Hebes24's modding Questions! *Water Question! See 4th page!*

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Hebes24
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Hebes24's modding Questions! *Water Question! See 4th page!*

Post by Hebes24 »

This is the thread that I will use to post my modding questions:

Current Question:
How do I get water to glow?? See 4th page.
Last edited by Hebes24 on Fri Jul 14, 2006 4:00 pm, edited 6 times in total.
Kyross

RE: I need help starting a new map!

Post by Kyross »

You're a bit of a boob. When you open zeroedit, then ou have to open your world. Then you have to move the camera so that you aren't perfectly level with the terrain.
darthpingu

RE: I need help starting a new map!

Post by darthpingu »

Open your world: Hit the load button, browse to \BF2_ModTools\data_***\Worlds\***\world1 and open ***.wld
Hebes24
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RE: I need help starting a new map!

Post by Hebes24 »

@darthpingu: thanks! that helps!

@Kross: yeah, i was, wasn't I. Sorry
Kyross

RE: I need help starting a new map!

Post by Kyross »

I don't know because I never had to read the docs but I doubt(guessing from how often this happens) it tells you that by default the camera view is directly in line with the ground so you have to move the camera (WASD keys) back and up so you can look down/around it.
fat_walrus

RE: I need help starting a new map!

Post by fat_walrus »

or use the F and G key to move up and down, or the Tab key which is really handy :wink:
Hebes24
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RE: I need help starting a new map!

Post by Hebes24 »

How do i change the sky? I think it is the Yavin sky right now, and I want to change it to the Mustafar sky.:D
fat_walrus

RE: I need help starting a new map!

Post by fat_walrus »

Read that Getting Started doc. I'd post it but I'm too lazy :P
Hebes24
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RE: I need help starting a new map!

Post by Hebes24 »

I did what it said in the Getting Started doc. but it is still the yavin sky.:?
Squirrel7Hunter

Post by Squirrel7Hunter »

the easy way it to open up the TGA file with the yavin sky in it and copy and paste what ever sky u want into the yavin sky TGA.
Hebes24
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Post by Hebes24 »

Thanks Squirrel7Hunter i'll try that!

I also need help with making lava, so far i have had absolutely no luck whatsoever. :(

Edit: OMG! this yavin sky does not want to be changed!!!:evil:

On a friendlier note, I would like to learn how add new units to teams, how to make command posts spawn vehicles, etc.
fat_walrus

Post by fat_walrus »

All that is in getting started doc. Sides is in the Jedi_Creation doc, just pretend to replace it with troopers and you don't need to worry about the animations in it for troopers ;)
Hebes24
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Post by Hebes24 »

Thanks for the tip fat_walrus. However, I have a new problem. I added vehicle spawns to my map, using the instructions in the Getting Started doc., but no vehicles appear! is there something I fogot?:?
Kyross

Post by Kyross »

Quick list of points for spawning vehicles:
You added the appropriate lines in the lua under ReadDataFile
You have it within a control region associated to acommand post
You have its properties filled out correctly including which command post it is connected to and the vehicle name in the right box(if imperials are defending team for example click page down and put it in the impdef box, if they are attacking impatk)...
Hebes24
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Post by Hebes24 »

What exactly are the lines that I need to put in the LUA, and you are talking about the addme LUA, right? these are the vehicles that I want to spawn:

ClassImpATK: imp_hover_fightertank
ClassRepATK: rep_hover_fightertank
ClassAllDEF: all_hover_combatspeeder
ClassCISDEF: cis_hover_aat

Image

When you say control region, do you mean the Blue lined region in the image above?
Kyross

Post by Kyross »

I'm talking about the LUA for the specific era and mode of gameplay you're putting vehicles in. If you don't know what lins to put(or apparently what a lua is) clearly you haven't done it correctly. There in lies the problem. I can't see an image but the description fits. Depending on which side is set as atacker and wich is defender in your lua determines which spaces you would put the vehicle lines in for stuff like ClassImpATK.
fat_walrus

Post by fat_walrus »

Your basic ATT and DEF team is:
ATT=REP
DEF=CIS

unless you changed it in your LUA. If you didn't, put the rep_hover_fightertank in ClassRepATT
Hebes24
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Post by Hebes24 »

Kyross I found the LUA (I can't believe that I was so stupid!!!!!:evil:). so, what are those lines again? Also, the image should be there, I can see it at least...:?

@fat_walrus I already did that, but thanks anyway!:)
fat_walrus

Post by fat_walrus »

It's:

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"blahblahblah",
"rep_hover_fightertank",

If you want to add more vehicles for the republic, leave the comma at the end of the fightertank and make a new line with the same setup. If that's the end of that section, replace the comma with a )

In Zeroeditor, make sure the spawn point box at the right is filled with the correct things. EX:

(The first blank which I forget exactly what its called) in this case it's cp# (replace the # with the cp#)

Then you fill what I said in the previous post that I did and fill the starting team in the lower left box under Browse ODF (In this case Team 1 for Rep, the spawn points starting team)

Sorry I don't have any pics, but I Think that covers it :)
Hebes24
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Post by Hebes24 »

Wow! that's simple! idk why i didn't think of that before! thanks!:D
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