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One issue after another when making a map.

Posted: Tue May 21, 2013 7:05 pm
by NovaSpartanX
So, I have been having difficulties ever since I downloaded the mod tools. Just getting into modding is difficult in itself. Now I have stuff not working as intended. I can see that's because I use Windows 7 and the vistamungefix fixed the issue I had with munging, but there are still other issues. (Note: I also have the Conversion Pack Mod Downloaded so i'm not sure if that affects anything though I guess it shouldn't but just in case.))

After that my map was as bright as the sun, it took awhile but I later fixed that by removing the bright details on the textures.

My current issue is how the objects I place don't seem to have the texture they're supposed to have. For example.

I want to use this piece:
Hidden/Spoiler:
Image
Yet when I put in down it shows up like this in both ZeroEditor and game:
Hidden/Spoiler:
Image
What is causing this? I import the MSH and OPTION Files as directed and it lets me place it down, but the texture is messed up.

Then, I can't seem to change the skybox of my map. I import the sky file from Naboo, I rename it as told, I open it and grab the files i'm supposed to and put those in my world folder and nothing changes.

Some help would be greatly appreciated.

Re: One issue after another when making a map.

Posted: Tue May 21, 2013 7:31 pm
by Fiodis
You need to copy over other stuff aside from the MSH and OPTION. You need the ODF for the object in your world's odf folder (not the world that you got it from), and in your world's msh folder you need the MSH the ODF calls for, any MSH.OPTION that comes with it, and all the TGA and TGA.OPTION files you need. TGAs are textures, they're probably what you're missing here. Open up the MSH file with Notepad and hit ctrl-f. Search for all instances of ".tga" to find out which tga files you need. Copy those and their .options into your world's msh folder and you'll be good to go.

Re: One issue after another when making a map.

Posted: Tue May 21, 2013 8:10 pm
by NovaSpartanX
Fiodis wrote: Open up the MSH file with Notepad and hit ctrl-f. Search for all instances of ".tga" to find out which tga files you need. Copy those and their .options into your world's msh folder and you'll be good to go.
That worked! Thanks, man.

Any idea what's preventing me from changing the skybox though? I take all the files that are found inside the SKY file but nothing changes.

Re: One issue after another when making a map.

Posted: Tue May 21, 2013 8:33 pm
by Fiodis
If you don't see any change whatsoever, try a manual clean and remunge. There's a tutorial at the head of this forum.

Re: One issue after another when making a map.

Posted: Tue May 21, 2013 9:04 pm
by NovaSpartanX
Fiodis wrote:If you don't see any change whatsoever, try a manual clean and remunge. There's a tutorial at the head of this forum.
Unfortunately, that didn't seem to work. To add to it, the bridges disappeared completely when in game, but are there in ZeroEditor :/

Edit: Nevermind about the objects vanishing. All I needed to do was get rid of the current one and replace it. The skybox still isn't working though.

Re: One issue after another when making a map.

Posted: Wed May 22, 2013 12:09 am
by Loopy53
there is a tutorial in the FAQ you can follow. Can you post your .sky file? What have you tried to do so far?

Re: One issue after another when making a map.

Posted: Wed May 22, 2013 2:04 am
by NovaSpartanX
Loopy53 wrote:there is a tutorial in the FAQ you can follow. Can you post your .sky file? What have you tried to do so far?
The file i'm trying to use is the "Naboo2.Sky" which is the night sky correct? I've tried the step by step instructions in the documentation about changing the default sky, but to no avail. The instructions seemed a bit vague though (Maybe just to me). Just import the files for the Sky file and it will just change even with the original sky file in there? It never said what I had to do afterwards. Unless I did something wrong, i'd guess I need to do something after importing the files.

Also, I have one little thing to ask. Is there a way to modify the name and description of a map after it's made/munged/edited?

I'm VERY new to modding so this is all utterly confusing to me though i'm slowly figuring it out : P

Re: One issue after another when making a map.

