And they will need to be copied to where?Rekubot wrote:You will need to copy:
The .MSH file, the .TGA file, and their concerning option files. These can be found in the MSH folder. Also, you'll want the low resolution .MSH file and its option file.
The .ODF file from the ODF folder. That's jed_knight_03.odf.
The .REQ file from the REQ folder. That's jed_knight_03.req.
Possibly the human_doublesabre files in the MUNGED folder. They are the ZAABIN, ZAFBIN and ANIMS files. I say possibly because I'm not sure what type of lightsaber jed_knight_03 uses. I'd copy it over anyway because I know that at least one of the Jedi uses a staff lightsaber.
To find out what .MSH file to copy over, look at the Jedi's .ODF file, and to find the Jedi's .TGA file, open the .MSH file in Notepad (or any other text-editing program like UltraEdit) and look at the first few lines.
Hope that helps!
Yeah, I need help again
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Thire
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Dabrowski
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Tohron
This topic: ( http://www.gametoast.com/index.php?name ... 26&start=0 ) gives a complete guide on how to add a new side to your map. Just follow the instructions, you're going to be using the rep folder (I'll explain why), and ignore the part about editing the skins.
Things will be more tricky in this case. Since you want the Jedi to be part of the Republic side, now (after you've followed the instructions it that guide), copy everything from the jed folder in assets, to the rep folder in your own map, making sure to paste folders from the jed side in assets to the corresponding folder of the rep side in your map.
Once you've done that, you should just have to add the names of the jedi classes that you want in-game in the the c_con LUA file (not the c_con.lua BAK file) which is found in data_XXX/Common/Scripts/XXX/...
That should be it, after that you just need to munge with the Republic side (and make sure you followed all the instructions in that guide)
Things will be more tricky in this case. Since you want the Jedi to be part of the Republic side, now (after you've followed the instructions it that guide), copy everything from the jed folder in assets, to the rep folder in your own map, making sure to paste folders from the jed side in assets to the corresponding folder of the rep side in your map.
Once you've done that, you should just have to add the names of the jedi classes that you want in-game in the the c_con LUA file (not the c_con.lua BAK file) which is found in data_XXX/Common/Scripts/XXX/...
That should be it, after that you just need to munge with the Republic side (and make sure you followed all the instructions in that guide)
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Hebes24
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Thire
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Okay, I've decided that I'm only going to have this jedi as a unit, and have Ki-Adi-Mundi as my hero. To make the jedi a unti, is it basically the same process or what?
Also, I need this question answered:This map, Unhereth Lava feilds, is the ground texture he used custom? Or is it something included with zero editor? If it's custom, how do I make my own custom texture?
Also, I need this question answered:This map, Unhereth Lava feilds, is the ground texture he used custom? Or is it something included with zero editor? If it's custom, how do I make my own custom texture?
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Rekubot
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To check if the ground texture is custom or not, have a look in BF2_ModTools\assets\worlds\MUS and check the .TGA files for the ground texture you want. If it isn't there and the ground texture is custom, you'll have to make it yourself. Use Adobe Photoshop (recommended, but it costs) or The GIMP to make your own .TGA files.
By the way, Thire, have you read the documents? Because if you had then I doubt you'd be asking these rather basic questions.
Also, you can get a trial version of Adobe Photoshop here.
By the way, Thire, have you read the documents? Because if you had then I doubt you'd be asking these rather basic questions.
Also, you can get a trial version of Adobe Photoshop here.
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Thire
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I've read most of them there, are certain things like Jedi Creation that I haven't read. But thats because I don't need them. And for Photoshop, I have it, but does it matter what kind of version I have? I have 6.0.Rekubot wrote:To check if the ground texture is custom or not, have a look in BF2_ModTools\assets\worlds\MUS and check the .TGA files for the ground texture you want. If it isn't there and the ground texture is custom, you'll have to make it yourself. Use Adobe Photoshop (recommended, but it costs) or The GIMP to make your own .TGA files.
By the way, Thire, have you read the documents? Because if you had then I doubt you'd be asking these rather basic questions.
Also, you can get a trial version of Adobe Photoshop here.
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Hebes24
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i think it is the same process. to put him as a unit add the green line:
if this does not work, change the odf and the lua of your jedi to "rep_inf_*****" (again, no quotes).ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_kiyadimundi",
"jdi_inf_******",)
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Thire
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Awsome, thanks for those, and sorry to everyone who replied in this topic, because I've been being a butt about this whole thing. 
Anyway, I muged after I got my terrain settled, and then I went to play my map, I got about half way through the loading screen, and then it crashed on me.
Any one know what I did wrong this time?
Anyway, I muged after I got my terrain settled, and then I went to play my map, I got about half way through the loading screen, and then it crashed on me.
Any one know what I did wrong this time?
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Rekubot
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Thire
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Rekubot
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Thire
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