How to modfiy the Loadscreen
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- Anakin
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How to modfiy the Loadscreen
Hi,
i'm not sure if there is the stock load folder from Bf2. I would like to have a look at the scripts to see if i can change the loadscreen. (tooltip position, load position,...)
i'm not sure if there is the stock load folder from Bf2. I would like to have a look at the scripts to see if i can change the loadscreen. (tooltip position, load position,...)
- [RDH]Zerted
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Re: How to modfiy the Loadscreen
I don't have the mod tools installed so I can't tell you which file it is, but there is a script file that's included in one of your .req files that manages the load screen layout. Skim through all your script files. It's there somewhere. There's also a tutorial here on GT that tells you how to change the loadscreen background image. If that's all you're trying to do you shouldn't mess with the loadscreen screen.
I believe each map can change the screen, but I might be wrong about that (in which case only the shell, the last [or the first] loaded map, or a custom GC script, can change it).
I believe each map can change the screen, but I might be wrong about that (in which case only the shell, the last [or the first] loaded map, or a custom GC script, can change it).
- Anakin
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Re: How to modfiy the Loadscreen
I got custom images for each map working. But i was looking for the whole loadscreen. I thought it was a script loaded in the common.req in the load lvl. But there isn't one in the assets. Is it possible that the loadscreen is set up in the common.lvl, ingame.lvl or shell.lvl??
==EDIT==
Just looked through the scripts, but i cannot find it. There is only a loadscreen_save2 script, but it's something else
here are the req files from the stock assets. Maybe you see what file i need.
==EDIT==
Just looked through the scripts, but i cannot find it. There is only a loadscreen_save2 script, but it's something else
here are the req files from the stock assets. Maybe you see what file i need.
Hidden/Spoiler:
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- Teancum
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Re: How to modfiy the Loadscreen
The scripts for changing the load screen layout were never released. I had them for both SWBF1 and SWBF2 years ago via some ex-developers but lost them in a hard drive crash.
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Marth8880
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- Anakin
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Re: How to modfiy the Loadscreen
Thank you very much 
Are there some more assets you have that are not included in the mod tools assets??
Are there some more assets you have that are not included in the mod tools assets??
- Teancum
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Re: How to modfiy the Loadscreen
The SWBF2 mod tools have everything but the original .wav files and the loadscreen scripts. The SWBF1 mod tools had a lot less, but Pysch0fred released all the missing lua scripts for the SWBF1 shell HERE.Anakin wrote:Are there some more assets you have that are not included in the mod tools assets??
Glad someone saved them.Marth8880 wrote:I have them here: https://dl.dropboxusercontent.com/u/384 ... %20Tool.7z
- Anakin
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Re: How to modfiy the Loadscreen
how do you open .texture files??
and how does the randombackground function works??
It's setup like this:
Map("cor1")
{
RandomBackdrop("load\cor1");
PS2()
{
ProgressBarTotalTime(41.0);
}
XBOX()
{
ProgressBarTotalTime(19.0);
}
PC()
{
ProgressBarTotalTime(12.0);
}
}
but ingame we have about 4 screens for each map. So how do i add the other images to the RandomBackdrop?? This way maybe:
RandomBackdrop("load\cor1", "load\cor2", "load\cor3");
and how does the randombackground function works??
It's setup like this:
Map("cor1")
{
RandomBackdrop("load\cor1");
PS2()
{
ProgressBarTotalTime(41.0);
}
XBOX()
{
ProgressBarTotalTime(19.0);
}
PC()
{
ProgressBarTotalTime(12.0);
}
}
but ingame we have about 4 screens for each map. So how do i add the other images to the RandomBackdrop?? This way maybe:
RandomBackdrop("load\cor1", "load\cor2", "load\cor3");
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Marth8880
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Re: How to modfiy the Loadscreen
I'm not sure if you can add additional images to each stock world's load image pile, but if you want custom, random, rotating load screens for the stock maps, use the lvl extractor to extract the stock load screen LVL file(s), name your textures the same name as the DDS textures that are extracted, and load each world's load textures in its own LVL file (or each in its own sub-LVL inside of one central LVL file), and load the LVL in the LUA the same as you would with any other load screen.
- Teancum
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Re: How to modfiy the Loadscreen
.texture files are munged .tga files. They're munged into .DDS. You shouldn't need to edit them, however, since they're just the default load screen images (just screenshots). They don't contain anything interesting.Anakin wrote:how do you open .texture files??
RandomBackdrop just randomly selects an image in the lvl file. It cannot handle multiple lvl files. To add images to existing maps you'll have to extract the original files using the method Marth mentioned, then add more images to your /load/cor1 folder. When it munges it will add any new images. I don't think people really want custom images for existing maps, though. It seems unnecessary.Anakin wrote:and how does the randombackground function works??
RandomBackdrop("load\cor1", "load\cor2", "load\cor3");
Not a problem. You just have to munge the new images alongside so they're in .texture form, then add em'.Marth8880 wrote:I'm not sure if you can add additional images to each stock world's load image pile.
- AceMastermind
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Re: How to modfiy the Loadscreen
Yep, those have been available for a while now.Marth8880 wrote:I have them here: https://dl.dropboxusercontent.com/u/384 ... %20Tool.7z
viewtopic.php?p=427683#p427683
also linked to from here in case anyone is wondering:
viewtopic.php?p=454780#p454780
- Teancum
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Re: How to modfiy the Loadscreen
Thanks, Ace. I thought I had uploaded them somewhere permanently, but I wasn't sure.
