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Posted: Tue Jul 18, 2006 4:17 pm
by Thire
Rekubot wrote:You will need to copy:
The .MSH file, the .TGA file, and their concerning option files. These can be found in the MSH folder. Also, you'll want the low resolution .MSH file and its option file.
The .ODF file from the ODF folder. That's jed_knight_03.odf.
The .REQ file from the REQ folder. That's jed_knight_03.req.
Possibly the human_doublesabre files in the MUNGED folder. They are the ZAABIN, ZAFBIN and ANIMS files. I say possibly because I'm not sure what type of lightsaber jed_knight_03 uses. I'd copy it over anyway because I know that at least one of the Jedi uses a staff lightsaber.
To find out what .MSH file to copy over, look at the Jedi's .ODF file, and to find the Jedi's .TGA file, open the .MSH file in Notepad (or any other text-editing program like UltraEdit) and look at the first few lines.
Hope that helps!
And they will need to be copied to where?

Posted: Tue Jul 18, 2006 6:53 pm
by Dabrowski
jeez just copy the whole "jed" folder and delete the stuff you dont need (and keep all the stuff that deal with jed_knight_03 and the other stuff rekubot suggested)
Posted: Wed Jul 19, 2006 12:33 am
by Tohron
This topic: (
http://www.gametoast.com/index.php?name ... 26&start=0 ) gives a complete guide on how to add a new side to your map. Just follow the instructions, you're going to be using the
rep folder (I'll explain why), and ignore the part about editing the skins.
Things will be more tricky in this case. Since you want the Jedi to be part of the Republic side, now (after you've followed the instructions it that guide), copy everything from the
jed folder in assets, to the
rep folder in your own map, making sure to paste folders from the
jed side in assets to the corresponding folder of the
rep side in your map.
Once you've done that, you should just have to add the names of the jedi classes that you want in-game in the the c_con LUA file (not the c_con.lua BAK file) which is found in data_XXX/Common/Scripts/XXX/...
That should be it, after that you just need to munge with the Republic side (and make sure you followed all the instructions in that guide)
Posted: Wed Jul 19, 2006 9:20 am
by Hebes24
Copy them to the corrsponding folders in the rep side in data_***\sides. stuff that was in the msh folder goes in msh, odfs go in odf, etc.
Posted: Thu Jul 20, 2006 12:06 pm
by Thire
Okay, I've decided that I'm only going to have this jedi as a unit, and have Ki-Adi-Mundi as my hero. To make the jedi a unti, is it basically the same process or what?
Also, I need this question answered:
This map, Unhereth Lava feilds, is the ground texture he used custom? Or is it something included with zero editor? If it's custom, how do I make my own custom texture?
Posted: Thu Jul 20, 2006 12:30 pm
by Rekubot
To check if the ground texture is custom or not, have a look in
BF2_ModTools\assets\worlds\MUS and check the .TGA files for the ground texture you want. If it isn't there and the ground texture is custom, you'll have to make it yourself. Use Adobe Photoshop (recommended, but it costs) or The GIMP to make your own .TGA files.
By the way, Thire, have you read the documents? Because if you had then I doubt you'd be asking these rather basic questions.
Also, you can get a trial version of Adobe Photoshop
here.
Posted: Thu Jul 20, 2006 12:45 pm
by Thire
Rekubot wrote:To check if the ground texture is custom or not, have a look in
BF2_ModTools\assets\worlds\MUS and check the .TGA files for the ground texture you want. If it isn't there and the ground texture is custom, you'll have to make it yourself. Use Adobe Photoshop (recommended, but it costs) or The GIMP to make your own .TGA files.
By the way, Thire, have you read the documents? Because if you had then I doubt you'd be asking these rather basic questions.
Also, you can get a trial version of Adobe Photoshop
here.
I've read most of them there, are certain things like Jedi Creation that I haven't read. But thats because I don't need them. And for Photoshop, I have it, but does it matter what kind of version I have? I have 6.0.
Posted: Thu Jul 20, 2006 12:54 pm
by Hebes24
i think it is the same process. to put him as a unit add the green line:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_kiyadimundi",
"jdi_inf_******",)
if this does not work, change the odf and the lua of your jedi to "rep_inf_*****" (again, no quotes).
Posted: Fri Jul 21, 2006 5:21 am
by Rekubot
Thire, if you want the Mustafar textures then go
here. Make sure to give Saturn5 credit if you ever release the map.
Posted: Fri Jul 21, 2006 11:01 am
by Thire
Awsome, thanks for those, and sorry to everyone who replied in this topic, because I've been being a butt about this whole thing.
Anyway, I muged after I got my terrain settled, and then I went to play my map, I got about half way through the loading screen, and then it crashed on me.
Any one know what I did wrong this time?
Posted: Fri Jul 21, 2006 11:22 am
by firestrike
off-Topic <* cute avatar thire
*
PS : * ... * , the * means begin off topic and end off topic
Posted: Fri Jul 21, 2006 11:35 am
by Rekubot
That was a pathetic way of upping your postcount, firestrike.
Thire, have you made sure that the Mustafar texture(s) you're using is/are in the C:\BF2_ModTools\data_XXX\Worlds\XXX\world1 folder? If you load it straight from the zipfile it won't work.
Posted: Fri Jul 21, 2006 11:43 am
by Thire
Rekubot wrote:
Thire, have you made sure that the Mustafar texture(s) you're using is/are in the C:\BF2_ModTools\data_XXX\Worlds\XXX\world1 folder? If you load it straight from the zipfile it won't work.
Yes, I'm sure, do I need to rename them?
Posted: Fri Jul 21, 2006 11:51 am
by Rekubot
No. All I ever need to do to get textures working is put them in that folder and then manually place them onto the ground with zeroeditor.
Posted: Fri Jul 21, 2006 6:04 pm
by Thire
Rekubot wrote:No. All I ever need to do to get textures working is put them in that folder and then manually place them onto the ground with zeroeditor.
I wonder if there was some kind of munging error, it didn't say there was, but still...