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Sky and object questions

Posted: Sat Oct 18, 2008 12:03 pm
by Commander_Fett
I'm new to modding, and I've run into some problems when trying to change my map:

1: When I changed my skydome to Mygeeto, the sky is there, but when I play its hovering far above the map and there is just black beneath it.How can I fix this?

This is waht it looks like:
sky--------------------------------
blackhole--------------------------
land-------------------------------

2: I'm making a snowy forest map, and I was wondering how I could change the Yavin tree trunks and leaves colors.

Help would be greatly appreciated!

EDIT: Nevermind about the sky, I changed it to Hoth and it works fine.
EDIT 2: Also, can anyone tell me how to make a frigate indestructable?

Re: Sky and object questions

Posted: Sun Oct 19, 2008 2:54 am
by woner11
I'm not too experienced in space maps, but it should be the same principle. Go into its odf and make the health really high (though -1 might work too). That's the simplest way I can think to do it. You could make it a prop prop like a tree or something, but this way is faster. :wink:

Re: Sky and object questions

Posted: Sun Oct 19, 2008 4:44 am
by MercuryNoodles
You could give the frigate 99999 for maxhealth and add a rediculously high addhealth value. That's how it was done with the cruisers.

Re: Sky and object questions

Posted: Sun Oct 19, 2008 1:23 pm
by Commander_Fett
Thank you very much! :D I had included a frigate in a ground map and I didn't want it to be destructable.Does anyone know how to change the leaves?

Re: Sky and object questions

Posted: Sun Oct 19, 2008 2:39 pm
by Super_Clone
Reskinn them with Gimp.

Re: Sky and object questions

Posted: Sun Oct 19, 2008 2:41 pm
by Commander_Fett
Reskin what? I've found the bark, but I can't find the leaves.
EDIT: I think I found them, but if I color over the edge of the leaves, will it show up as a floating white streak, or would it just not show up?
EDIT 2:Nevermind, that wasn't it. Can someone tell me what to change?
EDIT 3(ouch...) Okay, the leaves on yavin trees don't have msh files that I could find, so I just went into the odf files for the trees andremoved the refferences the the leaves' odf files.
One last question for this post, when I was modifying the rep skins, I coppied the rep and common folders into my TES/sides folder. I changed the skins, saved as the same name with RLE compresion off and set to top left, then put dc: in front of the sides part:

Code: Select all

ReadDataFile("dc:SIDE\\rep.lvl",
and when I munge it, I can play as my side, but no AI will spawn. Can anyone explain this? :?

Re: Sky and object questions

Posted: Mon Oct 20, 2008 11:32 am
by DarthD.U.C.K.
that problem shouldnt be caused by the "dc:"
did you add any commandpost or did you raise the unitcount without adding the "SetUberMode" line?

Re: Sky and object questions

Posted: Wed Oct 22, 2008 7:29 pm
by Commander_Fett
EDIT: Nevermind, it seems to work fine on a map I made no changes to, but not the two that I changed the terain on. BTW, I'm sorry to pester you experienced modders with noobish questions, but how do I add in OOM-9's dc15 carbine, as well as changing the weapons carried by the troopers? I think I made a mistake when I added it in the carbine, because it crashed whenever I tried to play. Also, where in the assets can I find the ep2 troopers' tga and msh files? :oops:

Re: Sky and object questions

Posted: Thu Oct 23, 2008 12:11 pm
by DarthD.U.C.K.
you have to create a new side to use custom weapons (look into the tutorialthread fore mor info)
the ep2-trooper should be rep_inf_trooper or rep_inf_ep2trooper in the assets/sides/rep/msh folder

ask as many "noobish" questions as you want (as long as they are not 100%covered in the tutorialthrad)
its normal that a newbie doesnt looks for a "getting a new side ingame"-tutorial, if he wants to get a new weapon ingame
nearyl everybody here started with asking "noobish" questions

Re: Sky and object questions

Posted: Sat Oct 25, 2008 11:30 pm
by Commander_Fett
Thanks! I was looking for the ep2 skins as rep_inf_ep2trooper, not rep_inf_trooper. :funny2: and in the wrong place too... Umm... one question. Can I copy over stock sides to my sides folder(rep) and common, then can I change the weaons in the odf for the jet trooper? Or do I have to make my own side in order to do that? Also, how do I add a fifth weapon?

