the default maps?

Post by Big_rich »

in order to reskin a unit you first need to make a new side. Follow the jedi creation doc to do that. Next you need to find the tga that is associated with that unit, in the msh folder. First open the msh that is called for in the odf. Look at the top of the msh(open it with notepad)you'll see unit_name.tga. Edit that tga, with PS or gimp. Save that tga. Edit your mission.lua to say example:readdatafile(dc:SIDE\\"rep.lvl",. Instead of readdatafile(Side\\"rep.lvl",(which is the default)That will have the game read your edited side, instead of the original side. Munge with your new side selected in sides tab.Hope this helps. Any question ask.
Ryodrae

RE: How do I reskin a unit from the default maps?

Post by Ryodrae »

ok......so i cant reskin a unit from the default BF2 maps(the ones that come with the game)?

EDIT
well thats ok atleast i know how to reskin units for maps i create (now if only the mod tools worked for me(darn tools never munge the whole thing just the Map folder the the LvL_PC and thats it.)) (ive even tried reinstalling it)
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

RE: How do I reskin a unit from the default maps?

Post by [RDH]Zerted »

you can reskin a unit from the default game.

When you munge, are you checking the Common check box? Also make sure there are no spaces in your folder names.
Ryodrae

RE: How do I reskin a unit from the default maps?

Post by Ryodrae »

Yes I am checking common.........it munges then this one error pops up forgot what it says....and then it stops munging and says the usual: Youre map is done! Go play battlefront 2...even when i dont change anything at all and munge it does same thing (although when i used to munge a map that was not edited at all it would minge just fine)
ok so if i CAN reskin a trooper then how DO i reskin?
EDIT: Although i have noticed that when i installed at filefront it started ,i bet a file is missing with the one at filefront or something because it didn't start till i installed there.
Oh and if im starting to get annyoing im sorry just very new to all this stuff.
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

RE: How do I reskin a unit from the default maps?

Post by [RDH]Zerted »

What is the error?
Ryodrae

RE: reskin default map units & BF2 modtools Error

Post by Ryodrae »

:dstar: OFF_TOPIC:Im not sure what the error is :( i uninstalled after that and havent gotten around to reinstalling.....when i reinstall it ill post what the error was.
:bdroid2: ON_TOPIC:Well any help/info on how to reskin units in the map that come with the game(default) would be great! 8)

EDIT
Well this topic might as well be deleted.....nothing is going on and it doesnt look like someones gonna post any time soon so yeah someone who can delete it might as well.

EDIT2
hmm.....i reinstalled it and it munges everything correctly....2 possible reasons why it wasnt working: 1)downloaded from wrong place or 2) i shouldve installed at C drive (i installed it there :) )
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

RE: reskin default map units & BF2 modtools Error

Post by [RDH]Zerted »

Ryodrae

RE: reskin default map units & BF2 modtools Error

Post by Ryodrae »

Yes but that doesnt help me reskin(well, not the default maps )
CarbineImpulse

RE: reskin default map units & BF2 modtools Error

Post by CarbineImpulse »

The SWBF2 shipped units, maps (and much more) are available in the assets folder of the mod tools. These shipped units you will need to copy into your custom side so that you can edit them and them call them (by using the dc:side method) in the mission LUA.

If you want to reskin units for the shipped (default) SWBF2 maps you will basically have to recreate those default maps as mod maps to which you can then add your custom side/skin. Probably sounds long winded but it's not. The shipped SWBF2 worlds are included in the assets folder of the tools. To use custom skins you will need these mod maps and your custom/reskinned sides. Read posts in the various links you have been given to see how to change the mission lua for your map so that you can include your custom side/unit and hence the new skins. There's really not much to adding a custom side to a custom map. The default maps will be untouched, they will always be like that unless you do something drastic to the actual game itself. The only way I'd suggest is by using a custom map (built using the desired world from the assets).
Ryodrae

RE: reskin default map units & BF2 modtools Error

Post by Ryodrae »

Thanks that really clears things up :)
CarbineImpulse

RE: reskin default map units & BF2 modtools Error

Post by CarbineImpulse »

no prob. Start off by simply getting your reskinned units showing up in the boring old 4 CP map you get when you first create your world. Once you've got them showing up and to your liking in that default "crappy" map, open up zeroeditor and then load up a shipped world (.WLD) from the assets folder (for instance Kashyyyk) and then just override your abc.WLD file. You'll need to copy across from the assets folder all the files, msh's, odfs etc... associated with the shipped world so that they're in your new map folder and that's pretty much it give or take.

Good luck :)
Ryodrae

RE: reskin default map units & BF2 modtools Error

Post by Ryodrae »

Thanks again =)
busterkinkade

Or you could just...

Post by busterkinkade »

Or you could just create a new ep3 trooper, change its skin, give the new trooper a new name (say rep_inf_ep3_rifleman2) munge the side, copy and paste it in to the side folder of your SWBF II directory. Now lets say the map you want the new skin in is coruscant, open up your mission.lvl with a hex editor in your SWBF II directory and search for " cor.lvl " (without the speech marks) then press f3 , 3 times, you may have to look up or down a bit but you should see a line which says or follows "rep_inf_ep3_rifleman" replace this with "rep_inf_ep3_rifleman2 " . Then you done, if you run the coruscant map you should see the modified unit, but, the unit would not be like this in any other map.
Last edited by busterkinkade on Thu May 18, 2006 1:23 pm, edited 2 times in total.
Ryodrae

RE: Or you could just...

Post by Ryodrae »

ill try that too :)
busterkinkade

RE: Or you could just...

Post by busterkinkade »

No! Infact I have an even better way! Just get the rep side folder and the common side folder from your assets, rename rep, lets say, "new", without the speech marks, do the modifcation, then munge the side (with the common box ticked), after that go into the _LVL_PC\SIDE folder of your new map (eg: data_ABC) copy the contents (they should be new.lvl and newshell.lvl) and then paste them into the side folder in your SWBF II directory, open up the mission.lvl with a hex editor and search for, lets say, cor.lvl, press f3, 3 times, then look up or down a bit for a line/string which reads/follows "rep.lvl" and replace it with "new.lvl"

Then you done, if you run the coruscant map you should see the modified unit, but, the unit would not be like this in any other map.
Ryodrae

RE: Or you could just...

Post by Ryodrae »

OK ill do that.....this way sounds a lot easier thanks a lot :)

EDIT
hmmmm do i have to edit all the names inside te folder (new) and in the lua for the level? (also including .reqs and .odfs?)
because its not munging sides folder

EDIT2
WOOOOOOT i got it working! thanks 10000000000000 times Busterkinade,carbineimpulse,and Zerted heres a screenie of my reskinned jettrooper : Darktrooper Prototype #524:
ImagePlus hes on all maps :)


EDIT3
although i did notice that one leg of course hehe
Post Reply