Posted: Wed May 22, 2013 3:08 am
by AQT
NovaSpartanX wrote:Also, I have one little thing to ask. Is there a way to modify the name and description of a map after it's made/munged/edited?
Straight out of the FAQ topic:

Re: One issue after another when making a map.

Posted: Wed May 22, 2013 8:47 am
by Fiodis
Try this, where ABC is replaced with the three-letter name of your world:
  1. Copy naboo2.sky, SKY_naboo2.tga, sky_naboo2.tga.option, nab2_sky_dome.msh, and nab2_sky_dome.msh.option from assets/worlds/NAB/world2 to data_ABC/Worlds/ABC/world1
  2. Open ABC.wld with notepad and find the line that says SkyName("ABC.sky");
  3. Change that line to read SkyName("naboo2.sky");
  4. Save the .wld file
  5. Munge, and in the munge output look to make sure the files you copied or changed are all there.

Re: One issue after another when making a map.

Posted: Wed May 22, 2013 1:37 pm
by NovaSpartanX
Fiodis wrote:Try this, where ABC is replaced with the three-letter name of your world:
  1. Copy naboo2.sky, SKY_naboo2.tga, sky_naboo2.tga.option, nab2_sky_dome.msh, and nab2_sky_dome.msh.option from assets/worlds/NAB/world2 to data_ABC/Worlds/ABC/world1
  2. Open ABC.wld with notepad and find the line that says SkyName("ABC.sky");
  3. Change that line to read SkyName("naboo2.sky");
  4. Save the .wld file
  5. Munge, and in the munge output look to make sure the files you copied or changed are all there.
That worked, it looks awesome, however I have very tall walls surrounding the map, and they aren't very visible until you get much closer. Is there a way to fix that so it doesn't disappear at a distance? I assume there isn't.

I also have yet another annoying question, how would I got about making a cave out of the terrain? I have very high walls using the terrain, but I can't seem to figure out how to add a roof if I wanted to. Should I try using objects or is there something else I can do?

Thanks again for the help with the skybox.

Re: One issue after another when making a map.

Posted: Wed May 22, 2013 2:19 pm
by Fiodis
They only started disappearing after you added the Naboo sky? Open the naboo sky file you have, find the line in the PC section of the SkyInfo block near the beginning that says FarSceneRange, and up it to some high number like 8000 or so.

Re: One issue after another when making a map.

Posted: Wed May 22, 2013 4:07 pm
by NovaSpartanX
Fiodis wrote:They only started disappearing after you added the Naboo sky? Open the naboo sky file you have, find the line in the PC section of the SkyInfo block near the beginning that says FarSceneRange, and up it to some high number like 8000 or so.
That doesn't seem to make a difference. I wonder what's causing this?

Re: One issue after another when making a map.

Posted: Wed May 22, 2013 6:46 pm
by Noobasaurus
If you simply take out these lines.

Code: Select all

		NearSceneRange(0.5, 85.0, 100.0);
		FarSceneRange(5000.0);
It should work. If you don't the ugly fog when looking at things from a distance, take out these lines.

Code: Select all

		FogRange(0, 0);
	FogColor(85,108,142,128);
In fact, you could literally just take out everything under

Code: Select all

SkyInfo()
if you don't want added sky effects.

Be sure to keep this and everything under it as it is the one that loads the sky textures and models.

Code: Select all

DomeInfo()

Re: One issue after another when making a map.

Posted: Wed May 22, 2013 7:35 pm
by NovaSpartanX
Noobasaurus wrote:If you simply take out these lines.

Code: Select all

		NearSceneRange(0.5, 85.0, 100.0);
		FarSceneRange(5000.0);
It should work. If you don't the ugly fog when looking at things from a distance, take out these lines.

Code: Select all

		FogRange(0, 0);
	FogColor(85,108,142,128);
In fact, you could literally just take out everything under

Code: Select all

SkyInfo()
if you don't want added sky effects.

Be sure to keep this and everything under it as it is the one that loads the sky textures and models.

Code: Select all

DomeInfo()
This works. The best part about it is a new issue didn't show it's face.

Now all I need to figure out is how to use the terrain to make a roof of some kind, so I can make caves, unless I can't do that with terrain.

