Made new Boba & Jango skins, trouble using them

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KlaxxusFett
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Made new Boba & Jango skins, trouble using them

Post by KlaxxusFett »

I made several new skins for Boba and Jango fett by altering the .tga images with Gimp.

How ever the actual modding is a bit hard to get, I do not know how to apply new skins to existing
characters or make new characters.

Bear with me, I will explain all that I have tried:

First, I can mod the existing skin for Boba and Jango easily and play as the "new" character...

What I did step by step: (Example is Boba)
1. Take the imp_hero_bobafett.odf and rename it. Example: imp_hero_bubafett, and place it back inside
imp\odf.

2. Take the imp_inf_bobafett.msh and copy it and rename it it to imp_inf_bubafett and place it back inside imp\msh where the model for "bobafett" exists.

3. Edit the .odf for imp_hero_bubafett so the GeometryName is directed to find imp_inf_bubafett.msh

4. Edit the imp.req and add a new line with "imp_hero_bubafett" just after boba's existing line.

At this point I have an extra model and image file inside imp\msh and a new odf inside imp\odf , all new items relating to imp_hero_bubafett.

5. Scripting, I go to my ***g_con and add first change
ReadDataFile so it reads "dc:imp" inside those brackets.

6. Under the imp list of stuff to read like tanks, troops, hero, I add a new line for imp_hero_bubafett
WITH the proper brackets.

7. On down the script I add this line
AddUnitClass(IMP, "imp_hero_bubafett")

At this point, I expected to have copied the Boba model, and leave it with it's own new image and it's own new .odf file. I go to run Visualmunge, and get no errors at all. I begin the game and my new class is not there.

I have also tried a variation of the above code, using:
AddUnitClass(IMP, "imp_hero_bubafett",1,10) to define how many can spawn, with a fail...

So I Have tried these methods over and over and get just nothing, no crashing, no errors but also no new character. I Need some major assistance please
nobody3
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Re: Made new Boba & Jango skins, trouble using them

Post by nobody3 »

Did you check "EVERYTHING" in visualmunge at "SIDE" thingie that lets you change what sides to munge?

And did you copy common side to your sides folder?
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SpartanA259
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Re: Made new Boba & Jango skins, trouble using them

Post by SpartanA259 »

nobody3 wrote:Did you check "EVERYTHING" in visualmunge at "SIDE" thingie that lets you change what sides to munge?

And did you copy common side to your sides folder?
This ↑
And I am not sure if this causes your unit to not spawn or not but did you rename the .tga in the models .msh file from imp_hero_bobafett to imp_hero_bubafett?
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Kingpin
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Re: Made new Boba & Jango skins, trouble using them

Post by Kingpin »

Easier way to do this.
1. In the stock .tga, paint whatever you want in it. Make sure you do not rename everything.
2. Do the following in your LUA:
Find this part:

Code: Select all

    ReadDataFile("SIDE\\all.lvl",
                "all_hero_luke_jedi")
   
    ReadDataFile("SIDE\\imp.lvl",
                "imp_hero_bobafett")
Then, where it says ReadDataFile("SIDE\\imp.lvl", change it to this:

Code: Select all

    ReadDataFile("dc:SIDE\\imp.lvl",
                "imp_hero_bobafett")
Note that I added dc before it. Make sure, if you are loading other units without the dc, that you remove "imp_hero_bobafett" from the non-dc line.
KlaxxusFett
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Re: Made new Boba & Jango skins, trouble using them

Post by KlaxxusFett »

The first response were utterly useless ... but I like last thing about making one hero load from non-dc code.

Reading your response, I get the idea that I can just add a whole lot of new sides with 1 new class per
side.. thanks!!! :D
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Re: Made new Boba & Jango skins, trouble using them

Post by Kingpin »

Sure :)
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