Yeah, I need help again

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Thire
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Post 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? :)
Dabrowski

Post 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)
Tohron

Post 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)
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Post 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.
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Post 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?
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Post 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.
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Post 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.
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Post 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).
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Post by Rekubot »

Thire, if you want the Mustafar textures then go here. Make sure to give Saturn5 credit if you ever release the map.
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Post 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. :oops:

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?
firestrike

Post by firestrike »

off-Topic <* cute avatar thire :) *




PS : * ... * , the * means begin off topic and end off topic
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Post 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.
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Post 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?
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Post 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.
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Post 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...
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