I'm trying to make a version of Ilum with the SW:TOR look and terrain. As in, Crystal Caves, Canyons, Ruins, etc.

Thanks again.

Re: One issue after another when making a map.

Posted: Wed May 22, 2013 10:26 pm
by Noobasaurus
NovaSpartanX wrote:ow all I need to figure out is how to use the terrain to make a roof of some kind, so I can make caves, unless I can't do that with terrain.

I'm trying to make a version of Ilum with the SW:TOR look and terrain. As in, Crystal Caves, Canyons, Ruins, etc.
Yeah, you'll need to use cave props if you want caves. The terrain editor is only capable of making hills and mountains for the surface areas.

Re: One issue after another when making a map.

Posted: Mon May 27, 2013 2:59 pm
by NovaSpartanX
Noobasaurus wrote:
NovaSpartanX wrote:ow all I need to figure out is how to use the terrain to make a roof of some kind, so I can make caves, unless I can't do that with terrain.

I'm trying to make a version of Ilum with the SW:TOR look and terrain. As in, Crystal Caves, Canyons, Ruins, etc.
Yeah, you'll need to use cave props if you want caves. The terrain editor is only capable of making hills and mountains for the surface areas.
This is a bit late for a reply, but thanks. I've been working on getting used to ZE, which is fun to do when you figure most of it out.

Anyway, do you have some good cave prop recommendations?

Also, how would I go about getting ODF files from a map like Rhen Var from Battlefront 1? I have the Conversion pack, but i'm guessing that's not important seeing how I can't seem to get ODF files from it?

Rhen Var has some objects that look almost identical to some of the ruins and stairs you find on Ilum in SWTOR...

Re: One issue after another when making a map.

Posted: Mon May 27, 2013 3:06 pm
by tirpider
All the assets for SWBF1 can be found in it's mod tools release:
Star Wars Battlefront Modding Tools (1.0 SDK Unsupported) @ filefront

Re: One issue after another when making a map.

Posted: Mon May 27, 2013 3:51 pm
by Noobasaurus
Here's some bare Hoth tunnels that could be useful when reskinned.

http://www.gametoast.com/forums/viewtop ... 64&t=20578

You basically use a terrain cutter and then piece together the cave pieces to make a nice big cave.

Re: One issue after another when making a map.

Posted: Mon May 27, 2013 4:16 pm
by NovaSpartanX
tirpider wrote:All the assets for SWBF1 can be found in it's mod tools release:
Star Wars Battlefront Modding Tools (1.0 SDK Unsupported) @ filefront
That's what I was thinking i'd need. Thanks.
Noobasaurus wrote:Here's some bare Hoth tunnels that could be useful when reskinned.

http://www.gametoast.com/forums/viewtop ... 64&t=20578

You basically use a terrain cutter and then piece together the cave pieces to make a nice big cave.
That's a brilliant idea. I'll need to check that out even though they won't be huge caves like in TOR, but it will no doubt work. Thank you.

Now the only things I need to figure out are how to make accurate looking crystals, enable snow uniforms for the factions, and a few other things.

Making maps for this game is completely new to me, not only because of just how the map making works, but because i'm used to making maps in Halo where i'm very limited. In Battlefront when making a map, i'm barley limited and can make things more detailed, playable, etc. I love this : P

Edit: The bare hoth tunnels download has been removed or something. Crap. :'(
^Link fixed -Staff

Re: One issue after another when making a map.

