How to make a custom shell mod. [Tutorial] (FAQ)
Posted: Fri Dec 23, 2011 11:24 am
Hello everyone. I noticed that there seems to be a lack of tutorials for Shell mods, so I decided to rectify that.
Let's start small and simple. Backgrounds are the most common thing to change, so let's begin with that. This tutorial assumes you are somewhat familiar with making mods. So I won't be over explaining the easy to understand stuff.
Step 1: Create a mod project using VisualMunge(found in BF2_Modtools\data\Build), or if you want to use an existing one, just ignore this step.
Step 2: Create a folder called shell in Data_ABC. ABC will be the Mod ID used in this tutorial. Replace all references of ABC to your Mod ID.
Step 3: Create a folder called textures inside of your newly created shell folder.
Step 4: Create (or copy) a req file inside the shell folder. Name (or rename) it to shell.
Step 5: Now let's choose the image we want to replace. Go to BF2_ModTools\assets\Shell\textures\PC and copy the profile_manager file into your Data_ABC\shell\texture folder. Make sure to copy the .option file for it as well.
Step 6: Now open your shell.req up. Change it so that it looks like this.
Save and exit.
Step 7: Now the fun part! Let's change the texture now. Open up the profile_manager texture in GIMP, Photoshop, or PAINT.net depending on what you use. It will look like this.
My my, how boring. First off let's find the image we want to replace it with. It can be literally anything you want, but try to find something with a decent resolution to start with. I choose THIS (link fixed 7/5/2012) image for this tutorial. Save the new image to your desktop (well it can be saved anywhere, but it's always the easiest to work off of the desktop). Open it in your image editor. Now the image I choose has a resolution of 1280x1024. The stock texture is 1024x1024, so some editing will be needed. Shouldn't be hard to figure out. Once you cropped or resized your image, copy it over to the profile_manager texture. Save the new texture, and remember to uncheck RLE Compression if you're using GIMP. If you do not uncheck it, you will get a munge error. You have to Save As, not just Save. Otherwise you can't uncheck RLE Compression.
Step 8: Now we're ready to munge. There's a couple ways to do it, but I personally find it easiest to just manually munge it, rather than use VisualMunge. The munge.bat you need to use is located in _BUILD\Shell.
Step 9: Now let's edit the addme.lua found in Data_ABC\addme. Add this line right before this line
Remember to change the ABC to reflect your Mod ID.
Save the addme.lua. While you're there, also munge it.
Step 10: Now go to your addon folder, if you've ever installed a mod, you know where it is. Make a new folder called ABC (remember to change it to reflect your Mod ID).
Inside your newly created ABC folder, copy your addme.script file (found in Data_ABC\addme\munged) here. In the same ABC folder, create a new folder called data. Now inside of this data folder, create yet another folder called _LVL_PC.
Step 11: Copy your munged shell.lvl found in Data_ABC\_LVL_PC to your addon\ABC\data\_LVL_PC folder. All in all, the directory should look something like this. C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\addon\ABC\data\_LVL_PC\shell.lvl
Step 12: Test it out! If you followed all the instructions, your new background should appear like this.
Now I realize this is not the best tutorial in the world. I also know there is a much less in-depth tutorial included in the 1.3 patch documentation. It's not as thorough, so I decided to clarify the exact steps.
If you see any spelling/grammar issues, send me a PM and I shall fix it.
I'll also make a separate tutorial, or rather an extension on this one, on how to change all the buttons textures and stuff. That requires a common.lvl, but the process is pretty much the same.
Let's start small and simple. Backgrounds are the most common thing to change, so let's begin with that. This tutorial assumes you are somewhat familiar with making mods. So I won't be over explaining the easy to understand stuff.
Step 1: Create a mod project using VisualMunge(found in BF2_Modtools\data\Build), or if you want to use an existing one, just ignore this step.
Step 2: Create a folder called shell in Data_ABC. ABC will be the Mod ID used in this tutorial. Replace all references of ABC to your Mod ID.
Step 3: Create a folder called textures inside of your newly created shell folder.
Step 4: Create (or copy) a req file inside the shell folder. Name (or rename) it to shell.
Step 5: Now let's choose the image we want to replace. Go to BF2_ModTools\assets\Shell\textures\PC and copy the profile_manager file into your Data_ABC\shell\texture folder. Make sure to copy the .option file for it as well.
Step 6: Now open your shell.req up. Change it so that it looks like this.
Hidden/Spoiler:
Step 7: Now the fun part! Let's change the texture now. Open up the profile_manager texture in GIMP, Photoshop, or PAINT.net depending on what you use. It will look like this.
Hidden/Spoiler:
Step 8: Now we're ready to munge. There's a couple ways to do it, but I personally find it easiest to just manually munge it, rather than use VisualMunge. The munge.bat you need to use is located in _BUILD\Shell.
Step 9: Now let's edit the addme.lua found in Data_ABC\addme. Add this line
Hidden/Spoiler:
Hidden/Spoiler:
Save the addme.lua. While you're there, also munge it.
Step 10: Now go to your addon folder, if you've ever installed a mod, you know where it is. Make a new folder called ABC (remember to change it to reflect your Mod ID).
Inside your newly created ABC folder, copy your addme.script file (found in Data_ABC\addme\munged) here. In the same ABC folder, create a new folder called data. Now inside of this data folder, create yet another folder called _LVL_PC.
Step 11: Copy your munged shell.lvl found in Data_ABC\_LVL_PC to your addon\ABC\data\_LVL_PC folder. All in all, the directory should look something like this. C:\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData\addon\ABC\data\_LVL_PC\shell.lvl
Step 12: Test it out! If you followed all the instructions, your new background should appear like this.
Hidden/Spoiler:
If you see any spelling/grammar issues, send me a PM and I shall fix it.
I'll also make a separate tutorial, or rather an extension on this one, on how to change all the buttons textures and stuff. That requires a common.lvl, but the process is pretty much the same.
Hidden/Spoiler:


