Map Specific Skins?

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GenShingar
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Map Specific Skins?

Post by GenShingar »

How do you go about making map specific skins for one and multiple maps (IE one "Skin" for Dagobah and a different "Skin" for Death Star, ect)
AQT
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Re: Map Specific Skins?

Post by AQT »

I suggest you take a look at the stock sides to see how they are set up. Then take a look at the stock LUA's to see how the sides/units are loaded.
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Re: Map Specific Skins?

Post by GenShingar »

AQT wrote:I suggest you take a look at the stock sides to see how they are set up. Then take a look at the stock LUA's to see how the sides/units are loaded.
I did, and I believe that the scripts in the BF2_ModTools\assets\scripts folder shows the troop load information for all levels and sides.

That much I have figured out (Thank god i'm not THAT special.... yet)

What I basically need to know is, do I take all the script folders from there and add them to my "sides" folder, or perhaps my "Common/Scripts" folder? Then when I compile it is all this gather information stored in the (in my case) rep.lvl?

If anyone is willing to give me a little help I think I can add to this community. I was given a little help on skinning and I believed I proved I am fairly good at that (Still working, but, her I try :) )


Thank
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Re: Map Specific Skins?

Post by THEWULFMAN »

I suggest you use THIS For adding skins as it reduces the file size by ALOT
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Re: Map Specific Skins?

Post by GenShingar »

Thats great for creating a totally custom side. What I want to do is create all the skins I want to use and edit the files for whom is read by the level load to read specific skins for specific maps.... I'll figure it out

EDIT
Ok, I know to take the MAPNAMEg_GAMETYPE.lua and edit the

ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat",
"all_hover_combatspeeder")

and make the changes wanted, my questions now are this

1.) Where do I move these files? I believe (And I may be wrong) that these will go in the new map folder to be munged, but where

2.) When I run munge, do I run Rep still, or do I use "Everything" or "Common" since thats where most scripts are?

Any help would be greately appreaciated, I am trying to learn this so I never have to ask again :)
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Re: Map Specific Skins?

Post by Grev »

I haven't modded in a while, but considering the rebels have snow troopers and urban and forest troopers called for on different maps through different odds and skins in the .lua, I would look at the rebel side, specifically the differences between maps like Hoth and say, Dagobah, to find out how to change skins per map.
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Re: Map Specific Skins?

Post by GenShingar »

Yes, I have looked at the level .lua files in the SWBF2 Mods/Assets, I know how to do the edit so they work, I have implemented using different name/models on my map, I just dont know how to go about making it work for all the different levels because I don't know how or what I am supposed to munge to get the appropriate file

EDIT
Ok, I know that by editing the level data and adding or editing the troopers listed in the .lua file will effect who is loaded in the game.

Here are my questions tho, and if someone could work with me one on one a little it would be awesome and I could get to contributing a LOT more to this group.

The .lua files are only listed in the BF2_ModTools assets and not actually in the game folder files, so here are the questions

Do I have to

1.) re-create each level via the "VisualMunge" tool and replace every single level with the new edited .lua files in them?

2.) If I have to do the above does that mean that I would have to keep EVERYTHING from the original side and just add the new troops to make a complete new side .lvl?

I am really trying to figure this out as well as a few things and just need a little help...

Or would I just open the level .lvl and edit the trooper names in there and create a new side .lvl?

Thank You.
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