ok so I got my hero to have a gun as a second primary weapon. does anyone know how to switch from lightsaber to gun? I scroll down to switch in my primary but It won't let me. I looked in the options tab and there isn't an option to switch primary weapon. any help?
so then I tried making it a secondary weapon. But my Mr. skywalker just went into the motions of shooting ( e.g. no gun visible but he was holding it the proper way) and not shooting.
one more thing, how do you change the name of your created unit.
I don't like the name entity.jdi_jedidemo appearing in my unit selection.
What always help look in other files how they did it.
(han solo has a gun and is a hero. Or you look in other mods (bfx, dt,..) and if you are lucky they also released the source
Re: JimmyAngler's modding Q & A's
Posted: Wed Nov 06, 2013 5:41 pm
by JimmyAngler
I just followed through the steps in the guide. (even made the same guy)
and then I tried to add some a gun.
Edit:
Ok I fixed it. Followed your advice and followed han solo's odf.
That was part of the problem. The other part was that the gun needed to go before the lightsaber. on the hero's odf. Thanks for the han solo refrence.
Gametoast sure is helpful.
who do you want the credit to go to?
one more thing,
Some of my objects in ZE are grey or don't appear at all. Why?
Here is the odf, msh, and option that is in my world 1 folder.
I couldn't find the tga. Anyone know where it is?
hoth_prop_trench_short.msh
hoth_prop_trench_short.msh.option
hoth_prop_trench_short.odf
btw your link for changing the name for bf1 not bf2.
I have bf2.
Re: JimmyAngler's modding Q & A's
Posted: Thu Nov 07, 2013 9:24 am
by Anakin
JimmyAngler wrote:
[...]
Ok I fixed it. Followed your advice and followed han solo's odf.
That was part of the problem. The other part was that the gun needed to go before the lightsaber. on the hero's odf. Thanks for the han solo refrence.
Gametoast sure is helpful.
who do you want the credit to go to?
So you can credit all helped you here at GT, or you credit only these who helped much and fpr the others you write something like "and all the others from Gametoast who helpt me with their advice". That's the way i handled it
JimmyAngler wrote:
one more thing,
Some of my objects in ZE are grey or don't appear at all. Why?
Here is the odf, msh, and option that is in my world 1 folder.
I couldn't find the tga. Anyone know where it is?
hoth_prop_trench_short.msh
hoth_prop_trench_short.msh.option
hoth_prop_trench_short.odf
I'm never made much with Zero, but if they are still grey it sound's like you are missing the tga.
First you should get the SWBFII Viewer There you can open msh files, move them around, view the textures,.... If you open an msh (drag and drop) and klick on the big I a popup will open and show you all files this msh needs. Tgas go into the same folder as the .msh and .msh.options and .tga.options.
So a good idea if you take props from Hoth just copie the whole hoth maps's source into your map.
JimmyAngler wrote:
btw your link for changing the name for bf1 not bf2.
I have bf2.
But it's the same for BFII
Re: JimmyAngler's modding Q & A's
Posted: Thu Nov 07, 2013 11:37 am
by JimmyAngler
yep copying and pasting everything did the trick.
But now I can't add vehicles. Can the all have a cis ship?
I checked all the topics on it but to no avail. Could you write me up a tut with pics?
Plus I couldn't find the link for the localization strings thingy.
Re: JimmyAngler's modding Q & A's
Posted: Thu Nov 07, 2013 12:29 pm
by Anakin
i' see if i can do it. the simplest is to take a all ship and change the msh name.
go to the FAQ, scroll down to localize and take the first link.
Re: JimmyAngler's modding Q & A's
Posted: Thu Nov 07, 2013 12:37 pm
by JimmyAngler
yes I know but where do I download the localization tool.
Re: JimmyAngler's modding Q & A's
Posted: Thu Nov 07, 2013 2:07 pm
by Marth8880
You already have it; run editlocalize.bat in data_***.
Re: JimmyAngler's modding Q & A's
Posted: Thu Nov 07, 2013 2:32 pm
by JimmyAngler
lol yes I found just before you posted this. don't you love that greenie stage.
Edit: hmm I don't see my map name on the levels root tab. :
Its in the mapname root but nowhere else. any help?
Edit: I made a custom side so now my game is imperials against luke skywalker.
I can play as luke vs the imps, but I can't play as the imps against luke. There is no AI luke.
any help?
Re: JimmyAngler's modding Q & A's
Posted: Thu Nov 07, 2013 5:44 pm
by Anakin
Search for ai controlled hero. You may know that on stock bf the ai never take the hero. There is a mod just to fix that for all stock bf maps. But i think there is also a tutorial.
Re: JimmyAngler's modding Q & A's
Posted: Mon Nov 11, 2013 10:37 am
by JimmyAngler
yep ok thanks, that worked.
Now I added another side (I'm making the death star with the traditional characters) And I followed the add side tutorial exactly. But when I go to my BF2ModTools/data_***/LVL_PC/SIDE there is no lvl file. I munged and everything but still no file. Are the req's and odf's I make in correct form? I am using a txt. file editor too.
