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Re: The Old Republic - New pics of the "updates"

Posted: Thu Jun 28, 2012 12:38 pm
by RattleandHum1988
This is looking really really awesome.

I'm with Eggman and Airspeed with the whole public beta but with the tactical maps idea. Release the mod as a little teaser with those maps, and with the vehicles and the ther maps later on! It'll give us something to chew on while we wait for the entirety of the masterwork!

Re: The Old Republic - New Icon & Era name

Posted: Thu Jun 28, 2012 2:23 pm
by AirspeedRedux
Delta-1035 wrote: Also many of you will be so happy to know that the jedi drone is not part of this mod anymore.
:thumbs: This mod looks pretty slick, glad you're sticking with what you have!

Re: The Old Republic - New Icon & Era name

Posted: Fri Jun 29, 2012 5:29 am
by Lephenix
Delta-1035 wrote:
Lephenix wrote:Now try to get the CP icons to work ;).
Yeah man, that is really freaking me out. Did it two times and still no changes. :x
But I want to get it working. :wink:
Alright, i'll try to make a test era and add them to my era, and i'll list you the things to do.

Re: The Old Republic - New pics of the "updates"

Posted: Fri Jun 29, 2012 6:40 am
by THEWULFMAN
I'm with Kinetos, make the Chiss' eyes red please. Other than that, great work. :)

Re: The Old Republic - New Icon & Era name

Posted: Fri Jun 29, 2012 7:41 am
by Lephenix
Lephenix wrote:
Delta-1035 wrote:
Lephenix wrote:Now try to get the CP icons to work ;).
Yeah man, that is really freaking me out. Did it two times and still no changes. :x
But I want to get it working. :wink:
Alright, i'll try to make a test era and add them to my era, and i'll list you the things to do.
I have done it and it works for me, you'll just have to hex edit Scrolling texture to be like stock CP icon.

I followed Zerted tutorial from the V1.3 patch, and i modified or added steps to make it fits with your mod:
Hidden/Spoiler:
1) In addme/addme.lua, add "era_t = 1, " to the sp_missionselect_listbox_contents table. This tells the game to display the T era checkbox when the map is selected in the selection screen.
2) In addme/addme.lua, add "mode_con_t = 1, " to the sp_missionselect_listbox_contents table. This tells the game to display the Conquest mode checkbox when the map is selected in the selection screen. The "_t" allows the game to know that this game mode corresponds to the T era.
3)) As an example, this is the orginal listbox table line: sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "LVL%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1, }
3)) this is the updated listbox table line: sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "LVL%s_%s", era_g = 1, era_c = 1, era_t = 1, mode_con_g = 1, mode_con_c = 1, mode_con_t = 1, }
4) In addme/addme.lua, add the line "AddDownloadableContent("LVL","TORt_con",4)" before the "-- all done" comment
5) In Common/mission/, create the file "TORt_con.req". This file name sort-of corresponds to the 'TORt_con' in AddDownloadableContent() and the values entered into the listbox table.
6) In Common/mission/TORt_con.req, put the following code. The code tells VisualMunge what is needed when building the map's lvls. The "script" section tells what additional scripts to include and the "config" section deals with the video configurations. The following code to put is:

ucft
{
REQN
{
"config"
"cor_movies"
}
REQN
{
"script"
"TORt_con"
}
}

7) In Common/mission.req, add "TORt_con" to the "lvl" section. This tells VistualMunge to include everything in our newly created Common/mission/LVLy_con file when munging the map's mission.lvl. Mission.lvl is where all of the map's game mode script files should end up.
8) In Common/scripts/TOR/, create the file TORt_con.lua" It is easiest do this by copying an exist Conquest script, such as TORg_con.lua. If you don't copy the file, you will need to manually add in all the Conquest scripting details. This tutorial does not cover the finer parts of game mode scripting, but only what changes are needed for a custom era. Our new TORt_con.lua is the script we referrenced a few steps ago in the "scripting" section of Common/mission/TORt_con.req. Following through the reqs, this is the actual lua script file which will be munged into the map's mission.lvl.
9) Munge Common
10) Thats it. If you only want basic era support for the map you are done. If you open up SWBF2, your map will now display a T era Conquest mode. If thats all you wanted, you can stop reading this tutorial right here -> |. However, if you want full era integeration there is still much to do...

Full Era Integeration
1) The parts that are missing from basic era support are custom side icons, custom CP icons, and custom side names. This advanced part of the tutorial will help you enable or add these features to your map. Step wise, it continues were the basic era support section left off.
2) In Common/scripts/TOR/TORt_con.lua, add the line "SupportsCustomEraTeams = true" at the top of the file. This will tell the team selection screen to around the game's orginal design and use your custom team/side names instead.
3) In Common/scripts/TOR/TORt_con.lua, add the line CustomEraTeam2 = "Era Team 2" right below the SupportsCustomEraTeams line. Replace 'Era Team 2' with the name of your second team's name.
4) In Common/scripts/LVL/LVLy_con.lua, add the line "CustomEraTeam1 = "Era Team 1" right below the SupportsCustomEraTeams line. Replace 'Era Team 1' with the name of your first team's name.
5) In Common/scripts/TOR/TORt_con.lua, take a close look at the 'SetupTeams' section. You will see something like:

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},

The little "all" is the real team name. According to the 'Battlefront2_scripting_system.doc' doc, SWBF2 has nine predefined team names (neutral, neu, alliance, all, empire, imp, republic, rep, cis). Everything else maps to locals. This is not truly the case as "Villains" is also predeinfed, but those that are predefined and those that aren't has never been fully researched (would you like to be the first?). The team name manages the game's references for the team's name, team's icon, team's CP icons, and the team's unit names.
6) Make note of your two team names. 'all' maps to 'alliance', 'imp' maps to 'imperial', 'rep' maps to 'republic', and 'cis' maps to 'CIS'. The team names are case-insenstive.
7) Create your CP holo icon meshes. You can start from scratch or build off of an existing one like Common/mshs/com_icon_cis.msh. If needed, don't forget to create the msh's .option file too.
Steps added by Lephenix:
1)Delete com_icon_republic.msh and com_icon_CIS.msh or delete com_icon_empire and com_icon_alliance in Common/mshs/
2) Take my icons models mshs and TOR_icon.tga and move them to Common/mshs/
3) Rename jedi_order_icon.msh to com_icon_republic.msh or com_icon_alliance.msh (depending what side you chose for the Republic or Jedi Order
4) Rename sith_empire_icon.msh to com_icon_empire.msh or com_icon_CIS.msh (depending what team you chose for the Siths or Empire)

9) Open Common/ingame.req and wipe everything out. We since are going to be creating a custom ingame.lvl for this map, we only want to override the elements which have been changed. If you try to include everything the game might crash, but you would also override any other ingame.lvl mods the user might have installed.
10) Put the following code in Common/ingame.req. Make sure to adjuest it for your team names.
ucft
{
REQN
{
"model"
"com_icon_alliance"
"com_icon_imperial"
"com_icon_republic"
"com_icon_CIS"
}
}
11) Munge Common
12) In data_TOR/_LVL_PC, rename the new ingame.lvl to "t_con-ingame.lvl". The 't_con' part stands for the T era and game mode Conquest. The renaming is not required, but should be done if you want to override the icons with different icons in other era/game modes of your map.
13) In Common/scripts/TOR/TORt_con.lua, add "ReadDataFile("dc:t_con-ingame.lvl")" right before the non-'dc:' version of the line. This tells the game to read your map's ingame.lvl before reading the default ingame.lvl. Since your ingame.lvl is read first, its CP icons will be the ones used.
14) You will need to remember to manually copy the munged data_TOR/_LVL_PC/t_con-ingame.lvl to your munged map's GameData/addon/TOR/data/_LVL_PC/ folder any time you need to create a new t_con-ingame.lvl. A 'normal' mod map does not have a custom ingame.lvl, so VisualMunge will not move it for you. Do that copy now, so you don't forget to later.
15) Rename Common/ingame.req to "t_con-ingame.req". This is so you always have a copy of the req that created the t_con-ingame.lvl. If you want to make a new t_con-ingame.lvl, rename that file back to "ingame.lvl". VisualMunge does not build custom named lvls by you just creating a differently named req file.
16) Test your map

Re: The Old Republic - New pics of the "updates"

Posted: Fri Jun 29, 2012 7:49 am
by Delta-1035
Here you have your red eyes.
Hidden/Spoiler:
Image
@Lephenix: That's exactly what I've been doing from the first time. I will re-try it.

Re: The Old Republic - New pics of the "updates"

Posted: Fri Jun 29, 2012 7:58 am
by THEWULFMAN
Excellent! Thank you! Kinetos will be pleased, as am I. :)

Re: The Old Republic - New pics of the "updates"

Posted: Fri Jun 29, 2012 8:08 am
by Delta-1035
Good. :)

And another good news, I have menaged to change the CP icons! (Made by Lephenix)

Rep
Hidden/Spoiler:
Image
Image
Imp
Hidden/Spoiler:
Image
Image
offtopic: "Jedi High Council"? Ouch, "[GT]Royal Guard" was coolest! :P

Re: The Old Republic - Changed CP holo icons

Posted: Fri Jun 29, 2012 8:21 am
by Lephenix
Congrats !!! And the chiss looks much better with red eyes :thumbs: .

Re: The Old Republic - Changed CP holo icons

Posted: Fri Jun 29, 2012 10:21 am
by kinetosimpetus
Thanks for the Chiss eyes. 8D

Re: The Old Republic - Changed CP holo icons

Posted: Fri Jun 29, 2012 12:25 pm
by AirspeedRedux
Chiss eyes look legit. CP icons look great too!

Re: The Old Republic - Changed CP holo icons

Posted: Fri Jun 29, 2012 1:57 pm
by yuke5
I'm diggin' the new CP icons. Nice work Delta and Lephenix!

Re: The Old Republic - Changed CP holo icons

Posted: Sat Jun 30, 2012 7:18 am
by Delta-1035
Well, I'm glad to annunce that v.1 is ready to be released.

I just have to make the credit list, upload the file and write the release topic! :D

I'm going to do that tomorrow I think, because now I'm going to go to the beach! :lol:

Get ready for first release! See you soon, in the release section! :wink:

Re: The Old Republic - v.1 will be released in 24 h max!

Posted: Sat Jun 30, 2012 7:52 am
by yuke5
That has got to be some of the best news I have heard all week. Fantastic! :D

Re: The Old Republic - v.1 will be released in 24 h max!

Posted: Sun Jul 01, 2012 12:41 am
by ARCTroopaNate
Sounds great! Will download as soon as it is available! :D Just got power back. Well, going to bed, night. :sleep:

Re: The Old Republic - v.1 will be released in 24 h max!

Posted: Sun Jul 01, 2012 8:12 am
by Delta-1035
V.1 has been released as promised! Check out the release topic! :)