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Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Sat May 08, 2010 3:18 am
by SW_elite
This is a perfect tutorial for what I want to try... Thanks :)

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Thu Jul 07, 2011 12:52 pm
by 1FGR1NightGhost
So does the data for your new era appear in the new map folder that was created or the stock maps lvl?

(for example, i gave Polis Massa both CW and GCW Total Warfare eras, to export this mod, should i look in the new maps folder in addons or polis massa's folder in regular gamedata)

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Thu Jul 07, 2011 1:00 pm
by DarthD.U.C.K.
everything is stored your map/mod, you dont need to replace any original lvls

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Thu Jul 07, 2011 4:49 pm
by 1FGR1NightGhost
K, thx

now i have another question, I got the new era for Polis, and i cant get it to work for kashyyk, do i need to make a new world for Kashhyyk?

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Wed Jul 11, 2012 3:45 pm
by Glitch25
Would this work for replacing a side? I want to replace the CIS side with my own custom CIS (I'm going to be renaming the units and weapons)

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Thu Jul 12, 2012 4:43 am
by AQT
If you plan on replacing the stock CIS side, and if you rename the units, then the stock mission.lvl file won't be able to read the new names. Unless if by rename you mean relocalize, then that should be fine, but changing the REQ/ODF names to something entirely new won't work.

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Thu Jul 12, 2012 6:17 am
by Anakin
What kind of change you want to do? Weapon or texture or complete units?


Btw: how can i add a map to my mod?
I have the world files in the data/world/XXX folder but the map isnt' munged and not load for the mod. i added in the Addme the parts and also in the Mission. BUt it doens't work.

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Fri Dec 14, 2012 10:28 am
by Loopy53
Sorry for the bummp but I have something of relevance to add. If you want to have a custom era on your own stock map, and want to change the icon, here is the addme.lua
Hidden/Spoiler:
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { era_g = 1, era_c = 1, era_u = 1, mode_con_u = 1, mode_con_g = 1, mode_con_c = 1,
isModLevel = 1,
mapluafile = "EAV%s_%s",
era_u = 1,
mode_con_u = 1,
change = {
era_u = { name="Terrorists vs USA", icon2="era_icon_tvu" },
},
}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("EAV","EAVg_con",4)
AddDownloadableContent("EAV","EAVc_con",4)
AddDownloadableContent("EAV","EAVu_con",4)
-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\EAV\\data\\_LVL_PC\\core.lvl")
ReadDataFile("..\\..\\addon\\EAV\\data\\_LVL_PC\\shell.lvl")

Remember to create a shell.req and an icon in data_abc\shell. copy that to your gamedata's .lvl file after munging. Enjoy!

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Fri Dec 14, 2012 3:46 pm
by Marth8880
Bumps are fine for stickies and FAQ threads. :o Also that's in the 1.3 docs. ;) But then again almost no one reads those except for like me and wolf man. Image

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Fri Dec 14, 2012 4:40 pm
by AQT
Marth8880 wrote:But then again almost no one reads those except for like me and wolf man. Image
You don't speak for everyone here on Gametoast, Reindeer Games.

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Thu May 30, 2013 11:09 pm
by DylanRocket
Sorry for bumping a topic(though I believe it was said FAQ and stickies can be bumped) but you know how BFX and Dark Times and such don't add another orange map?Mine does but I want it not to act like a new map.How would I accomplish that?

For example,there are two Coruscants there.A Orange Coruscant and the normal stock color.How do I make it so the orange one goes away and then only the white is visible but with my era?

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Thu May 30, 2013 11:22 pm
by Noobasaurus
Did you edit your addme.lua as seen here: http://www.gametoast.com/forums/viewtop ... 94#p281994

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Thu May 30, 2013 11:50 pm
by DylanRocket
I'll try it.Thanks for replying fast. :D

EDIT:Now my mode is missing :shock: Only Clone Wars and GCW

EDIT 2:Wait got it working with this tutorial: forums/viewtopic.php?f=27&t=27616

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Sun Jan 26, 2014 1:17 pm
by Benoz
Do you need to install the 1.3 patch?
I mean, if you don't wanna add a new era but edit e.g. the Clonewars era.

cheers

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Wed Jul 16, 2014 10:00 am
by ARCCommanderGlenn
Sky_216 wrote:First things first:
Create some custom sides (not 100% necessary, but you should do it).
Create a map that will be both your test map (if you haven't got one already) and your way of loading yor era/modes to stock maps.
The tutorial is great but I'm just wondering about this part here.
What do you mean 'create some custom sides?' I know what it MEANS to create a new side but, where do I put the sides files, if I'm using a stock map then I don't know where to put them.
And if I'm not creating a new map and only applying sides to a shipped map then what does "your way of loading your era/modes to stock maps" mean?

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Thu Jul 17, 2014 4:25 am
by Anakin
The66Order66 wrote:Do you need to install the 1.3 patch?
I mean, if you don't wanna add a new era but edit e.g. the Clonewars era.

cheers
If you want to replace the original rep.lvl, imp.lvl,.. files i don't think so, but why don't you want the 1.3 patch

ARCCommanderGlenn wrote:
Sky_216 wrote:First things first:
Create some custom sides (not 100% necessary, but you should do it).
Create a map that will be both your test map (if you haven't got one already) and your way of loading yor era/modes to stock maps.
The tutorial is great but I'm just wondering about this part here.
What do you mean 'create some custom sides?' I know what it MEANS to create a new side but, where do I put the sides files, if I'm using a stock map then I don't know where to put them.
And if I'm not creating a new map and only applying sides to a shipped map then what does "your way of loading your era/modes to stock maps" mean?
1.: make a new side means a new Unit with different weapons, msh,.... But you can also use the stock units.
2.: you make a new project where you add you units and scripts to. But you don't need the world files. So you can delete them. Later you'll use the stock lua scripts, change the sides with you once, or what ever you changed. The side mod will be munged to your three letter folder and calls the maps from the original game

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Wed Apr 15, 2015 12:50 pm
by Trix
Would anyone be able to help me further please because I want to add another mode to Coruscant conquest but whatever I try and wherever I put the cor1c_con.lua file I get either a addme.lua error or it crashes when I launch the game.

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Thu Nov 19, 2015 5:08 am
by asdfjkl
Will this patch mess up the munge fix for Windows 8 and up systems? I want to make my own era but I don't want to mess up what I've already set up.

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Sat Nov 21, 2015 7:54 pm
by [RDH]Zerted
If you mean the 1.3 patch then no. That patch is for the game, not the mod tools. It adds support for SWBF2 to handle custom eras and game modes. You will need to install the unofficial path to your SWBF2 if you want to see your custom era show up.

Re: Era/Mode Side Mod Tutorial (FAQ)

Posted: Sat Nov 21, 2015 8:51 pm
by asdfjkl
I meant the different munge fixes, not the 1.3 patch.