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Side mod localization
Posted: Tue Jan 21, 2014 4:27 pm
by itchytoenail
hi, I have been working on a small side mod. this is installed by replacing only the for example rep.lvl and repshell.lvl, I would like to localize this, for example replace the Jet trooper's name to Republic commando (this way when I change the unit itself in the spawn list it won't still be called jet trooper) is there any way I can do this? ( I know how to localize, but this only changes the localization for the map I have made)
thanks
Re: Localization
Posted: Wed Jan 22, 2014 11:50 am
by Anakin
http://www.gametoast.com/forums/viewtopic.php?t=971
it goes to entity->rep->your_units_req_file.
but remember your side'S req is for example rep_inf_ep3_rifleman. and the key has just the name inf_ep3_rifleman, because rep is the scope name

Re: Localization
Posted: Wed Jan 22, 2014 4:12 pm
by AceMastermind
Anakin wrote:...it goes to entity->rep->your_units_req_file.
but remember your side'S req is for example rep_inf_ep3_rifleman. ..
The ODF name is what matters in the localize tree. The unit *.req doesn't have to be the same name as the unit ODF, but most people follow this naming convention to avoid confusion.
Re: Side mod localization
Posted: Wed Jan 22, 2014 5:45 pm
by Anakin
Ok thanks for correcting me. I thought it was the req name. But you are right i always use the same names

Re: Side mod localization
Posted: Fri Jan 24, 2014 4:29 pm
by itchytoenail
Sorry, I am quite new to modding, are you saying that in the rep_inf_ep3_rifleman.req I could change inf_ep3_rifleman to say "501st Trooper" and then munge it, then replace the original rep.lvl and repshell.lvl, then ingame (on any map say Mos Eisely) it would say "501st trooper" rather than "Clone Trooper" (the default)
Re: Side mod localization
Posted: Sat Jan 25, 2014 6:21 am
by Anakin

no that wouldn't go.
1. AQT corrected me and you need to localize the side's odf name not the req name.
2. If you want to replace the stock BF2 lvl files (c:\programs\lucasarts\swbfII\gamedata\_lvl_pc\side\
you need to be carfull, because if there are things missing BF2 crashs. So in the stock BF2 map's lua are the rep_inf_ep3_rifleman, rep_inf_ep3_roketeer,... loaded. if you make a new lvl file and call your sides 501st_trooper BF2 cannot find the rep_inf_ep3_rifleman.
So this is what you can do:
Munge the whole Bf2 stock sides with your modification (All names need to be the same and you can change model msh, textures, effects,) and replace the new rep.lvl file with the stock ones.
Or you make a new Era mod and you can do anything you want. It's the way BFx was made or Dark Times.
Re: Side mod localization
Posted: Sun Jan 26, 2014 12:42 am
by itchytoenail
thanks, I was a little confused there, any chance you guys could point me towards a good tutorial on adding a new era (I can't seem to find one anywhere)
Re: Side mod localization
Posted: Sun Jan 26, 2014 6:57 am
by Anakin
Re: Side mod localization
Posted: Sun Jan 26, 2014 8:39 am
by itchytoenail
Thanks, didn't look there, sorry