Posted: Mon Feb 12, 2007 7:43 pm
Here's one by, SymbolS:
I wrote a tut on another site, here it is...
First off, go to BF2_ModTools>assets>sides and copy whatever sides you would like to have in your map. For now copy cis, rep, all, imp, and ALWAYS copy common folder. Now go to data_???>Sides, there should be a "tur" folder. Now paste all, imp, rep, cis, and common folders here. Imn the sides folder there should be the following folders: all, imp, rep, cis, tur, and common. If you would like to edit the way your troopers skin/looks are, go to one of your folders in the Sides folder, and open it. There should be the following folders in there, msh, odf, req, munged, and sometimes effects. To skin a trooper, open up msh folder. Then look for a .tga file. In this case i'll use the exampple of rep. I am now going to open rep_inf_ep3trooper. A very good program to use is GIMP and Photoshop. You can use Paint if you want, but your skins won't turn out too good. Photoshop costs money, but GIMP is just as good and is free. You can find GIMP here. Now back to the skinning. Now that rep_inf_ep3trooper is open, you can edit it freely. When your done editting, save. When you save, make sure that you uncheck RLE compression. Now your almost done. Now what you have to do, is open data_???>common>scripts>???>???c_con Make sure that it is the lua file and not the backup one. Then scroll down until you see this:
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_hover_speederbike")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
And change where it says ReadDataFile("SIDE\\cis.lvl",
to ReadDataFile("DC:SIDE\\cis.lvl",
Also change ReadDataFile("SIDE\\rep.lvl", to
ReadDataFile("DC:SIDE\\rep.lvl",
Then open your ???g_con located in the same place and put
ReadDataFile("DC:SIDE\\all.lvl",
ReadDataFile("DC:SIDE\\imp.lvl",
Then all you need to do, is open data_???>BUILD>and run Visual Munge. Before you munge, select where it says Sides, to rep, or whatever you modified. Now, if you want to edit players guns/ammo/health/jump etc. you open data_???>Sides>rep>odf Again I will use the republic trooper as an example. so open up file rep_inf_default_rifleman and you can change the weapons and ammo he has. NOTE: if you set WeaponAmmo to 0, it is infinite. Now if you want to edit a weapon, you open data_???>Sides>common>odf open whatever weapon you want. For this example, I am going to use a rocket launcher as an example. So open up com_weap_inf_rocketlauncher and I will edit where it says:
RoundsPerClip = "1"
ReloadTime = "4.0"
ShotDelay = "0.0"
TriggerSingle = "1"
MaxPressedTime = "0.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.25"
SalvoTime = "0.0"
Now if I want to make it an automatic rocket launcher, I am going to edit where it says
TriggerSingle = "1"
to
TriggerSingle = "0"
If I want it to shoot more than 1 shot when you fire, I would make
SalvoCount = "1"
to
SalvoCount = "500"
But of course if you are going to do that, you would need to make roundsperclip higher than at least 500 so you can actually shoot 500 bullets. Then munge and create chaos with the bots. Just play around with the odf and msh folders for now, and if you get more experinced, you can edit others like req. Have fun!
I wrote a tut on another site, here it is...
First off, go to BF2_ModTools>assets>sides and copy whatever sides you would like to have in your map. For now copy cis, rep, all, imp, and ALWAYS copy common folder. Now go to data_???>Sides, there should be a "tur" folder. Now paste all, imp, rep, cis, and common folders here. Imn the sides folder there should be the following folders: all, imp, rep, cis, tur, and common. If you would like to edit the way your troopers skin/looks are, go to one of your folders in the Sides folder, and open it. There should be the following folders in there, msh, odf, req, munged, and sometimes effects. To skin a trooper, open up msh folder. Then look for a .tga file. In this case i'll use the exampple of rep. I am now going to open rep_inf_ep3trooper. A very good program to use is GIMP and Photoshop. You can use Paint if you want, but your skins won't turn out too good. Photoshop costs money, but GIMP is just as good and is free. You can find GIMP here. Now back to the skinning. Now that rep_inf_ep3trooper is open, you can edit it freely. When your done editting, save. When you save, make sure that you uncheck RLE compression. Now your almost done. Now what you have to do, is open data_???>common>scripts>???>???c_con Make sure that it is the lua file and not the backup one. Then scroll down until you see this:
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_hover_speederbike")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
And change where it says ReadDataFile("SIDE\\cis.lvl",
to ReadDataFile("DC:SIDE\\cis.lvl",
Also change ReadDataFile("SIDE\\rep.lvl", to
ReadDataFile("DC:SIDE\\rep.lvl",
Then open your ???g_con located in the same place and put
ReadDataFile("DC:SIDE\\all.lvl",
ReadDataFile("DC:SIDE\\imp.lvl",
Then all you need to do, is open data_???>BUILD>and run Visual Munge. Before you munge, select where it says Sides, to rep, or whatever you modified. Now, if you want to edit players guns/ammo/health/jump etc. you open data_???>Sides>rep>odf Again I will use the republic trooper as an example. so open up file rep_inf_default_rifleman and you can change the weapons and ammo he has. NOTE: if you set WeaponAmmo to 0, it is infinite. Now if you want to edit a weapon, you open data_???>Sides>common>odf open whatever weapon you want. For this example, I am going to use a rocket launcher as an example. So open up com_weap_inf_rocketlauncher and I will edit where it says:
RoundsPerClip = "1"
ReloadTime = "4.0"
ShotDelay = "0.0"
TriggerSingle = "1"
MaxPressedTime = "0.0"
SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.25"
SalvoTime = "0.0"
Now if I want to make it an automatic rocket launcher, I am going to edit where it says
TriggerSingle = "1"
to
TriggerSingle = "0"
If I want it to shoot more than 1 shot when you fire, I would make
SalvoCount = "1"
to
SalvoCount = "500"
But of course if you are going to do that, you would need to make roundsperclip higher than at least 500 so you can actually shoot 500 bullets. Then munge and create chaos with the bots. Just play around with the odf and msh folders for now, and if you get more experinced, you can edit others like req. Have fun!