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Modifying Weapons used by units [Solved]

Posted: Tue Dec 23, 2008 12:19 pm
by Andromachus
OK, this might be long, and if its in a FAQ or has already been addressed I apologize.

I have done a lot of Modding for years, Total War games, Empire at War, BF1942 and Battlefield 2, modelling, XML, coding.

Somehow, I just can't get my mind wrapped around how to mod this stuff for Battlefront 2. The Tutorials in the ModTools are painful, in my opinion. I have read them several times.

What I want to do is modify the units on the vanilla "out of the box" maps (if possible). I want to change weapons first, then I thin once I can figure this out I can switch models around.

Under the odf's the default infantry files should take care of this as I assume the accompaning animations are attached per weapon. Let me give you all an example of what i want to do.

On the Republic engineer, ep3, I want to give him the standard DC-15 rifle and award rifle. It would be the same for all the republic units. Then on the CIS side, I would like to give them the standard E-5 blaster (except the SBD).

Now I have tried munging which I haven't quite figured out. I hope I don't have to create a new world each time I want to change something :shock: . Is there a function with all of this munging where I can just munge a side only to create a modifed rep.lvl and cis.lvl and plug them inot the game? I have also tried Hex editing using Hex Edit Workshop, but this doesn't work as the game crashes the first few seconds I enter the map (I could be doing something wrong here as well).

In BF1942 and BF2 the modding is much easier and user friendly. Not to say its not as easy in SWBF2, I just haven't been able to "get" it.

Any help that could be provided by you all is greatly appreciated.

Re: Modifying Weapons used by units

Posted: Tue Dec 23, 2008 1:48 pm
by DarthD.U.C.K.
you have to create atleast one map to munge new sides, if you want to know how create new sides, read the jedicreationguide or the sidecreatingguide in the everythingyouneedthread then munge your side, go into battlefronts gamedata\addon\YOURMAPNAME\SIDE folder and copy the rep.lvl (if you want to edit the rep side for the whole game)
and replace the shipped repside i gamedata\data\lvl_pc\side\with it (make a backup before)

i recommend to read dann boeings odfs for dummies guide which is linked in the everything youneedthread

Re: Modifying Weapons used by units

Posted: Wed Dec 24, 2008 12:42 pm
by Andromachus
Awesome,

I will try this. Thanks for your help.


EDIT
Ok, Back to the drawing board. I am still doing something wrong. I have a few questions to try and clear some things up.

1. On making a new world, which I have made a data_ABC. Does this require me to build an entire one with zero editor, pathing, terrain and Spawn points (as noted in the "Getting Started tutorial)? Right now I just have a basic _BUILD after running Visual Munge in the Top section of the interface.

2. Just as a general disclaimer, I have backed up everything, so we are OK there. I have added a modifed rep folder to data_ABC\_BUILD\Sides, like the tutorial said to do under sidecreatingguide. Now the issue I have here is that there are two "sides" folders under data_ABC, one under the root (data_ABC) and one under _BUILD. Visual Munge only recognizes the one I put under the root of data_ABC. This appears to not agree with the tutorial.

3. Also, under the data_ABC\Common\Scripts in the ABCc_con.lvl it lists only reading the object file of the data_ABC. What I want to do is be able to modify the shipped lvl's for all shipped maps. Is there an over all script that encompasses all the maps.

I am seeing a method ot the madness develop here while I have been working on this, but I am getting triipped up by a few missing steps or a misunderstanding the of the packing feature in the Munge function and what resources it pulls in to pack a rep.lvl.

Any help with this is greatly appreciated.

Re: Modifying Weapons used by units

Posted: Wed Dec 24, 2008 1:14 pm
by RogueKnight
Wow, this is exactly what happened to me when i first started modding battlefront. 0.o

Re: Modifying Weapons used by units

Posted: Wed Dec 24, 2008 6:39 pm
by Andromachus
Alrighty then,

I figured the problem out, I forgot to put the Common folder from assets/sides into my data_ABC\sides folder, which explained the file size difference of the .lvl.

I am now able to switch models around too.

Its all in the tuts, its just painstaking to search through the pages and understand. More of this puzzle is unfolding. Much more complex than Battlefield 2 or BF1942, but it is fun to learn new ways.

Thanks

Re: Modifying Weapons used by units

Posted: Wed Dec 24, 2008 9:19 pm
by Penguin
Andromachus wrote:Alrighty then,

I figured the problem out, I forgot to put the Common folder from assets/sides into my data_ABC\sides folder, which explained the file size difference of the .lvl.

I am now able to switch models around too.

Its all in the tuts, its just painstaking to search through the pages and understand. More of this puzzle is unfolding. Much more complex than Battlefield 2 or BF1942, but it is fun to learn new ways.

Thanks
The FAQ / Everything You Need Thread Version 2.0 - This thread will have many, many useful topics.

Re: Modifying Weapons used by units

Posted: Thu Dec 25, 2008 1:15 am
by 666rulerofclones
this is how you do it, when you open up the rep_inf_default_rocketeer odf file, it will say this:
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"

[Properties]
UnitType = "assault"

MaxHealth = 550.0

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

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rocket_launcher"
WeaponAmmo = 7

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_mine_dispenser"
WeaponAmmo = 3
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6

WEAPONSECTION = 6
WeaponName = "rep_weap_award_rocket_launcher"
WeaponAmmo = 4

VOUnitType = 121
change it to
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"

[Properties]
UnitType = "assault"

MaxHealth = 550.0

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

WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 7

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_inf_mine_dispenser"
WeaponAmmo = 3
WeaponChannel = 1

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6

WEAPONSECTION = 6
WeaponName = "rep_weap_award_rocket_launcher"
WeaponAmmo = 4

VOUnitType = 121
then munge and put it in-game


OFF TOPIC:
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merry christmas one and all! :D

Re: Modifying Weapons used by units

Posted: Thu Dec 25, 2008 2:04 am
by AceMastermind
666rulerofclones wrote:this is how you do it....
I think you're a little late...
Andromachus wrote:I want to change weapons first, then I thin once I can figure this out I can switch models around.
Andromachus wrote:I figured the problem out.......I am now able to switch models around too...
This topic appears to be solved.