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Video Tutorials: Getting Started in SWBF2 Modding

Posted: Wed Mar 25, 2015 2:46 pm
by jedimoose32
This is a video tutorial series that I've been working on. I noticed that we have had a number of new members join GT recently and I thought I would try and help by making some relatively in-depth video tutorials explaining important concepts related to modding.

NEW WORLD CREATION

ZEROEDITOR LIGHTING AND PLANNING

ADDING WATER TO A MAP

NEW SIDE CREATION

MODIFYING A STOCK SIDE

ADDING VEHICLES (HOVERS & WALKERS)

SKY DOMES AND MODELS

LOCALIZATION

COMMAND POSTS

UNIT SKINNING

Future videos: Skies and Weather; Adding Missing Stock Sounds; Custom Sound Effects and Music; Custom Animation Banks; and others as needed/requested. :)

Hopefully people find these videos helpful. I know sometimes I can become a little long-winded but I do my best to explain why things are done the way they are. I am definitely open to hearing constructive criticism.

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Wed Mar 25, 2015 4:15 pm
by AnthonyBF2
Good videos, they are clear and easy to understand.

I hope to see a good video on "adding missing shipped sounds"

I can't figure that out for the life of me. :thumbs:

The written tutorials we have simply lose me.

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Wed Mar 25, 2015 4:28 pm
by jedimoose32
Added your suggestion to the list of future videos. :)

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Wed Mar 25, 2015 8:51 pm
by AceMastermind
anthonybf2 wrote:I hope to see a good video on "adding missing shipped sounds"

I can't figure that out for the life of me. :thumbs:

The written tutorials we have simply lose me.
Which part loses you?
We can make them easier to understand, but if folks don't speak up they'll remain unchanged. :)

Nice work on the videos jedimoose! :thumbs:

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Fri Mar 27, 2015 2:30 am
by Sandtrooper956
In one of your tutorials could you do a section on moving command posts?

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Fri Mar 27, 2015 2:44 am
by jedimoose32
I can briefly touch on it, yes. The principle is the same as moving objects but you need to move the CP object, the capture region, and the spawn path (you can move the nodes individually by just dragging them or you can delete the path and make a new one in the CP's new location by choosing New Path and clicking a bunch of spots on the terrain, then just rename the path cp#_spawn).

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Fri Mar 27, 2015 4:10 am
by AnthonyBF2
May I also recommend a video on ZE animation?
The only tutorial I found was not very understandable.

I have been copying .anm files from other stock levels and renaming the objects I wanted to animate to match those .anm files, and then to tweak the animation a little bit.

But to make new ones would be great. :)

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Fri Mar 27, 2015 8:43 am
by TWINKEYRUNAWAY
You know you have a very professional sounding voice? I always wanted to know about custom sounds & I will be happily waiting for that one. :)

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Fri Mar 27, 2015 12:41 pm
by jedimoose32
@anthony, I will do one on that topic for sure. I have a decent amount of experience animating stuff in ZE but I'm still not totally clear on what all the settings mean so I'll need to look into that.

@TWINKEYRUNAWAY, thank you! I really have to, since my job actually kind of revolves around my voice. Listening to myself while editing these videos has been good because it helps me hear myself the way other people hear me every day and I've actually noticed a few areas (enunciation and inflection) that need a little work. Regarding the sound tutorials, I'll definitely be doing those but you may want to check out the two video tutorials Marth put out yesterday. Those are well done and he knows way more about sound stuff than I do.

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Sun Mar 29, 2015 10:52 am
by Sandtrooper956
Could you do one on getting vehicles working sometime? And adding a 3rd local side like wampas?

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Wed Apr 01, 2015 4:42 pm
by AnthonyBF2
If I may add more suggestions, these are things I have learned, but cannot always make work;

1)Filling asteroid regions or asteroid paths
2)Multiple map pack, forgetting to add mp_n = table.getn(mp_missionselect_listbox_contents) stumped me for a long time
3)Texture transparency, for making holy gates, or ripped capes
4)Water

I also suggest adding basic code tutorials such as;
1)AI Hero Support script
2)Teleportals
3)Making something happen when something else happens
4)Using SetProperty and SetClassProperty, for a beginner this does more than they might imagine

I would also suggest to make a video on ODF related things, such as well unknown (or rarely used) or other ODF things newer people may not know is possible.
1)Parameters such as PushDeadOnly or making a weapon count as an unlockable (reward weapons)
2)Setting up bacta drops when units die
3)Cloaking device/invisibility (I think you have to hex the model for this?)

