Reskinning the ATTE and the ATRT

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Darth-Derkie
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Reskinning the ATTE and the ATRT

Post by Darth-Derkie »

I'm trying to give the ATTE and the ATRT a new skin that is made by JK514, but when I try to load them from my own map, it crashes.

This is what I have done:

Copied the WHOLE rep side, with all units and vehicles, just to be sure I had everything needed.

Some changes in the lua:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_walk_atte",
"rep_walk_oneman_atst")

AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 1) -- 1x2 (1 pair of legs)
AddWalkerType(2, 1) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

SetMemoryPoolSize("CommandWalker", 1)

Some things from the mungelog.txt:
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
Squirrel7Hunter

Post by Squirrel7Hunter »

first of all u dont need to that in the lua.

I took this from my lua and this is what it should look like, you add vehicles to the rep read data file side with the rest of the stuff thats in you rep folder

ReadDataFile
("dc: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_walk_oneman_atst",
"rep_walk_atte",
"rep_hero_obiwan")
Murdocr

Post by Murdocr »

can you use the bf2_modtools.exe? if not here is a fix/workaround for the dvd version http://www.gametoast.com/index.php?name ... pic&t=5363
Darth-Derkie
1st Lieutenant
1st Lieutenant
Posts: 453
Joined: Thu Feb 03, 2005 6:32 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: The Netherlands

Post by Darth-Derkie »

Squirrel7Hunter wrote:first of all u dont need to that in the lua.

I took this from my lua and this is what it should look like, you add vehicles to the rep read data file side with the rest of the stuff thats in you rep folder

ReadDataFile
("dc: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_walk_oneman_atst",
"rep_walk_atte",
"rep_hero_obiwan")
You mean, loading the atte and the atrt from the shipped rep.lvl? I want to give them a new skin from JK514, and I can't do that with the shipped rep.lvl, or...?
Murdocr wrote:can you use the bf2_modtools.exe? if not here is a fix/workaround for the dvd version http://www.gametoast.com/index.php?name ... pic&t=5363
Thanks! I'll try that.

Edit:
I tried it, this is what I got:

Opened logfile BFront2.log 2006-05-28 1714
ingame stream movies\crawl.mvs

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\shell.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
ifs_autonet dedicated
AutoNet Main
AutoNet Multi
AutoNet Gamespy
AutoNet multi main
AutoNet Server
AutoNet Game Options
Updating Lobby and attempting to Launch

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\yav.lvl;yav1cw

Message Severity: 3
.\Source\Ordnance.cpp(424)
Ordnance base class "com_weap_veh_laser_ord" not found
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