Re: Sky and object questions

Posted: Sat Oct 25, 2008 11:46 pm
by computergeek
You can go ahead and copy over that side, but take only what you need or it will make the map's file size much larger
In the Default Jet Trooper's .odf (rep_inf_default_jettrooper)to add and change weapons look at the lines that look like
Hidden/Spoiler:
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_emp_launcher"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_commando_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6
Copy the last WEAPONSECTION and paste it
Change the 4 to a 5 and type in the name of the odf of the weapon you want to be there
Also without adding a new weapon you can just change the odf names of the weapons to change their weapons
The max amount of weapons is 8
Adding the WeaponChannel = 1 makes it a secondary (grenade) weapon

Re: Sky and object questions

Posted: Sun Oct 26, 2008 2:31 pm
by Commander_Fett
If I wanted to add the commander's skirt to one of my guys, could I just type

Code: Select all

ClothODF                = "rep_inf_clonecommander_cape"
into the odf, or do I need to do something else? Also, how do I change the amount of points you need to get to unlock a character?
EDIT: oh, never mind about the points to unlock, but how would I do the skirt?
EDIT: also, whenever I play my map, I'll have my blaster rifle and emp launcher, but my pistol is missing, and when I swich to the award rifle, it isn't there. Help?
(here's my odfs:changes to rep_inf_default_jettrooper:
Hidden/Spoiler:
[code]PointsToUnlock = 35

and

JetFuelRechargeRate = "0.15" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.10" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.15" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.30" //minimum fuel to perform a jet jump(fuel is 0 to 1)[/code]
rep_inf_ep2_jettrooper.odf:
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "rep_inf_default_jettrooper"

[Properties]
Label = "Arc Trooper"
UnitType = "trooper"
IconTexture = "rep_htrooper_icon"

GeometryName = "rep_inf_jettrooper"
GeometryLowRes = "rep_inf_jettrooper_low1"
FirstPerson = "REP\repjettp;rep_1st_jettrooper"

MaxHealth = 600.0

WEAPONSECTION = 1
WeaponName1 = "rep_weap_inf_rifle"
WeaponAmmo1 = 3

WEAPONSECTION = 2
WeaponName2 = "rep_weap_inf_emp_launcher"
WeaponAmmo2 = 10

WEAPONSECTION = 3
WeaponName3 = "rep_weap_inf_thermaldetonator"
WeaponAmmo3 = 3
WeaponChannel3 = 1

WEAPONSECTION = 4
WeaponName4 = "rep_weap_inf_mine_dispenser"
WeaponAmmo4 = 3
WeaponChannel4 = 1

WEAPONSECTION = 5
WeaponName5 = "rep_weap_inf_pistol"
WeaponAmmo5 = 0

WEAPONSECTION = 6
WeaponName6 = "rep_weap_award_rifle"
WeaponAmmo6 = 4

WEAPONSECTION = 7
WeaponName7 = "rep_weap_award_pistol"
WeaponAmmo7 = 6



[/code]
I have a similar problem with my commander. Can anyone help me find out why? :?

Re: Sky and object questions

Posted: Sun Oct 26, 2008 2:36 pm
by Aman/Pinguin
Commander_Fett wrote:Also, how do I change the amount of points you need to get to unlock a character?
PointsToUnlock = #

It's in the most cases in the rep_inf_default_class.odf file.

Re: Sky and object questions

Posted: Thu Oct 30, 2008 4:50 pm
by Commander_Fett
Ummm... can someone help soon with the above questions please? I don't mean to be pushy, but I wanted to release the map on the 31st... but either way, thank you all for answering my earlier questions. :D

Re: Sky and object questions

Posted: Thu Oct 30, 2008 4:53 pm
by DarthD.U.C.K.
1st: no you cant, this line works only, if the units mesh contains a clothobject called like this,
you would have to hexedit a cape to your unit (resharpshooter released some clones with hexedited capes/kamas)

Re: Sky and object questions

Posted: Thu Oct 30, 2008 4:56 pm
by Commander_Fett
OK, thanks. Does anyone know why I'm having problems with the odfs? I'm guesing It might be that you can only have four weapons total, but why won't the award weapons show?

Re: Sky and object questions

Posted: Thu Oct 30, 2008 5:04 pm
by DarthD.U.C.K.
can you post your bf2log?

Re: Sky and object questions

Posted: Mon Nov 03, 2008 9:41 pm
by Commander_Fett
No, I have the DVD version and I didn't realy understand what it said in the tut on how to get it to work.
Here's another copy of my odf changes though, so you don't have to go back to the first page:
(here's my odfs:changes to rep_inf_default_jettrooper:
Hidden/Spoiler:
[code]PointsToUnlock = 35

and

JetFuelRechargeRate = "0.15" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.10" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.15" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.30" //minimum fuel to perform a jet jump(fuel is 0 to 1)
[/code]
and rep_inf_ep2_jettrooper.odf:
Hidden/Spoiler:
[code]
[GameObjectClass]
ClassParent = "rep_inf_default_jettrooper"

[Properties]
Label = "Arc Trooper"
UnitType = "trooper"
IconTexture = "rep_htrooper_icon"

GeometryName = "rep_inf_jettrooper"
GeometryLowRes = "rep_inf_jettrooper_low1"
FirstPerson = "REP\repjettp;rep_1st_jettrooper"

