List of problems

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EGG_GUTS
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List of problems

Post by EGG_GUTS »

Instead of spamming the forums with topics I'll just make a list here

In anybody could answer 1 I would be happy
thanks(in advance)

Problems-

#1 Textures in ZE wont show up objects have no skin or won't show up at all
they show up just fine in game.....it just make placing objects harder. Does
anybody know how to fix it?

#2 I can't get the geonosians on the CIS team. And is it true that it's Gen
not Geo for the geonosian unit placing? How do I get it to work? (solved)

#3 Rancor is screwed in ZE it just stretches from the middle of my to the
place I want to put it. How do I fix it, and place it.

#4 Would I have to copy ODFs and MSHs from SWBF1 mod tools to get
the Scarlette pit? (solved)

#5 My skins Don't work (I'll probably have to go into more detail. I will
when the other problems are solved or wait for the Wiki to get back up.

#6 How do you change Weapons? (solved)

EDIT: sorry forgot-

#7 Can I put obi-wan on the alliance side? If I can how? (solved)

#8 How do I add custom units(there not mine I downloaded them but they
didn't come with installation instructions)

I think that's all right now

and again many Thanks!
Last edited by EGG_GUTS on Sat Dec 23, 2006 11:43 am, edited 3 times in total.
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RE: List of problems

Post by trainmaster611 »

4)Yes

6)Do you mean in game? If not then try editing the ODF :|
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Post by EGG_GUTS »

yes in game. what would I have to do to get weapons changed?
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Post by EGG_GUTS »

What's Lod textures?
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Re: List of problems

Post by Darth_Z13 »

EGG_GUTS wrote:#1 Textures in ZE wont show up objects have no skin or won't show up at all
they show up just fine in game.....it just make placing objects harder. Does
anybody know how to fix it?
You probably didn't copy over the TarGA files.
#2 I can't get the geonosians on the CIS team. And is it true that it's Gen
not Geo for the geonosian unit placing? How do I get it to work?
Voila! There's how you load him....

Code: Select all

    ReadDataFile("SIDE\\geo.lvl",
                             "gen_inf_geonosian")
And this is how you place him.

Code: Select all

            soldier  = { "cis_inf_rifleman",10, 25},
            assault  = { "cis_inf_rocketeer",1, 4},
            engineer = { "cis_inf_engineer",1, 4},
            sniper   = { "cis_inf_sniper",1, 4},
            officer = {"cis_inf_officer",1, 4},
            special = { "geo_inf_geonosian",1, 4},
#3 Rancor is screwed in ZE it just stretches from the middle of my to the
place I want to put it. How do I fix it, and place it.
Dunno how to fix that.
#5 My skins Don't work (I'll probably have to go into more detail. I will
when the other problems are solved or wait for the Wiki to get back up.
What do you mean? Do they crash or are they black or do they not munge?
#6 How do you change Weapons?
ODF editing. Here is the ODF called rep_inf_default_jettrooper.

Code: Select all

[GameObjectClass]
ClassParent         = "rep_inf_default"

[Properties]
MaxHealth           = 300.0

PointsToUnlock      = 12

UnitType            = "trooper"

AISizeType          = "HOVER"

ControlSpeed        = "jet    1.50 1.25 1.25"

JetJump             = "5.0" //7 //The initial jump-push given when enabling the jet
JetPush             = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "30.0" //Acceleration while hovering.
JetEffect           = "rep_sfx_jetpack"
JetType             = "hover"
JetFuelRechargeRate = "0.12" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.16" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.25" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CAMERASECTION       = "STAND"

EyePointOffset      = "0.0 1.8 0.0"
TrackCenter         = "0.0 1.8 0.0
TrackOffset         = "0.0 0.0 3.5"
TiltValue           = "7.5"

//These probably need to be set
//CAMERASECTION       = "STANDZOOM"
//EyePointOffset      = "0.0 1.8 0.0"
//TrackCenter         = "0.0 1.8 0.0
//TrackOffset         = "0.4 0.05 2.8"
//TiltValue           = "3.5"

CAMERASECTION       = "CROUCH"