Re: JimmyAngler's modding Q & A's
Posted: Mon Nov 11, 2013 10:51 am
by Anakin
can you show us your sides.req file??
Re: JimmyAngler's modding Q & A's
Posted: Mon Nov 11, 2013 10:54 am
by JimmyAngler
This req is in my sides main.
ucft
{
REQN
{
"lvl"
"lst_lukestorm"
}
}
Re: JimmyAngler's modding Q & A's
Posted: Mon Nov 11, 2013 10:58 am
by Anakin
that looks very good. so in your sides req folder need to be the lst_lukestorm.req file calling the odf file.
if that is all right you need to munge the side. Default choose is nothing. you need to change it to your sides name. You also can choose all. but this will also munge all default units. (wookies, geos,...) this take a long time, so you better just choose your side
Re: JimmyAngler's modding Q & A's
Posted: Mon Nov 11, 2013 11:03 am
by JimmyAngler
yep just munged my lst side and looked in my data_***/LVL_PC/SIDE and found nothing.
What now?
Re: JimmyAngler's modding Q & A's
Posted: Mon Nov 11, 2013 12:25 pm
by Anakin
that's strange. some errors??
You may can upload your side and i can try to munge it at a project of mine. so we can see if something is wrong with your munge bats or your side.
Re: JimmyAngler's modding Q & A's
Posted: Mon Nov 11, 2013 1:17 pm
by JimmyAngler
ok this was in my bf2 log after I munged and everything:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\lst.lvl
Ok so the Message Severity: 3 just say you have no munged lst.lvl file. that's the problem but we are looking for the reason the lst.lvl isn't munged.
1. your req files are not .req files the complete name is lst.req.txt. So at all they are txt files. open them in a txt edirot, file>save as> choose all files (not txt!!!) and write "lst.req"
also you need a lstshell.lvl look it up in other sides how it need to look.
While mungeing i get this output:
Hidden/Spoiler:
Sides\munge PC
munge_side Common PC
0 Datei(en) kopiert
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben. "
"Error (Invalid Parameter): lst
"
"Usage: munge [PC|PS2|XBOX] [<side1> <side2> ...]
Worlds\munge PC
munge_world Common PC
Done
Done
Done
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
munge_world RCM PC
Done
Done
Done
Munging RCM.PTH
Munging RCM_conquest.PTH
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
1 Datei(en) verschoben.
Munging RCM.req
0 Datei(en) verschoben.
Das System kann den angegebenen Pfad nicht finden.
Munging RCM.req
0 Datei(en) verschoben.
Das System kann den angegebenen Pfad nicht finden.
1 Datei(en) verschoben.
Munging addme.lua...done.
Copying files to Battlefront II directory:
"C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Mod dir "RCM"exists, continuing...
Copying addme.script to mod dir...done
Copying "mission.lvl" to modDir\data\_LVL_PC\...done
Copying "core.lvl" to modDir\data\_LVL_PC\...done
Copying "RCM" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Munge process finished
1 Datei(en) verschoben.
i marked the important part red.
I'm not 100% sure about this, but all your req files and odf start with all_ or imp_ as far as i know you need to name them like your side. so
rename your
all_hero_luke_storm to
lst_hero_luke_storm
and remember to change the names in the files, too. You also called in the lst.req all_hero_luke_storm.req, but your units req file was called lst_hero_luke.
Normaly you can name a unit for req xxx_unit_req_file.req and the odf xxx_unit_odf_file.odf. But than the xxx_unit_req_file.req file needs to call xxx_unit_odf_file.odf and not xxx_unit_req_file.odf.
the sideshell.req is somewhere between there. i don't really know what it's good for. it's there and we all like it (except Mav he removed it and i think he wrote all in the side.req)
I hope this helps you
Re: JimmyAngler's modding Q & A's
Posted: Mon Nov 11, 2013 3:31 pm
by JimmyAngler
yup thanks I ended up copying and pasting the all.req file from assests/sides/all and deleted their stuff and put in mine.
this is what I get when I munge:
Hidden/Spoiler:
ERROR[levelpack ABC.req]:Expecting bracket, but none was found.
File : munged\pc\abc_conquest.lvl.req(1)...
ucft <--
ERROR[levelpack ABC.req]:Expecting bracket, but none was found.
File : munged\pc\abc_conquest.lvl.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[levelpack ABC.req]:Expecting bracket, but none was found.
File : munged\pc\abc_conquest.lvl.req(1)...
ucft <--
ERROR[levelpack ABC.req]:Expecting bracket, but none was found.
File : munged\pc\abc_conquest.lvl.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
I'm pretty sure this is not good.
my log :
Hidden/Spoiler:
Opened logfile BFront2.log 2013-11-11 1410
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Cannot find ..\..\addon\BDT\data\_LVL_PC\SIDE\lead.lvl. Skipping ETR's extra Dark Times missions
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 052FA16C
The key, value is: era_g 1
The key, value is: isModLevel 1
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: ABC<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 052FF72C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: ABCg_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision