Page 1 of 1

adding BFX compatibility to a map?

Posted: Mon Jul 11, 2016 8:52 pm
by AddieB
how do you modify the files in the "data_ABC" folder of Modtools to add compatibility to BFX? I love the BFX sides and weapons, and cannot stand to play the stock sides.. I am making my maps with BFX in mind as the mod adds a whole new experience.. my mod in progress, Battlefront Imagined is a mappack of custom maps that are BFX compatible and basically makes for compensation of what we don't have in this new abomination of the Battlefront series.. so maps do indeed include Sullust, outskirts of Tatooine, etc.. I just need to know how one adds those sides either stock to the map or how to make said map compatible with BFX.. I also would like to know how to ship my maps and post 'em here on Gametoast.. do I leave a link to say, ModDB?
many thanks to all who help and bless you and your families!

Re: adding BFX compatibility to a map?

Posted: Mon Jul 11, 2016 9:04 pm
by Samee3
I don't intend to dash your hopes, but I don't think it's going to happen. To make a map "compatible" with a mod, you need the source code for the mod itself.
I suppose you could ask the author really nicely........

Re: adding BFX compatibility to a map?

Posted: Tue Jul 12, 2016 4:45 am
by thelegend
Technically you can...somehow. If you have BFX installed and want your map's lua to load these sides you may just need to tell your script to read all BFX's specific side .lvl files. Actually the most simpliest way would be to download the released BFX assets (which contain all necessary scripts as well) and put the parts/blocks from all SIDE's ReadDataFiles into yours. Might sound complicated but it isn't. If you know how to add custom sides (or units) and are familiar with the basic .lua stuff (or how conquest lua is built up for example from the Objective stuff, to the side's stuff until the Sound's stuff at the bottom) then you'll be able to load the BFX .lvl files from its own addon folder into your own map. But it might be good to check the MemoryPoolSizes too as well. I think this mod uses other special things whose limits had to be increased first to work.

Re: adding BFX compatibility to a map?

Posted: Tue Jul 12, 2016 12:34 pm
by AddieB
you see, that's the trouble.. Notepad crashes when I open side files.. and Wordpad is no better..

Re: adding BFX compatibility to a map?

Posted: Tue Jul 12, 2016 1:47 pm
by Samee3
AddieB wrote:you see, that's the trouble.. Notepad crashes when I open side files.. and Wordpad is no better..
What exactly do you mean by 'side' files? Are we talking .lvl, .odf, .lua, or something else?
And have you tried Notepad++? I have never had any problems with it.

Re: adding BFX compatibility to a map?

Posted: Wed Jul 13, 2016 10:06 pm
by AddieB
as in all.lvl or imp.lvl.. arent you supposed to alter those to call for the textures n stuff?

Re: adding BFX compatibility to a map?

Posted: Wed Jul 13, 2016 10:27 pm
by Samee3
Uh, no. Not in the least, unless you want to try hex-editing, which has been rendered obsolete since ModTools was released.
The files you are looking for are .lua files, which are found in data_ABC\Common\scripts\ABC
Hidden/Spoiler:
In short, you edit the files in ModTools(.odf, .lua, .req), and 'Munge'(fancy word for 'compile' exclusive to Pandemic) them, which in turn produces .lvl files, which the game engine reads.

Re: adding BFX compatibility to a map?

Posted: Thu Jul 14, 2016 10:03 am
by AddieB
oh, okay then.. I am having a texture problem.. I use the color tool to make the ground black-ish in the editor and flash forward to gameplay- ITS PITCH BLACK! the light I added doesn't illuminate the ground, just the objects and characters on the map.. what the hell is going on there? I even added the light to the ambient lighting script and remunged the entire map.. still nothing..
:faint:

Re: adding BFX compatibility to a map?

Posted: Thu Jul 14, 2016 11:31 am
by Oceans14
Check this thread: http://www.gametoast.com/viewtopic.php?p=488363#p488363. Looks like a similar problem.

Re: adding BFX compatibility to a map?

Posted: Thu Jul 14, 2016 1:47 pm
by AddieB
WOOOOOO I JUST FIGURED IT OUTTTTT!!!!!

aside from having spawnpath problems and my AI not loading, I have figured this much out.. you go to the Common folder and scripts folder inside that.. then the folder with the 3 letter mapname you settled on, edit "ABCc_con.lua" for CW or "ABCg_con.lua" for GCW.. go to the line that says for example ReadDataFile("SIDE\\imp.lvl",
and change that to "SIDE\\BFX\\imp.lvl",
and VOILA!! you have told the script to load the Imperial sides from the BFX folder in your side directory!
I deduced this by watching JediMoose32 on YouTube and how he changed the side directory to the Addon and decided to tool around myself.. hope this helps anyone else looking to add BFX sides to their map!

I also took into account the words of this gentleman.. thanks dude!
thelegend wrote:Technically you can...somehow. If you have BFX installed and want your map's lua to load these sides you may just need to tell your script to read all BFX's specific side .lvl files. Actually the most simpliest way would be to download the released BFX assets (which contain all necessary scripts as well) and put the parts/blocks from all SIDE's ReadDataFiles into yours. Might sound complicated but it isn't. If you know how to add custom sides (or units) and are familiar with the basic .lua stuff (or how conquest lua is built up for example from the Objective stuff, to the side's stuff until the Sound's stuff at the bottom) then you'll be able to load the BFX .lvl files from its own addon folder into your own map. But it might be good to check the MemoryPoolSizes too as well. I think this mod uses other special things whose limits had to be increased first to work.