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Global Side ADDITION mod!!Save space! MAJOR MAPPERS PLZ READ
Posted: Sun Oct 23, 2005 3:43 pm
by Ace_Azzameen_5
Heres some food for thought:
If you have several mod maps that utilize the same side, in theory, couldn't you go around make them the same way as a global side mod(moving the lvl files from your modid/data/_lvl_pc/sides to the client's gamedata/data/_lvl_pc/sides) but without replacing any existing signs, then set your lua to call up that side?
I'm going to take some time later to try it, but if you want to beat me to it, please do.
RE: Global Side ADDITION mod.
Posted: Sun Oct 23, 2005 10:19 pm
by Delta_57_Dash
no, hex-editing is very picky on charecter count... basically the mission level would then be corrupted for all eternity, forcing you to re-install swbf. NOT RECOMMENDED to hex edit the shipped mission lvl if you don't have a back-up.
RE: Global Side ADDITION mod.
Posted: Mon Oct 24, 2005 5:53 pm
by Ace_Azzameen_5
Where did I say the word hex, Delta?
RE: Global Side ADDITION mod.
Posted: Mon Oct 24, 2005 7:47 pm
by Delta_57_Dash
I thought you were talking about hex-editting the SHIPPED mission lvl... sry my mistake, ya that would work.
RE: Global Side ADDITION mod.
Posted: Tue Oct 25, 2005 2:02 pm
by Leviathan
Anyway, all the content of the shipped "
mission.lvl" file is in
SWBF Mod Tools folders...

RE: Global Side ADDITION mod.
Posted: Tue Oct 25, 2005 2:14 pm
by Teancum
well, 98% of it anyway
RE: Global Side ADDITION mod.
Posted: Tue Oct 25, 2005 2:22 pm
by Leviathan
Right... But creating the missing files need only some minutes...

RE: Global Side ADDITION mod.
Posted: Wed Oct 26, 2005 5:56 pm
by Ace_Azzameen_5
So, for example, both of Rends' Bounty Hunter Maps could use One side file in the global sides folder.
RE: Global Side ADDITION mod.
Posted: Sat Oct 29, 2005 9:35 pm
by Ace_Azzameen_5
CONFIRMED! It works! I sure hope majin revan see's this thread. He'd save people so much space if the clone commando etc were in the global sides folder.(It doesn't matter if not all your sides are the same majin, in case you think that. You can add each custom unit as a side mod and req them incividually)
Just call the lvls like normal but without the 'dc:'
RE: Global Side ADDITION mod.
Posted: Sun Oct 30, 2005 12:48 pm
by Ace_Azzameen_5
I'm a little suprised by the lack of response. . .
Posted: Sun Oct 30, 2005 12:56 pm
by Talibanman
...YAY!!11111
(i dont get it, but its the same in most modding and mapping things. dont blain me but im not meant to be a modder)
EATING COOKIES!! THATS WHAT I DO!
Posted: Sun Oct 30, 2005 1:00 pm
by Astute
So your making new sides to cut down on space, wish i could figure out how to add units to shipped maps, you'd see storm commandos fighting bespin in no time.
Posted: Sun Oct 30, 2005 1:10 pm
by EraOfDesann
So...you're saying that all we'd have to do is add the new SIDES to the lua? I hope so because I suck at SIDES and my maps would be released 10 times as fast since I don't have to rely on others to do the SIDES for me.
Posted: Sun Oct 30, 2005 7:42 pm
by Ace_Azzameen_5
erm. . .No NO NO!!!
I'm saying if you have say, two maps, both with the same modded unit in it, the same stats skin etc, you could munge that new unit and take the _lvl_pc/sides/newunit.lvl file and stick it in gamedata/data/_lvl_pc_sides/ folder. Then make an entry in both levels lua file calling up "(side//newunit.lvl" and it would load the side the same as it loads the defualts. . .erm. . .yeah. . .I'll make a dedicated explanation thread! (later)
Posted: Sun Oct 30, 2005 8:29 pm
by sawyerdk9
Awesome, this seams really confusing. I make my own sides all the time. Not just for maps on working on. what I do is I take (for instence the whole IMP file to change the IMP side) and then I tweak it and everything and munge. Then I take the imp.lvl out of the map's folder and stick it into the sides folder. It works on all maps but the ones like majins where he has made his own side.
Posted: Mon Oct 31, 2005 4:12 pm
by Ace_Azzameen_5
yeah, well, do that but don't overwrite the original sides, call the new ones eliteimps.lvl. Then call them up in a maps lua file instead of imp.lvl. . .I will find time to change this into an easier to understand format lol.
Posted: Tue Nov 01, 2005 10:52 pm
by sawyerdk9
ok yeah actually it is pretty understandable and I can see how it'll save munge time.
Posted: Tue Nov 01, 2005 11:32 pm
by hooteni
it makes sense to me, ace. I think its just that BF2 is out and all, people not nearly as interested in bf1. If modtools are released for swbf2, tho, this will def save a lot of space, and make quicker DLs for sure. an ingenious idea if i ever heard one.
Posted: Wed Nov 02, 2005 11:16 am
by Riley75
I wouldn't mind seeing if this same idea works for models and textures as well. One of my biggest criticisms of Battlefront has always been in the way the data was organized -- only a few pieces are found in a common area.
It would be nice if people could make a *.lvl that contains a library of common textures for a particular planet, and another of common models. I assume it would work -- you'd just have more "ReadDataFile" entries in the Lua script.
Posted: Fri Nov 04, 2005 4:52 pm
by Ace_Azzameen_5
It works for vehicles too, in theory. Instead of having to add the tie intercpetor to your odf and msh's, just use a premunged lvl that's already on everyone's compy(just in case it's not include it in your release)
Not sure about other assests. . .might look into it sometime.