For now I have one more suggestion, unless you may not know much about it yet;

Cover things that can break compared to single player and multiplayer, or compile a list of things that will break if used on multiplayer

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Thu Apr 02, 2015 1:43 am
by Sandtrooper956
I agree with you on a water tutorial, that would help me. The others would/could help me and others.

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Wed Apr 08, 2015 7:53 pm
by jedimoose32
Water tutorial is up! I've updated the original post with the link. Vehicle tutorial will be coming later this evening.
Edit: Vehicle tutorial is now up as well.

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Mon Apr 13, 2015 5:11 pm
by Trix
jedimoose, I have commented on one or your video asking for some help/clarification but don't know if this was the right thing to do, so am commenting here to let you know. :)

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Tue Apr 14, 2015 2:40 am
by jedimoose32
Hi Trix. I saw your comment and I just replied to it. Both of your questions (How does one localize a new unit? How does one add a 7th unit to a side?) are answered in a number of places here on Gametoast. Start by checking out the FAQ/Everything You Need thread HERE. Post a new thread if you have further questions, there are lots of people here on the forums who are happy to help. Commenting on my videos is 100% fine but you'll get much more help here at GT. :)

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Tue Apr 14, 2015 12:06 pm
by Trix
jedimoose,
Thank you for your time. Eventually I managed to find a tutorial on both, as linked below. I knew how to add an extra unit, the main this was how to add it to a stock/vanilla map. The tutorial below covers all of this. Perhaps these are ideas for more videos?
Localize Items (Units, Command Posts and Weapons)
Add units to vanilla maps

Again, thank you jedimoose.
Trix :)

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Tue Apr 14, 2015 12:32 pm
by razac920
If you don't plan to modify the vanilla maps, there's a much simpler way to change the units around on an already existing stock map.

1. Create a project, i.e. data_***

2. Copy the contents of the mission script(s) you want to modify from Assets/scripts to data_***/Common/scripts/***/***[era]_[mode].lua, for example, if you want to modify Hoth's conquest, copy the contents of hot1g_con.lua to ***g_con.lua

3. Make the side changes you want

4. Now the modified vanilla map can be played when you select the mission you edited on your custom map.

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Tue Apr 14, 2015 3:27 pm
by Trix
razac920, thank you for your reply.
Firstly, do I need the 1.3 patch for this to work, because I did the following and it did not work.
1. Created project data_SOS
2. Copied the contents of dea1c_con.lua from assets/scripts/dea to data_SOS/common/scripts/SOS/SOSc_con.lua
3. Added 100 side reinforcement count to REP and CIS
4. Munged and opened the game and it hadn't take effect

Thank you,
Trix

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Tue Apr 14, 2015 3:30 pm
by razac920
Can you explain what you mean by "Added 100 side reinforcement count to REP and CIS"? You kept the same amount of units, but increased the reinforcement counts by 100? Please post your team setup portion of your SOSc_con.lua

Also, did you make sure you munge with the common box checked?

Re: Video Tutorials: Getting Started in SWBF2 Modding

Posted: Tue Apr 14, 2015 3:42 pm
by Trix
I mean this is the original text:
Hidden/Spoiler:
[code]SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman", 7, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = { "rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",7, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = { "cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(REP, "rep_hero_obiwan")
SetHeroClass(CIS, "imp_hero_emperor")[/code]
And I changed it to:
Hidden/Spoiler:
[code]SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 250,
soldier = { "rep_inf_ep3_rifleman", 7, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = { "rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 250,
soldier = { "cis_inf_rifleman",7, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = { "cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(REP, "rep_hero_obiwan")
SetHeroClass(CIS, "imp_hero_emperor")[/code]

And no I didn't tick Common!! Stupid.... Thank you, but if it doesn't work I am sure you will hear from me again!

EDIT
Wait, yes I did because common is always ticked...