EyePointOffset      = "0.0 1.3 0.0"
TrackCenter         = "0.0 1.3 0.0
TrackOffset         = "0.0 0.15 3.5"
TiltValue           = "7.5"

//These probably need to be set
//CAMERASECTION       = "CROUCHZOOM"
//EyePointOffset      = "0.0 1.3 0.0"
//TrackCenter         = "0.0 1.3 0.0
//TrackOffset         = "0.4 0.2 2.8"
//TiltValue           = "3.5"


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

CollisionScale      = "0.0 0.0 0.0"

EngineSound         = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound         = "rep_weap_jetpack_turnon"
TurnOffSound        = "rep_weap_jetpack_turnoff"
TurnOffTime         = 0.0


VOUnitType        	= 121
Edit this part:

Code: Select all

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
#7 Can I put obi-wan on the alliance side? If I can how?
Load him here:

Code: Select all

    ReadDataFile("SIDE\\rep.lvl",
                            "rep_hero_obiwan")
And add him here:

Code: Select all

     SetHeroClass(ALL, "rep_hero_obiwan")
#8 How do I add cusatom units(there not mine I downloaded them but they
didn't come with installation instructions)
That's creating a new side. Read the jedi creation document and it will give you a good idea of what to do.
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Post by EGG_GUTS »

WOW thanks I still have a few a questions but I'll post back later with more
when I fix my map up
but how do you open a ODF with word or notepad?
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Post by Darth_Z13 »

Image
Image
PieDude797

Post by PieDude797 »

Lol, that "click This" looks kinda funny
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Post by EGG_GUTS »

Ok i did what you said for the geonosian and it didn't work here's my Lua


--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


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"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}
cp0 = CommandPost:New{name = "cp0"}



--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:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)
conquest:AddCommandPost(cp0)

conquest:Start()

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("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep2_officer",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_hero_yoda",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_rocketeer",
"cis_inf_engineer",
"geo_inf_geonosian",
"cis_inf_officer_hunt",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_hover_aat")
ReadDataFile("SIDE\\geo.lvl",
"geo_inf_geonosian")

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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep2_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_marine",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "geo_inf_geonosian",1, 4},
officer = {"cis_inf_officer_hunt",1, 4},
special = { "",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_yoda")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:AHZ\\AHZ.lvl", "AHZ_conquest")
ReadDataFile("dc:AHZ\\AHZ.lvl", "AHZ_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end


thanks
EGG_GUTS
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Post by EGG_GUTS »

ok after reading your post again I realized I put geo_inf_geonosian
instead of gen

sorry my bad and where do I open the odfs to change weapons?

thanks
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Post by Darth_Z13 »

EGG_GUTS wrote: special = { "",1, 4},
Remove that line or else your map might crash.
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Post by EGG_GUTS »

ok........ but where do you open the odfs to edit like which folder?
CmdAt-a

Post by CmdAt-a »

Example: If you wanna edit the odf on the cantina from tatooine, and you have copied it to youre data_ABC/worlds/ABC then open it and find the file called tat_bldg_cantina.odf or something like that, i really dont remember
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Post by EGG_GUTS »

but where would I open a unit's odf would I have to copy it to my sides folder
then open it to the odfs?
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Post by Elmo »

huh? if you want to edit a unit in the republic side.... do this:

1. Go into assets/sides and copy the rep folder...

2. paste it in your Data***/sides folder...

3. Open up the rep folder...

4. Open up whatever unit's odf that you want to modify using notepad...

5. make whatever changes you want!(in the unit's odf)

Edit: Also... when you munge be sure to select your side in the dropdown bar.
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Post by EGG_GUTS »

oh thanks elmo!
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Post by EGG_GUTS »

ok I went to Bf2_modtools/data_***/sides/rep/odfs and opened
rep_inf_default_marine and changed it (just for testing) and it didn't work
here's the odf
[GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
UnitType = "assault"

MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_chaingun"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_sniper_rifle"
WeaponAmmo = 4

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_forcepush"
WeaponAmmo = 0
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4

VOUnitType = 121
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