Vehicle help

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

rorako
Recruit Womprat Killer
Posts: 10
Joined: Tue Feb 10, 2009 5:28 pm

Vehicle help

Post by rorako »

Ok, so I just got my mod tools yesterday, and I've finished making my map, but I can't figure out vehicles. I have searched google, read all the documentation, but I can't figure it out for the life of me. Is there anyone here that can give me a run down, a tutorial on how to make a vehicle and have it spawn? I would appreciate any help. Thanks.

*EDIT* I did use the search function, but the tutorial I found was hard to understand.
Master_Ben
Lieutenant General
Lieutenant General
Posts: 675
Joined: Wed Nov 12, 2008 9:50 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Watching your PC over your shoulder. No, the other sholder....

Re: Vehicle help

Post by Master_Ben »

To make a vehicle? That would require making a new .msh model using XSI modtool. Then you need to load it in a custom side with a new .odf file with its geometry set to that model. GT has a section on XSI modtool and a tutorial sticky at the top will answer all your questions there, if not post a topic there. The FAQ/Everything You Need to Know Thread has info on how to get a custom side, and see the ODF for dummies guide there for info on making the .odf file. Finally, search for adding a vehicle spawn to actually make the vehicle spawn ingame.

On another note, Welcome to Gametoast! :wink:
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Vehicle help

Post by Fiodis »

Ah, yes, welcome!

And for making a vehicle in XSI, you could make a simple prop and set it's msh as the vehicle's geometry, yes? I've set some YJJ models as vehicles before, and to the best of my knowledge they were designed to be props.

But of course my knowledge is limited because I'm not YJJ.
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: Vehicle help

Post by YaNkFaN »

right all a vehicle is is an .odf with parameters for the vehicle it has a class label, vehicle positions, weapons, and actual performance parameters all defined bia .odf the actual "vehicle" you see in game however is a prop that is spawned when a certain area is controlled ie "controlregion" so theoretically you can make any prop a vehicle just as long as it has a .odf defining it as one and hard points for weapons.
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Vehicle help

Post by Fiodis »

Are hardpoints necesary for the vehicle's weapons? I did set some props as vehicles succesfully, and I'm rather certain they had no hardpoints like they were named in the ODF. The weapons just shot out form the center of the model.
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: Vehicle help

Post by YaNkFaN »

i guess hardpoints aren't necessary but they do sorta add to a vehicle effect because if you had multiple weapons, they'd all come out of the center of the model, also you could i believe offset the weapon from the center and do the same thing you do with hardpoints i think they added hardpoints just so they didn't have to go through the slow procces of ffiguring out the coordinates of each weapon on the .msh
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Vehicle help

Post by DarthD.U.C.K. »

its really recommended to make hardpoints for vehicles
if you have no hardpoint except the dummyroot (which is no real hardpoint) you wont be able to make it shoot or have effects anywhere but the dummyroot, because its no hardpoint for battlefront
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: Vehicle help

Post by YaNkFaN »

couldn't you offset from the dummyroot though?
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Vehicle help

Post by DarthD.U.C.K. »

no because the dummyroot is no hardpoit for battlefront
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Vehicle help

Post by Maveritchell »

DarthD.U.C.K. wrote:no because the dummyroot is no hardpoit for battlefront
Actually, you can and it is. Almost every stock flyer uses dummyroot offsets for thrust and contrail effects. Weapons you can't offset as simply, but effects are easy and used often that way.
rorako
Recruit Womprat Killer
Posts: 10
Joined: Tue Feb 10, 2009 5:28 pm

Re: Vehicle help

Post by rorako »

Gah, I meant to say how to add a preexisting vehicle to a map (via a spawn point). I would have corrected myself sooner, but my laptops graphics card died a couple days ago, so I had to buy a new computer :p

Anyway, yeah, can anyone help me add a vehicle to the map? Like I said, I searched the forums, but I didn't find a tutorial I understood :/

Once I redownload my mod tools, I'll post screenshots of what I'm doing so that you guys could tell me what I'm doing wrong.

:clone:
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Vehicle help

Post by Maveritchell »

This is one of the things covered in detail in the "Getting Started" document. I would recommend reading it over carefully (it even has pictures) and then if you're still confused, use the handy "search" button up top and look for "adding a vehicle" or "how to add a vehicle" or something along those lines. The topic probably gets posted once a month if not more; there are bound to be a number of topics with answers.
rorako
Recruit Womprat Killer
Posts: 10
Joined: Tue Feb 10, 2009 5:28 pm

Re: Vehicle help

Post by rorako »

Like I said, I tried the search function (I will try again) and it didn't help me much. I also read the "Getting Started" and since I still can't get a vehicle to spawn I figure I"m doing something wrong. Plus, it seems incomplete >.>
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: Vehicle help

Post by YaNkFaN »

ok well i've got nothing to do so i'll give you a quick tut i'm 99.9% sure there is a topic out there but whatever also I know this is silly but I just looked in the everything you need to know thread and there isn't a tutorial on how to add a vehicle at least i don't think there is...

anyway you need to have a cp and in the part where it says control region put something like cp#_control #= the cp's number. Next make a region and name it cp#_control and put it's properties as the same thing again #= cp's number. Next put this item it should be in you common folder (you'll have to go up a few directories from data_abc/worlds/abc/odf it's in data/abc/common/odfs it's called com_item_vehicle_spawn put that in you map inside the region you just made. Now in the properties window of the vehicle spawn where it says control zone you must put the cp you just made a control zone for not the name of the region so if it was cp6 you put cp6 there not cp6_control. Now you need to find out what vehicle you want and who you want it to spawn for. If you want a vehicle to spawn when the republic has the cp go to this line in the properties window ClassRepATK there you put in the vehicle's .odf name. Also you need to call for the vehicle in the .lua so go to data_abc/common/scripts/abc/abcc_con.lua

scroll down to this line

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_vehiclename here",
"rep_hover_barcspeeder")

and put in your vehicle's .odf with quotes and a ,
rorako
Recruit Womprat Killer
Posts: 10
Joined: Tue Feb 10, 2009 5:28 pm

Re: Vehicle help

Post by rorako »

Thanks for helping, all, but I just discovered Zero Editor doesn't run in Vista, so I can't even make any mod maps. I think I'm going to try and get XP...
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Vehicle help

Post by Frisbeetarian »

Why do you say it doesn't run? What error appears?
rorako
Recruit Womprat Killer
Posts: 10
Joined: Tue Feb 10, 2009 5:28 pm

Re: Vehicle help

Post by rorako »

The error all the Vista users get. I googled it and tried what you have suggested, and nothing works :/

I think I'm going to use XP from now on. I really don't like Vista.
theultimat
Lieutenant General
Lieutenant General
Posts: 679
Joined: Sun Apr 13, 2008 1:39 pm
Location: UK

Re: Vehicle help

Post by theultimat »

You could always try this...

http://www.gametoast.com/forums/viewtop ... 27&t=15117

Not sure if that'll help, as I don't have vista...
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Vehicle help

Post by Frisbeetarian »

That's the reason that I asked what error it was that you have. I can run ZE on two computers with Vista. So I ask my question again, what type of error pops up when you try to run ZE?
rorako
Recruit Womprat Killer
Posts: 10
Joined: Tue Feb 10, 2009 5:28 pm

Re: Vehicle help

Post by rorako »

I apologize. I thought all the messages were the same, at least from what I read :/

It reads that "This application has requested the Runtime to terminate it in an unusual way. Please contact the applications support team..."

I had read that there is no way to fix this problem yet.

*EDIT* I tried the 3D analyze and it failed, though I wasn't surprised :p
Post Reply