Help With Custom Trooper / Gun

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bhawkgoalie10
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Help With Custom Trooper / Gun

Post by bhawkgoalie10 »

If anyone can help me out that'd be greatly appreciated. I tried looking around for similar topics but nothing popped up.

Anyways, want I want to have done is a custom trooper and a custom gun to go with it. I'm making a tribute mod for my clan and I'm creating a trooper for each one of the ones that impacted me the most as their favorite trooper. For example, my reg would be -DEAD-Mission_Failed.

At first, to modify the gun for my reg, I edited the common rifle ODF because that was the highest parent file, yet that effected the CIS side too =P. I was able to edit the color, speed (lol hilarious), etc but then I thought it was easier to just copy all the trooper and rifle files and rename my own - didn't work out.

So my question is: How can I make my own trooper and gun using the same geometric files, but the changes only effecting that one trooper class?

*Notes* I'm not using a disc, parents took that away so im using the no-disc method, and im pretty sure i dont have an error log, but i do have a munge log.
YaNkFaN
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Re: Help With Custom Trooper / Gun

Post by YaNkFaN »

I edited the common rifle ODF because that was the highest parent file
and that's why it affected both the CIS and REP rifle...it will also affect the IMP and ALL rifle as well...

now if you want to edit just one rifle you need to make a custom side

if you don't know what this is or don't know how to do it go here first.

http://www.gametoast.com/forums/viewtop ... 27&t=12729

I'm assuming you do since you knew where to look for the rifle
remove all changes you made to the common rifle then copy and paste the lines you want to edit ie color of laser, rate of fire...etc into the sides rifle file ie rep_weap_inf_rifle or rep_weap_inf_rifle_ord you get my point the game looks at the individual side class first before going to the common weapon.

then munge and you should be fine (also make sure you have the proper side checked in the munge box)
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Fiodis
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Re: Help With Custom Trooper / Gun

Post by Fiodis »

YaNkFaN wrote:now if you want to edit just one rifle you need to make a custom side


Not necesarily. All you need to do is copy the lines from the parent odf and paste them into your team's weapon odf. So, if you want to increase speed (lol hilarious) for just the republic's rifle, go into the common rifle odf and copy and paste the speed lines into the child's odf. Then adjust as you will. Any information in the child odf will override the parent odf.
YaNkFaN
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Re: Help With Custom Trooper / Gun

Post by YaNkFaN »

All you need to do is copy the lines from the parent odf and paste them into your team's weapon odf.

right but the team's weapon .odf must be in a custom side i believe otherwise the game won't read it it must be in data_abc/sides/( name of side)/odf otherwise i believe the game won't read it
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Fiodis
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Re: Help With Custom Trooper / Gun

Post by Fiodis »

Well, of course it has to be there. I meant that you don't have to make a new sides folder, and a new ODF and REQ and MSH and MUNGED and all. You could toss the odf in the rep sides folder or something.
bhawkgoalie10
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Re: Help With Custom Trooper / Gun

Post by bhawkgoalie10 »

what i did in the beginning was copy the common and rep sides to my mod's sides and then just put the DC in front of REP in my lua. it worked but yes, it did affect all sides.

now, i WILL be creating my own side because im going to be modifying every trooper on rep. because of this, should i copy the rep troopers, guns, etc and rename to fit my side? example: instead of rep_inf_ep3trooper i would rename it smd_inf_mf. of course, i'd rename all the MSHs ODFs too.

ill try it out and edit this post when im done.

--
*EDIT*

i renamed the rep_inf_ep3_trooper to smd_inf_ep3_trooper, copied the parent lines of code to be overritten, and all of that worked out perfectly. but...my changes for the rifle havent worked =/. i did everythign exactly the same for the rifle. do weapons need REQs?

--
*EDIT 2*

played around with it and it worked! cool, now im going to edit the texture but i cant find the file to edit it on photoshop. does anyone have the file rep_weap_inf_rifle to download or should i reinstall?

--
*EDIT 3*

sorry for all the edits, but encountering some more problems. there arent any AI using my custom trooper, anything to fix that?
YaNkFaN
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Re: Help With Custom Trooper / Gun

Post by YaNkFaN »

@ Edit 2

this is the texture files for the rifle
rep_1st_weap_inf_rifle.tga

can you play as your custom trooper in game and if you can post your abcc_con.lua
bhawkgoalie10
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Re: Help With Custom Trooper / Gun

Post by bhawkgoalie10 »

well i think ive worked most of this out myself. i got the AI to play it (i had 1,1 on the addunitclass), i realized MY pic editor (jasc paintshop pro, very similar to photoshop but only $7) wouldnt save the targa's correctly, and thanks to the skinning tut i got that all squared away. i just cant seem to get a newly skinned rifle to work.



so here's a picture of him in-game
Hidden/Spoiler:
[attachment=2]BattlefrontII 2009-01-19 12-57-19-67.jpg[/attachment]
and here's a tight pic (original skin)
Hidden/Spoiler:
[attachment=1]BattlefrontII 2009-01-18 21-57-01-40.jpg[/attachment]
another tight pic but with maroon cause he wanted it red
Hidden/Spoiler:
[attachment=0]BattlefrontII 2009-01-19 13-03-38-71.jpg[/attachment]
here's my lua. (its a test map so nothing special)
Hidden/Spoiler:
--
-- 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"}



--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: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_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")

ReadDataFile("dc:SIDE\\smd.lvl",
"smd_inf_ep3_rifleman",
"smd_hero_anakin")


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},
soldier = { "smd_inf_ep3_rifleman",9, 25},
-- assault = { "rep_inf_ep3_rocketeer",1, 4},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 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 = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "smd_hero_anakin")

AddUnitClass(REP, "smd_inf_ep3_rifleman", 9, 25)


-- 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:TES\\TES.lvl", "TES_conquest")
ReadDataFile("dc:TES\\TES.lvl", "TES_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

--
*EDIT*

oh and another problem, the floating weapon when i switch to chaingun, but i think there's a fix to that in the Everything You Need Thread 2.0
YaNkFaN
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Re: Help With Custom Trooper / Gun

Post by YaNkFaN »

the floating weapon icon can be fixed

here
http://www.gametoast.com/forums/viewtop ... =64&t=9703

also i believe the gun texture you edit just like a normal texture
bhawkgoalie10
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Re: Help With Custom Trooper / Gun

Post by bhawkgoalie10 »

yeah thats the topic. and haha yeah you're right i just edited it w/ gimp and boom - pink gun lol.

thanks :D
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