Timber's Nub Questions

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TimberWolf

Timber's Nub Questions

Post by TimberWolf »

Just for the record: I'm extremely new to modding, so be nice. I've gone through "Getting Started" and done my best to follow those directions. Apparently, I've failed. :wink:

I want to give X-Wings, Y-Wings, and A-Wings shields, in short. So I grabbed the "all_fly_awing" and "all_fly_xwing_sc" ODF's in my F:\BF2_ModTools\data_SWS\Worlds\SWS\ODF folder and added the "MaxShield = 2000
AddShield = 50" line to the very bottom of them. I can't seem to find the Y-Wing ODF, as I assume that "all_fly_ywing_exp" is its explosion. In my nubbyness, I munge it and expect it to work. It doesn't. Help? :oops:
Last edited by TimberWolf on Wed Sep 06, 2006 5:43 pm, edited 2 times in total.
Guest

RE: Timber

Post by Guest »

I would ask rekubot, he is a great ODF editor. :D :wink:
-_-
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Post by -_- »

Actually the y-wing runs off the x-wing explosion.
ExplosionDestruct = "all_fly_xwing_sc_exp"
TimberWolf

Post by TimberWolf »

-_- wrote:Actually the y-wing runs off the x-wing explosion.
ExplosionDestruct = "all_fly_xwing_sc_exp"
Hm, well if that is the real Y-Wing ODF, then I wonder why it varies so much in content from the X-Wing_sc one. It's all so confusing. :roll:

As for asking Rekubot, I will if no one answers here after a while.
-_-
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Post by -_- »

Go check for yourself you lazy bum :P
TimberWolf

Post by TimberWolf »

-_- wrote:Go check for yourself you lazy bum :P
Check where?
OGEB1103

Post by OGEB1103 »

He did say that he couldn't find it...anyway i would like to know how you have prgressed as to get a map up and running so we can help you. I assume that you made a new map and have copied the side folders over?
TimberWolf

Post by TimberWolf »

I made a new space map, yes. It's completely default on account of me being utterly hopeless with ZeroEditor at the moment. Right now I just want to get the shields up for the said ships. As for copying the Side folders, I don't know what you mean, so I suppose that would be a no. Thanks for helping. :)
OGEB1103

Post by OGEB1103 »

Are you telling me that you have edited the original assets? Or have you edited files in the world folder? Tell me what and where the files are plz.
TimberWolf

Post by TimberWolf »

TimberWolf wrote:So I grabbed the "all_fly_awing" and "all_fly_xwing_sc" ODF's in my F:\BF2_ModTools\data_SWS\Worlds\SWS\ODF folder and added the "MaxShield = 2000
AddShield = 50" lines to the very bottom of them
SWS is the name of my mod, and that's in the world folder, so yeah. :)
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Post by Rekubot »

I didn't realise that I was a great ODF editor, LoL, but you need to copy the sides you need from the assets into your Data_ModID\Sides folder. Go to assets\sides to find them; REP for republic, CIS for um, CIS, IMP for the empire and ALL for the rebellion. Never, ever edit things from the assets, as they sort of act as your backup files.

To save space, you could just copy over the files that are actually needed to modify the A-Wing, etc. But since you're a newbie to this stuff then just copy the ALL folder from the assets to Data_ModID\Sides. Finally, to allow the game to realise that the sides are edited open up the LUA file in Data_ModID\Common\Scripts\ModID and add "dc:" (without the quotes) just before 'SIDE\\all.lvl",', so it should look like 'ReadDataFile("dc:SIDE\\all.lvl",'. Hope that helps.

Edit: Make sure that the folder 'ALL' actually goes in Data_ModID\Sides and not Data_ModID\Worlds, which is what you've currently done.
OGEB1103

Post by OGEB1103 »

Oh right, u have in fact edited the wrong odfs which is why you couldn't find the ywing. Basically i would change those files back to what they were and then go to F:\BF2_ModTools\Assets\Sides and copy the 'ALL' and 'Common' folders and put them into F:\BF2_ModTools\data_SWS\Sides. Next go into F:\BF2_ModTools\data_SWS\Common\Scripts\then the file that says 'cmn' in it open with notepad. You need to add in the 'dc:' part so it recognises to use your side but as i don't have mod tools installed i don't know where exactly it is. It is somewhere in the Jedi Creation tutorial. Or someone give an example to help.
TimberWolf

Post by TimberWolf »

Thanks Reku, that really helps. :) Another question: what to the technicalities of the ODF files mean? For instance, what's the difference between "all_fly_xwing_sc" and "all_fly_xwing_sc_exp?" Why don't the Y and A-Wings have two ODFs like the X-Wing? The reason I need to understand these is that I don't presently know which ODF to add the "shield..." lines to. Not that I have very many options, but I think we all agree that it's better to understand what you're doing aswell.

EDIT: Okay, thanks GE. But Reku didn't mention the anything about the Common folder, is it necessary?
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Post by Rekubot »

Yup, it's necessary. I forgot about that one ;). Listen to OGEB, not me, LoL. He's far more experienced.

Edit: The second ODF for the x-wing is it's explosion ODF, which defines anything about it's explosion that isn't in the normal x-wing ODF. The A-Wing uses the snowspeeder explosion, and the Y-Wing uses the X-Wing explosion. Add the shield lines to the regular ODF files.
TimberWolf

Post by TimberWolf »

Okay, I did all of that and added the shield lines to the ODF's. I munged and got the following warnings:

WARNING[PC_modelmunge msh\all_1st_hothtrooper.msh]:all_1st_hothtrooper has 1028 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_snowtrooper.msh]:all_inf_snowtrooper has 1479 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_1st_weap_inf_bowcaster.msh]:all_1st_weap_inf_bowcaster has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_bothanspy.msh]:all_inf_bothanspy has 2272 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_chewbacca.msh]:all_inf_chewbacca has 1460 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_deathstarleia.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_inf_deathstarleia.msh]:all_inf_deathstarleia has 1872 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_engineer.msh]:all_inf_engineer has 2573 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_hothlukeskywalker.msh]:all_inf_hothlukeskywalker has 1262 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_luke.msh]:all_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_marksperson.msh]:all_inf_marksperson has 1534 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_markspersonsnow.msh]:all_inf_markspersonsnow has 1286 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_pilot.msh]:all_inf_pilot has 1330 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_stormtrooperhansolo.msh]:all_inf_stormtrooperhansolo has 2176 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_stormtrooperlukeskywalker.msh]:all_inf_stormtrooperlukeskywalker has 2192 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_tatooinehansolo.msh]:all_inf_tatooinehansolo has 1334 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_inf_wookie.msh]:all_inf_wookie has 1925 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\all_walk_tauntaun.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...

None of those had anything to do with a space map, so I didn't think much of them. However, now my map crashes the game midway through loading. :(
OGEB1103

Post by OGEB1103 »

Well it wouldn't have been for those as they are normal errors just to do with the models, i think perhaps you haven't munged the side folder. Go back into visualmunge and under sides select 'ALL' now it should work...hopefully
TimberWolf

Post by TimberWolf »

OGEB1103 wrote:Well it wouldn't have been for those as they are normal errors just to do with the models, i think perhaps you haven't munged the side folder. Go back into visualmunge and under sides select 'ALL' now it should work...hopefully
Done, it still crashes. :(
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Post by Rekubot »

He's already done that, because otherwise those errors wouldn't pop up. Are the only things you've done is add the shield lines in the x-, a- and y-wing ODFs?
TimberWolf

Post by TimberWolf »

Rekubot wrote:He's already done that, because otherwise those errors wouldn't pop up. Are the only things you've done is add the shield lines in the x-, a- and y-wing ODFs?
Hm... Yeah, I think so, unless those ODF's (the originals though) are supposed to be in the world folder too? I deleted them from there because I thought that I put them there in the first place, I could be wrong though.
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Post by Rekubot »

No vehicles at all should go in the world folder, unless they're being used as props or buildings (which they're not, you want them to be vehicles). The vehicles MSH, ODF, REQ, animation and effect files should all be where they started at: Data_ModID\Sides\ALL. Don't put them anywhere else, in case the game reads the vehicle from a folder that doesn't have all the corresponding files.
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