MaxHealth = 600.0

WEAPONSECTION = 1
WeaponName1 = "rep_weap_inf_rifle"
WeaponAmmo1 = 3

WEAPONSECTION = 2
WeaponName2 = "rep_weap_inf_emp_launcher"
WeaponAmmo2 = 10

WEAPONSECTION = 3
WeaponName3 = "rep_weap_inf_thermaldetonator"
WeaponAmmo3 = 3
WeaponChannel3 = 1

WEAPONSECTION = 4
WeaponName4 = "rep_weap_inf_mine_dispenser"
WeaponAmmo4 = 3
WeaponChannel4 = 1

WEAPONSECTION = 5
WeaponName5 = "rep_weap_inf_pistol"
WeaponAmmo5 = 0

WEAPONSECTION = 6
WeaponName6 = "rep_weap_award_rifle"
WeaponAmmo6 = 4

WEAPONSECTION = 7
WeaponName7 = "rep_weap_award_pistol"
WeaponAmmo7 = 6




[/code]
I hope this helps, I'm gonna go give that tut on the DVD bf2 log another try.
EDIT: where would I get the server manager in THE TUTORIAL?
I tried the link that Zerted put up, but I didn't know what to do there. :?
EDIT 2: Also, I'm having a problem with my LUA: I put in vehicles, but they won't show up. Can someone help with these problems?
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)

conquest:Start()

SetUberMode(1);

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(80)
SetMaxPlayerFlyHeight(80)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat",
"all_hover_combatspeeder")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome",
"imp_hover_fightertank")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 40,
reinforcements = 300,
soldier = { "all_inf_rifleman",1, 15},
assault = { "all_inf_rocketeer",1,5},
engineer = { "all_inf_engineer",1,5},
sniper = { "all_inf_sniper",1,5},
officer = { "all_inf_officer",1,5},
special = { "all_inf_wookiee",1,5},

},
imp = {
team = IMP,
units = 40,
reinforcements = 300,
soldier = { "imp_inf_rifleman",9, 19},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,5},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

SetMemoryPoolSize("Aimer", 14)
SetMemoryPoolSize("EntityCloth", 25)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("MountedTurret", 14)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 384)
SetMemoryPoolSize("TreeGridStack", 500)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:MAP\\MAP.lvl", "MAP_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end

[/code]
Thanks in advance for any assistance. :D



EDIT3
I sincerely apologize for the double post, but I realy need some help. I have a few more easy and not so easy questions I was hoping someone could help me with, because I'm stumped.
First for the easy ones:
1:Is it posible to edit the shiped models?
2:Is it legal?
3:Would someone be willing to edit one for me if one and two are yes?
and for the harder ones:
4:Whenever I munge my map, it keeps crashing. When I cleaned it a few times, I noticed that it didn't actualy do anything. So, I'd play my map, CRASH. I clean, and when I check my addon folder, the map is still there, and nothing in my MAB folder has changed. Can anyone help, because I realy don't want to have to redo the 20+ hours of work I put in it?
5:Ummm... can anyone please help me with my questions from earlier?
If anyone can help, I would realy apreciate it. I'm realy sorry about the double post. :oops:

Re: Sky and object questions

Posted: Tue Nov 04, 2008 10:30 am
by MercuryNoodles
1:Yes. There should be a tool here that can import mesh files.

2: I will make it legal. *snicker* :P Sorry. :P So long as you don't claim any legal right to it, you should be in the clear.

3: You don't want me to do that. :P Really, requests are rarely acted upon, so you'd be better off trying it yourself.

4: Cleaning does not remove your map from the addon folder. Cleaning only removes the premunged files from the data_***/_Build folder and the munged files in the data_***/_LVL_PC folder. Cleaning also does not compile changes. That's why you munge. That's what updates the files. If you're having crashes after a munge, you need to check the munglelog, and the error log for errors and correct them. (Obviously, ask questions as needed.) If you're absolutely certain you're doing things right, clean and remunge. If that fails, manually clean and remunge. That ensures old data that may be causing a crash isn't retained. Also, work in small steps. That really helps you keep track of what potential problems you may be having.

5: Your lua needs a memory pool for EntityHover, if you're using hover vehicles, like the IFT-X, or AAT. If you're still having problems, you might want to make clear what you're still having trouble with in the next post you make. That's the only one that grabbed my attention.

Re: Sky and object questions

Posted: Tue Nov 04, 2008 6:35 pm
by Commander_Fett
EDIT: never mind, I fixxed it by uninstalling, manual cleaning, deleting some odfs, and munging then cleaning then munging again.
And as for my previous questions, I was having trouble getting my GCW vehicles and my custom trooper odf weapons to show up in game. Thank you very much for the help though, MercuryNoodles.