A whole bunch of questions.

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vampire_lord
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A whole bunch of questions.

Post by vampire_lord »

OK, I am doing well with my current work, but some holes are beginning to appear and I'll need to fix them ASAP, besides, if the mod goes well I am planning on doing one or two more for the sake of multiplayer experience, so, I need some answers from the experienced people here.

1.- Is it possible to set a death region working only for a team? the real plan is this, a death region preventing enemy starfighters to enter the hangar (in space) until the shields are down but allowing allied starfighters to get in and out.
---WORKING ON IT---

2.- My current mod's 1st person arms are reskinned, but when I switch to 1st person they still show up as if they were never recolored, I even set up a new fpm file refering to my actual side's folder, but no effect either.
---SOLVED THX---

3.- Can the stealth weapon for Bothan Spies work for any other unit?
---SOLVED THX---
Last edited by vampire_lord on Thu Jun 26, 2008 6:38 pm, edited 1 time in total.
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Re: A whole bunch of questions.

Post by theultimat »

vampire_lord wrote:3.- Can the stealth weapon for Bothan Spies work for any other unit?
Yes, just add the weapon selection in the ODF and copy over all the right assets.
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Re: A whole bunch of questions.

Post by Caleb1117 »

vampire_lord wrote:
2.- My current mod's 1st person arms are reskinned, but when I switch to 1st person they still show up as if they were never recolored, I even set up a new fpm file refering to my actual side's folder, but no effect either.
I think, not sure, but I think new FPM stuff including reskins requires a req.
For instance, in the REP side, in the req folder, there is another folder named fpm, with req's that call first person meshes.

You may have to make a copy of the First Person mesh that uses the texture you edited, rename it, and make a req for it, based on the ones in the REP side.
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Re: A whole bunch of questions.

Post by Blade »

As for number 1, I'm not sure, so this is sort of a question on my part as well... But can't you make a death region only affect a single health type of unit, and then change the units you DON'T want to die in it to something like "animal.?" As I said, I'm not sure if this is right, or if this is how it's done, but I'm pretty sure it's possible.
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Re: A whole bunch of questions.

Post by vampire_lord »

I think, not sure, but I think new FPM stuff including reskins requires a req.
For instance, in the REP side, in the req folder, there is another folder named fpm, with req's that call first person meshes.

You may have to make a copy of the First Person mesh that uses the texture you edited, rename it, and make a req for it, based on the ones in the REP side.
This is what I did.

Unit ODF

Code: Select all

[GameObjectClass]
ClassParent         	= "glm_inf_default_rifleman"
[Properties]
GeometryName            = "rep_inf_clonecommander"
GeometryLowRes          = "rep_inf_clonecommander_low1"
FirstPerson             = "GLM\glmunit;rep_1st_clonecommander"
ClothODF                = "rep_inf_clonecommander_cape"
Unit FPM (GLM/req/fpm/glmunit.req)

Code: Select all

ucft
{    
REQN    
  { 
    "model"  
    "rep_1st_clonecommander" 
  }
}
The MSH calls for rep_1st_inf_clonetrooper_hands.tga and rep_1st_inf_clonecommander_arms.tga, the later is recolored but it still shows up in the usual purple colors.

Now I tried using a different msh with hex editing and calling for it, but the purple arms are still showing as if I never changed anything (altough while munging I got a message about no collision geometry and using the normal geometry, but no warning on mungelog), this is pissing me off.

On a closer inspection, not even the REP side assets have some textures or MSHs a few fpms call for, then I must find all other files around, but WTF?
Last edited by vampire_lord on Sat Jun 21, 2008 5:31 pm, edited 1 time in total.
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Re: A whole bunch of questions.

Post by [RDH]Zerted »

For #1, you can use OnEnterRegion and kill any object entering it that is not of the correct team.
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Re: A whole bunch of questions.

Post by FragMe! »

FPMs have to go in this directory

C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\DATA\_LVL_PC\fpm

So if you have a custom named side the fpm lvl file needs to go into a directory with your sides name.
Since this location is common to any map being played it is preferrable if you do give it a different name
than the default ones, or at least different names to the actual msh/tga combo if you intend on releasing
the map as the changes may affect all maps.
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Re: A whole bunch of questions.

Post by vampire_lord »

Thanks, found out after reading the FAQ over and over (I assumed the file would be automatically imported), good thing I actually use a different name for it, but finally it is working, now I must find the other textures for the other troopers.
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Re: A whole bunch of questions.

Post by vampire_lord »

Bumping so I can avoid making more and more topics, I have a few more questions.

4.- Is there a way to force the Fusion Cutter type of weapons to overheat? I need something like that to balance my Bacta Condenser (I need a new Model too), It would be a little too abusive even for medics to keep healing with no restrictions, I hope someone can help, I tried the basic tampering on HeatPerShot and all those properties, but the heat is always stopped.

5.- I am not sure on where can I request a model, it would be like a pistol, I can make a sketch of course.

Thanks
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