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Some questions about Moding

Posted: Tue Jul 28, 2009 11:28 am
by IronJaw
I've used the search engine, and done some reading, but I can't find where to place the .msh files. For example I would like to use the watterfal from the assets\worlds\YAV folder. Where do I put the .msh, and the .tgs files to be able to use them on the map. I tried putting them in the data_XYZ\Worlds folder, but it didn't show up. When I munged it, I could select ether world XYZ, or world YAV. Would the files go into data_XYZ\sides\Common?

Question 2) Which layer should I select when editing a level. I've placed objects and vehicles using both the "Base" and "Conquest" layers selected, but nether show up after Mungeing. (I Munged both "rep", and "EVERYTHING")

Question 3) Is there a way to just put a vehicle in a map. No respawn, just a neutral vehicle that anyone can jump into? I've tried to just place a vehicle on a map using the object placement tool on the Modding Tools, but when I select the rep or common sides when I Munge, the vehicles don't show up.

Question 4) How to I place command centers. Like the Republic Forward Base. The destructible command post. I place in using the object placement tool, then assigned it to team 1 (Republic) as cp5. Then tried to give it a control zone. Then went to the XYZc_con.lua and XYZg_con.lua and added it as cp5. But, like the vehicle, it didn't show up in the level after Munging.

Question 5) During the final Munge, it will ask you to pick a single side to Munge. Whats the difference? I assumed that if you have a custom skin for the Republic, that you should tell it to Munge the "REP" side.

Question 6) If I put a control point on a platform that is suspended in the air with walk ways to and from it, does the AI automatically know not to walk off of the edge, or would I have to place barriers?

Question 7) Similer to #1 where do I put different .msh, and .tgs files to put in a level. For example I would like to use both the Geonosian Tower, and the Yavin Temple. Where do I put the file to beable up place them in my level.

Question 8) following the above question, who would I Munge the level? Would I select the "EVERYTHING" tab when it asks for the "sides"

I seem to have forgotten my other questions, but these where the main group keeping me from doing anything.

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 11:47 am
by 501st_commander
1. in the msh folder in data_XYZ\worlds\XTZ\msh then munge "XTZ"

2. try to keep everything alike on the same layer (objecs on bace or make a object layer). All cps, reigons, spawn nodes and vehicles - vehicle spawns need to be on the conquest layer.

3. is the vehicle in the lua?

4. you need to add it to the readdatafile part in the lua

ReadDataFile("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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_bldg_forwardcenter)
5. yes, munge "rep"

6. yes, you'll need barriers. You can also use planning to direct the al.

7. data_XYZ\worlds\XTZ\msh

8. You only need to munge the side(s) you are editing.

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 11:53 am
by IronJaw
Thanks for the answers.

Q: What if I edited both sides?

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 11:54 am
by 501st_commander
IronJaw wrote:Q: What if I edited both sides?
munge one, when its done munge the other.

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 11:58 am
by IronJaw
Ah. Thanks. :wink:

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 12:13 pm
by Par3210
Yup. That's pretty much everything. For the first question you could have downloaded Fierfek's easy tutorial and that explains exactly that.

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 2:02 pm
by IronJaw
Next question. It seems that you must tell Munge to keep a .odf when you Munge.
501st_commander wrote:
ReadDataFile("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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_bldg_forwardcenter)
The "rep_bldg_Forwardcenter" telling Munge to include the .odf, .msh, etc. for the Forward Center. Do you have to do this when you use any object? for example, a walkway. Do you have to go into a .lua and tell it to keep bldg_Walkway_1? Or does Munge automatically read that you have the walkway on your map, so it automatically included all the necessary files?

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 2:08 pm
by Eggman
501st_commander wrote:
IronJaw wrote:Q: What if I edited both sides?
munge one, when its done munge the other.
Or just select "Everything" from the drop-down menu.

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 2:08 pm
by Par3210
no this is only for vehicles or destroyable command posts or units. Don't worry :wink:

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 2:12 pm
by IronJaw
I have munged this world twice: XYZ, but I can't find the Msh or ODF files in to worlds folder:

data_XYZ\worlds\XTZ\msh

I only get:

data_XYZ\worlds\XYZ\World1\(some.tga files)

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 2:13 pm
by Eggman
IronJaw wrote:I have munged this world twice: XYZ, but I can't find the Msh or ODF files in to worlds folder:

data_XYZ\worlds\XTZ\msh

I only get:

data_XYZ\worlds\XYZ\World1\(some.tga files)
You have to create the msh and odf folders. Take a look in the assets for the shipped worlds to see how the folders are generally set up.

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 2:15 pm
by Par3210
yeah, as eggman said, make 4 new folders. ODF, MSH, MUNGED and effects.
Then put all your tgas and msh in the msh folder, the odf files in the odf folder, the combos and animations in the MUNGED folder, and the effects for objects in the effects folder.

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 2:16 pm
by IronJaw
Interesting, I've never had to do that before......

NEEEXT!

I saw the .msh for the K-Wing is there a specific level that it is on? I've never seen it.

Thanks. :yes:

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 2:21 pm
by Xavious
Not in the shipped game, no.

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 2:31 pm
by Par3210
every model is usable i think that was included in the shipped assets. I think. (Confirmation needed! :? )

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 2:35 pm
by IronJaw
If I took a turret from a space level and put in to a planet level, would I need to put it into the .lua? (I assume it's as easy as loading the object into the object placement tool and placeing it on the map.)

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 3:35 pm
by Par3210
no you wouldn't have to put it into the lua. Just add it to the map. But you won't be able to climb in. You'd have to get a turret chair and then link it to the turret that you can enter. Not a normal one. One of the ones you can enter. :thumbs:

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 3:47 pm
by IronJaw

ReadDataFile("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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder",
"rep_bldg_forwardcenter)
Where do I find the above file?

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 3:48 pm
by Xavious
It's being loaded from the Rep side. Therefore, it must be in the Rep side assets.

Re: Some questions about Mapping

Posted: Tue Jul 28, 2009 3:50 pm
by IronJaw
But where in sides\rep? I can't find it.

*edit* I mean the file that you type "rep_fly_......."