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Posted: Mon Mar 13, 2006 4:32 pm
by ruasoh
they're the same as the ones you can download under the BFI vehicles section on Gametoast, but give me a minute and I'll email my folder (with the fixed cannon texture)
Posted: Sun Apr 09, 2006 11:21 am
by PvtParts
I know you all have kind of moved on from this thread, but is there anyway I can get ahold of the At-Xt?
I want to put it in BF2 aswell, but cant find it on forums or in download area.
Thanks,
Parts
Posted: Sun Apr 09, 2006 12:56 pm
by Murdocr
Posted: Sun Apr 09, 2006 6:46 pm
by PvtParts
Thanks!
and check the forums soon - wip and hopefully soon a release (map)
Posted: Sun Apr 09, 2006 11:21 pm
by Teancum
I've got a much more complete AT-XT that Fred and I actually finished, I just haven't had extra time to upload it.
Posted: Mon Apr 10, 2006 7:17 am
by Squirrel7Hunter
well I was hoping someone could answer my question,Ihave read everypost in this thread and I was wondering, Do I put the odf. and msh. for the atxt in my assets folder/sides/rep or in my map odf. and msh. folders?
I'll be waitng for the atxt to show up in the downloads section
Posted: Mon Apr 10, 2006 10:55 am
by PvtParts
Ill be waiting for you to upload it. It will fit in nicely in my Geonosis map.
But could you include a tutorial on making new sides and adding a vehicle?
I successfully made a new side (drd) for my map series, that basically covers every sort of battledroid seen in the movies, with new skins and all, and it works fine.
But i want to put some new fighters in (like the geofighter and ep2 jedifghter) and if someone can explain to me how i would put the at-xt in, it would be loads of help with the other vehicls.
Posted: Mon Apr 10, 2006 7:36 pm
by ruasoh
Squirrel7hunter:
"
you don't need to put any of the files in the rep directory. They can go straight into the C:\BF2_ModTools\data_xxx\Worlds\xxx and their respective folders (atxt.req goes in the root c:\BF2_ModTools\data_xxx\Worlds\xxx folder)
PvtParts:
The documentation is actually a lot of help when it comes to initial setup things (like vehicle placement) Plus it has been addressed too many times in the forums here. The answer might still be lurking in a corner of the forums...

Posted: Mon Apr 10, 2006 11:26 pm
by PvtParts
Off Topic: Ive just posted a new thread - i just ran into a similar problem, pertaining to
ucft <--
ERROR[levelpack GEL.req]:Expecting bracket, but none was found.
File : munged\pc\gel_conquest.lvl.req(1)...
this came up for OOM-9, but I dont see an answer here..
anyone got any ideas?
(note this isnt pertaining to the at-xt, i havent even touched it yet)
Posted: Tue Apr 11, 2006 2:14 pm
by OOM-9
btw,
The AT-XT still doesn't work for me >.<
~OOM-9
Posted: Tue Apr 11, 2006 2:23 pm
by Murdocr
i can't get it to work either

Posted: Tue Apr 11, 2006 5:56 pm
by Teancum
The AT-XT on Fred's site is a really really old version. Just hang on and I'll update it with the new version ASAP
Posted: Tue Apr 11, 2006 8:39 pm
by Teancum
You can find the AT-XT in downloads section now.
Posted: Tue Apr 11, 2006 9:26 pm
by Squirrel7Hunter
so i'm guessing I have to put a munged and a Req. folder in my dataxxx/world/xxx with my odf msh and world1 right? I dont have to change any of the files that are called imp at-st into rep atxt do I?
I was also wondering,, On filefront they was a new picture posted and It had a juggernaut in it, you could tell it wasnt made in photosjop,(it was 3-d) and I was wondering if anymaps/mods have come out that have the juggernaut in it?
Posted: Wed Apr 12, 2006 6:57 am
by Murdocr
if anyone could spare some time to help i would appreciate it. how do you set this thing up. i have tried using it as it's own side called atxt and calling it in the lua, adding it to the republic side and adding it to the rep.req and finally putting it in my world1 folder and phsically placing it in ZE. with the latter my map crashed and i got the following from BF2_modtools:
Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "rep_walk_atxt_finalexp" missing effect "explosion"
Message Severity: 3
.\Source\EntityWalker.cpp(4241)
Walker 'rep_walk_atxt' has FootBoneRight tag before AnimationName or SkeletonName!
Message Severity: 3
.\Source\EntityWalker.cpp(4255)
Walker 'rep_walk_atxt' has LegBoneRight tag before AnimationName or SkeletonName!
Message Severity: 3
.\Source\EntityWalker.cpp(4269)
Walker 'rep_walk_atxt' has LegBoneTopLeft tag before AnimationName or SkeletonName!
Message Severity: 3
.\Source\EntityWalker.cpp(4282)
Walker 'rep_walk_atxt' has LegBoneTopRight tag before AnimationName or SkeletonName!
Message Severity: 3
.\Source\EntityWalker.cpp(4207)
Walker 'rep_walk_atxt' has FootBoneLeft tag before AnimationName or SkeletonName!
Message Severity: 3
.\Source\EntityWalker.cpp(4216)
Walker 'rep_walk_atxt' has FootBoneRight tag before AnimationName or SkeletonName!
Message Severity: 3
.\Source\EntityWalker.cpp(224)
Walker has no animations
Posted: Wed Apr 12, 2006 7:42 am
by Teancum
Oh I forgot to tell you that the ATST also needs to be loaded into memory for it to work, since it uses that ATST anims.
Posted: Wed Apr 12, 2006 8:29 am
by Murdocr
ok i'll try that, thanks.
Posted: Wed Apr 12, 2006 9:20 am
by Squirrel7Hunter
hey Teancum I dont know if you saw my earlier post but what do u mean by the "atst needs to be loaded into memory for it to work" ?
Posted: Wed Apr 12, 2006 9:30 am
by Teancum
ReadDataFile("SIDE\\imp.lvl,
"imp_walk_atst")
That needs to be in the LUA
Posted: Wed Apr 12, 2006 10:07 am
by Squirrel7Hunter
so i need to make a new side that has all the imp walker odf.'s and msh's
Also Do i have to add rep_walk_atxt to the list below?
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc: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_oneman_atst",
"rep_walk_atte",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
srry for all the questions but where do I put the name of rep_walk_atxt below?
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)