Posted: Tue May 28, 2013 8:56 am
by DylanRocket
NovaSpartanX wrote: Now the only things I need to figure out are how to make accurate looking crystals, enable snow uniforms for the factions, and a few other things.
To enable Snow Uniforms you can either use the ones on Hoth(Stock) or make custom ones.
To enable the stock,
1.Go to Where you installed Mod Tools\BF2_ModTools\data_***\Common\scripts\***
2.Edit the lua files.Galactic Civil War in conquest mode is called ***g_con and the one with the c instead of g is Clone Wars.Since no snow units exist for the Clone Wars,go into the ***g_con with Notepad
3.Go to the part that says

Code: Select all

    ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rifleman",
                    "all_inf_rocketeer",
                    "all_inf_sniper",
                    "all_inf_engineer",
                    "all_inf_officer",
                    "all_inf_wookiee",
                    "all_hero_hansolo_tat")
                    
    ReadDataFile("SIDE\\imp.lvl",
                    "imp_inf_rifleman",
                    "imp_inf_rocketeer",
                    "imp_inf_engineer",
                    "imp_inf_sniper",
                    "imp_inf_officer",
                    "imp_inf_dark_trooper",
                    "imp_hero_bobafett",
                    "imp_fly_destroyer_dome" )
4.Now for the Rebel team,just add _snow after the names except Han Solo.For Empire,add _snow after their names except for BobaFett and Dark_Trooper.
5.Go to

Code: Select all

	SetupTeams{
		all = {
			team = ALL,
			units = 20,
			reinforcements = 150,
			soldier	= { "all_inf_rifleman",9, 25},
			assault	= { "all_inf_rocketeer",1,4},
			engineer = { "all_inf_engineer",1,4},
			sniper	= { "all_inf_sniper",1,4},
			officer	= { "all_inf_officer",1,4},
			special	= { "all_inf_wookiee",1,4},

		},
		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "imp_inf_rifleman",9, 25},
			assault	= { "imp_inf_rocketeer",1,4},
			engineer = { "imp_inf_engineer",1,4},
			sniper	= { "imp_inf_sniper",1,4},
			officer	= { "imp_inf_officer",1,4},
			special	= { "imp_inf_dark_trooper",1,4},
		},
	}
    
6.Add _snow after the same units as you did before.
7.It should look like this:

Code: Select all

    ReadDataFile("sound\\tat.lvl;tat2gcw")
    ReadDataFile("SIDE\\all.lvl",
                    "all_inf_rifleman_snow",
                    "all_inf_rocketeer_snow",
                    "all_inf_sniper_snow",
                    "all_inf_engineer_snow",
                    "all_inf_officer_snow",
                    "all_inf_wookiee_snow",
                    "all_hero_hansolo_tat")
                    
    ReadDataFile("SIDE\\imp.lvl",
                    "imp_inf_rifleman_snow",
                    "imp_inf_rocketeer_snow",
                    "imp_inf_engineer_snow",
                    "imp_inf_sniper_snow",
                    "imp_inf_officer_snow",
                    "imp_inf_dark_trooper",
                    "imp_hero_bobafett",
                    "imp_fly_destroyer_dome" )

	ReadDataFile("SIDE\\tur.lvl",
						"tur_bldg_tat_barge",	
						"tur_bldg_laser")	
 
	SetupTeams{
		all = {
			team = ALL,
			units = 20,
			reinforcements = 150,
			soldier	= { "all_inf_rifleman_snow",9, 25},
			assault	= { "all_inf_rocketeer_snow",1,4},
			engineer = { "all_inf_engineer_snow",1,4},
			sniper	= { "all_inf_sniper_snow",1,4},
			officer	= { "all_inf_officer_snow",1,4},
			special	= { "all_inf_wookiee_snow",1,4},

		},
		imp = {
			team = IMP,
			units = 20,
			reinforcements = 150,
			soldier	= { "imp_inf_rifleman_snow",9, 25},
			assault	= { "imp_inf_rocketeer_snow",1,4},
			engineer = { "imp_inf_engineer_snow",1,4},
			sniper	= { "imp_inf_sniper_snow",1,4},
			officer	= { "imp_inf_officer_snow",1,4},
			special	= { "imp_inf_dark_trooper",1,4},
		},
	}
    
    SetHeroClass(ALL, "all_hero_hansolo_tat")
    SetHeroClass(IMP, "imp_hero_bobafett")
8.Munge and test and see if you have the Hoth Units running around the map
Edit: The bare hoth tunnels download has been removed or something. Crap. :'(
Request it in the The "Help me find a known PRE-EXISTING asset" topic (II)