Page 1 of 1

Re: scripts in bf2modtools

Posted: Mon Mar 10, 2008 2:47 pm
by PsYcH0_]-[aMsT3r
For skining remember to turn of RLE compression. Everyone does it at first lol.

Re: scripts in bf2modtools

Posted: Mon Mar 10, 2008 3:33 pm
by swbf2crazy
Lol ok how do we do that? And nice avatar.

Re: scripts in bf2modtools

Posted: Mon Mar 10, 2008 4:06 pm
by swbf2crazy
This is exactly what it says in the munge log:

ERROR[PC_texturemunge msh\rep_inf_saeseetin.tga]:Targa type 10 not currently supported.
ERROR[PC_texturemunge msh\rep_inf_saeseetin.tga]:Targa type 10 not currently supported.
[continuing]
2 Errors 0 Warnings

ERROR[levelpack req\rep_hero_saesee.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_saeseetin.texture.req(1)...

ucft <--
ERROR[levelpack req\rep_hero_saesee.req]:Expecting bracket, but none was found.
File : munged\pc\rep_inf_saeseetin.texture.req(1)...

ucft <--

2 Errors 0 Warnings

ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...

ucft <--
ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...

ucft <--
ERROR[levelpack POW.req]:Expecting bracket, but none was found.
File : munged\pc\pow.terrain.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

Re: scripts in bf2modtools

Posted: Mon Mar 10, 2008 4:23 pm
by elfie
quote: Lol ok how do we do that?

when you save it as a tga it shouls ask you.

Re: scripts in bf2modtools

Posted: Mon Mar 10, 2008 9:43 pm
by obiboba3po
ok guys, no offense, but thats not helping him at all. here is a guide i wrote earlier today, this is the way i do it, and it always works for me:

ok what you have to do:
--when saving, save with no rle compression
--get munge.bat and clean.bat from build/common/sides/all, paste these into all of you sides folders. (u c & p the side ur editing in to ur sides folder, make sure the common fulder is there, and post the munge and clean inthe side ur editing's folder)
--go to assets/shell, c& p all folders not files into ur world/build/shell
--finally, go to the lua, and put dc: infront of the side ur editin.
note: if you do something wrong, the dc: will crash the game, make sure you do everything right!

also those #s u were talking about, the 1st number represents how many initial ai will start off as that unit i think the 2nd # is the max you can have of that unit. again, i think its something along the lines of this. if you got any problems or questions about the above, just post it here.

(thanks elfie, i used ur guide to skinning to make this, as yours was the one that actually taught me how to do it)

Re: scripts in bf2modtools

Posted: Tue Mar 11, 2008 3:06 pm
by elfie
no problem, obiboba. By the way another shortened version of the way you could do this is to copy the side folder and skin and then delete all the lines in the side.req that you have not modified or used in game.

Re: scripts in bf2modtools

Posted: Tue Mar 11, 2008 5:04 pm
by obiboba3po
yea, thats work too

Re: scripts in bf2modtools

Posted: Thu Mar 13, 2008 2:17 pm
by swbf2crazy
Thanks alot guys problems solved!