Some Shell Questions

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

thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Some Shell Questions

Post by thelegend »

Thank you but..I followed your steps and now it looks pretty messed up:
Hidden/Spoiler:
Image
Don't worry about the text sizes. I am going to work over it and make them smaller.


What I did:
-I recreated an ingame.lvl file and renamed it to txtKill.lvl.
Here's the .req file:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"font"
"gamefont_large"
"gamefont_medium"
"gamefont_small"
"gamefont_super_tiny"
"gamefont_tiny"
}
}[/code]
-I added this into my .lua file:

Code: Select all

ReadDataFile("dc:txtKill.lvl")
-Right then I copied the munged files into my map's addon folder. And now it looks like in the screenshot above.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Some Shell Questions

Post by Anakin »

Not sure what happend to the first picture, but the 2nd looks fine. Sometime that happens. I don't know why, but i have that problem as well. It should be only temporal.

But i think you only want to replace the ingame textes and not the menus. So try to remove only gamefont_large and gamefont_small.
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Some Shell Questions

Post by thelegend »

If I remove gamefont_small, large, medium or any other from the .req file, then in-game they still would be there. And if I let them in my .req it looks like the original fonts have been replaced with a near East language:
Hidden/Spoiler:
Image
Is there an other way to disable the default fonts in my map. For example scaling them down to 0.0, or making them invible (alpha number from 255 to 0) or...
Edit: Also the loadscreen tip fonts have been changed to non-existing letters.
Edit2: One good thing I found were that possibly removed fonts are replaced with squares. They have the same size as the actual letters. Like effects with missing textures.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Some Shell Questions

Post by Anakin »

Normally the two fonts should remove everything from the HUD (I just removed these two as well)

About the other problem with the font replacement. What font are you loading instead of the stock font?? I remember I had some problems when I deleted all letter from the font. I pasted in every letter a space. But some letters are still displayed (e.g. ß)
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Some Shell Questions

Post by thelegend »

The same would happen if I add these to my core.req. All text fonts (even in menu, on stock maps..) would look like this unknown language. It's probably not a language. I still believe it's a bug or something else.

I made custom fonts and looked for fonts that looked pretty old (as seen in the images).

I am going to look back to the fonts sooner.
I got the menu music working, succefully changed the textures I wanted and now, before I can start with the actual mod, I still wanted to create a custom HUD. Also modifying the current colors. I succefully added a mesh to the HUD and it looks pretty neat in my opinion. I just realized changing the colors of the Health and Energy Bar is a bit different than adding a new mesh. I changed the colors and saved both HUD files (1playerhud.hud). I munged my ingame.lvl and I throught it would work. But the colors are unchanged. The custom mesh works fine, but modifying the exiscting colors seem to be hard coded, eh? I hope not.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Some Shell Questions

Post by Anakin »

Have you played the RC mode?? they are not hard coded. The blue and red Color for the reinforcements maybe. I haven't changed them, but health and energy bar are Event Colors.
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Some Shell Questions

Post by thelegend »

Here is the part of my .hud file, wehre I edited the colors of the Health and Energy Bars:
Hidden/Spoiler:
[code]Group("player1healthbar")
{
PropagateAlpha(1)
Viewport(1)
Position(0.082181, 0.830954, 0.000000, "Viewport")
Alpha(0.600000)
Color(255, 231, 255)
FadeInTime(1.000000)
FadeOutTime(0.200000)
EventEnable("player1.health")
EventDisable("player1.healthDisable")
BarBitmap("player1health_fill")
{
FlashyIncFadeOutTime(1.000000)
FlashyDecFadeOutTime(1.000000)
EventValue("player1.healthFraction")
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(0.201996, 0.014658, "Left", "Top", "Viewport")
TexCoords(0.000000, 0.500000, 1.000000, 1.000000)
Viewport(1)
Position(0.000000, -0.462329, 0.000000, "Pixels")
ZOrder(2)
Color(220, 220, 220)
ColorChange(0, 0, 0)
ColorChangeRate(0.200000)
EventEnable("player1.healthFraction")
EventDisable("player1.healthDisable")
EventColor("player1.healthColor")
EventPulseRate("player1.healthRegenPulseRate")
}

BarBitmap("player1health_empty")
{
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(0.211292, 0.029295, "Left", "Top", "Viewport")
TexCoords(0.000000, 0.500000, 1.000000, 1.000000)
Viewport(1)
Position(-0.004992, -0.007543, 0.000000, "Viewport")
ZOrder(3)
Alpha(0.600000)
Color(0, 0, 0)
EventEnable("player1.health")
EventDisable("player1.healthDisable")
}
[/code]
Hidden/Spoiler:
[code]Group("player1energybar")
{
PropagateAlpha(1)
Viewport(1)
Position(0.082305, 0.854368, 0.000000, "Viewport")
Alpha(0.600000)
EventEnable("player1.energyFraction")
EventDisable("player1.energyDisable")
BarBitmap("player1energy_fill")
{
FlashyScale(1.000000)
EventValue("player1.energyFraction")
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(0.201996, 0.007658, "Left", "Top", "Viewport")
Viewport(1)
Position(0.000031, 0.000026, 0.000000, "Viewport")
ZOrder(253)
Alpha(0.750000)
Color(209, 168, 41)
EventEnable("player1.energyFraction")
EventDisable("player1.energyDisable")
EventColor("player1.energyColor")
EventPulseRate("player1.energyRegenPulseRate")
}

BarBitmap("player1energy_empty")
{
FlashyScale(1.000000)
Bitmap("hud_jetpack_and_energybar_fill")
BitmapRect(0.212315, 0.016690, "Left", "Top", "Viewport")
Viewport(1)
Position(-0.005518, -0.003194, 0.000000, "Viewport")
ZOrder(255)
Alpha(0.750000)
Color(0, 0, 0)
EventEnable("player1.energyFraction")
EventDisable("player1.energyDisable")
}

}
[/code]
I only edited the 1playerhud.hud file and not the one in the PC folder too.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Some Shell Questions

Post by Anakin »

do you want a static color, or a changing color??

If you want to have a static color, remove the eventcolor line.
If you want a changing color, remove the color line and add a custom color transformation.
thelegend
Sith
Sith
Posts: 1433
Joined: Thu Jan 23, 2014 6:01 am
Projects :: Star Wars - Battlefront III Legacy
Games I'm Playing :: Swbf GTA CoD LoL KH
xbox live or psn: El_Fabricio#
Location: Right behind you :)

Re: Some Shell Questions

Post by thelegend »

Thank you very much. Now the colors are changed (I wanted to keep them static).
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

Re: Some Shell Questions

Post by [RDH]Zerted »

Did you still have user script questions? You can check if your script is being loaded by putting a print statement in it and checking the debug output to see if you see what you printed.

You also probably don't want to make changes as soon as the user script is run. You'll want to wrap a function around ScriptPostLoad or similar and run your custom changes when that function is called. Checkout the example user script for an example.
Post Reply