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New Era Icon and "chargeable" grenades? [Solved]

Posted: Sun Oct 10, 2010 5:03 am
by CT-26-6958_Hevy
Hey GT
I have a Question about new Era icon.
Where i have to put in my Icon(.tga?)

And ive seen the Grenades from BFX are "chargeable"(I think you know what it mean?)
Ive looked in the BFX Assets and seen there are 4 ordanance(_ord,_ord1,_ord2,_ord3).
Can anybody tell me, why they are chargeable with these 4 _ord's?

Thanks in Advice!

Re: Localize new Sides and "chargeable" grenades?

Posted: Sun Oct 10, 2010 6:29 am
by [Padawan]Helkaan
Depends of the grenade you use.

Re: Localize new Sides and "chargeable" grenades?

Posted: Sun Oct 10, 2010 6:33 am
by CT-26-6958_Hevy
EMP-Grenade, I take the from the Assets and tried it out. Works but i want to know why, I dont understand this.(The ODF's im lucky that it work, but if i understand it, it would help me xD)

Re: New Era Icon and "chargeable" grenades?

Posted: Sun Oct 10, 2010 8:32 am
by Marvel4
About the charging: I'm sure there's a topic about that in the FAQ
About the icon: You need to munge a new shell.lvl

Re: New Era Icon and "chargeable" grenades?

Posted: Sun Oct 10, 2010 9:02 am
by CT-26-6958_Hevy
Could anybody give me a link of a tutorial, how i have to do this?
I Searched and didnt find one.

Re: New Era Icon and "chargeable" grenades?

Posted: Sun Oct 10, 2010 11:21 am
by [Padawan]Helkaan
For the era, look it:

Code: Select all

AddNewGameModes(sp_missionselect_listbox_contents,
            "ABC%s_%s",
            {era_c = 1, mode_con_c = 1,era_g = 1, mode_con_g = 1, change = { era_g = { name="War 1", icon2="icon" }, era_c = { name="War 2", icon2="icon" } } })
Then modify the script after munging lua.
For the shell.lvl, look at the Unofficial v1.3 patch documentation, the use VisualTool Munge after editing.

Re: New Era Icon and "chargeable" grenades?

Posted: Sun Oct 10, 2010 11:40 am
by CT-26-6958_Hevy
Hmmm okay,
where have my icon.tga be locatet

Re: New Era Icon and "chargeable" grenades?

Posted: Sun Oct 10, 2010 11:48 am
by [Padawan]Helkaan
For the icon: data_XXX\Common\mshs\PC

And for the EMP ODFs, don't care about the _ord files, that's only for the explosion time.

Re: New Era Icon and "chargeable" grenades?

Posted: Sun Oct 10, 2010 11:59 am
by CT-26-6958_Hevy
Okay, will do it next.
But now i have a new Problem, I have added a Loadscreen but it looks very... ehr ... i'll upload a screen.... then you can look it yourself.
Hidden/Spoiler:
Image

Any Idea?
Size: 2048 x 2048(I also tryed with 1024 x 1024)

Re: New Era Icon and "chargeable" grenades?

Posted: Sun Oct 10, 2010 12:02 pm
by [Padawan]Helkaan
That's easy;
Maveritchell wrote:Like every other texture, it needs to be a power of two. Which would be 1024*1024, not 1240*1240.
[RDH]Zerted wrote:The load screen utility has one bug in it. It doesn't always delete a temp file it should delete. If the load screen is correctly installed the first time it is used for a map, then theres no problems. If you keep trying to use it, the problem may show up. Right now, I can't remember which file it doesn't delete. Go through, and delete all the files related to load screen creation (including the lvls, but except your load screen tga). Then use the tool and see if it works.

Or follow the textural steps.
jedimoose32 wrote:I'd highly recommend Zerted's advice, he knows what he's talking about, and also yes just retake the picture if you can. Get a fresh start. And... don't use the loadscreen utility. As handy as it can be, I've always found it to be just as easy if I manually make the loadscreen.
So I advise you to make manually the loadscreen :wink:

Re: New Era Icon and "chargeable" grenades?

Posted: Sun Oct 10, 2010 12:12 pm
by CT-26-6958_Hevy
You mean RLS(or RLE i can't remember)? No, i dont use it, i disabled it in gimp.

Re: New Era Icon and "chargeable" grenades?

Posted: Sun Oct 10, 2010 12:15 pm
by [Padawan]Helkaan
View my previous post (updated).

Re: New Era Icon and "chargeable" grenades?

Posted: Sun Oct 10, 2010 12:30 pm
by CT-26-6958_Hevy
Hmm... I deletet all files in my Load folder and done it manualy again... with no change.
In my data_TST/Load/ folder are 2 files, my common.req which inculdes these lines:

Code: Select all

ucft
{	REQN
	{
		"texture"
		"loadscreen"
	}
}
and my Loadscreen.tga, but my tga looks normal in this folder.
I've cleaned when checked the load-box but no Change.... any Idea, do i forgot something?

Re: New Era Icon and "chargeable" grenades?

Posted: Mon Oct 11, 2010 1:19 pm
by [Padawan]Helkaan
Have you added thatin your lua?

Code: Select all

ReadDataFile("dc:load\\common.lvl")

Re: New Era Icon and "chargeable" grenades?

Posted: Tue Oct 12, 2010 1:59 am
by CT-26-6958_Hevy
Yes, right above

Code: Select all

    ReadDataFile("ingame.lvl")
    
My .lua looks like this:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("dc:Load\\common.lvl")

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("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_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("dc:SIDE\\ubp.lvl",
"rep_inf_cat",
"rep_inf_tcw_trooper",
"rep_inf_tcw_heavy_gunner",
"rep_inf_tcw_heavy_trooper",
"rep_inf_tcw_arc_trooper")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_tcw_trooper",9, 25},
assault = { "rep_inf_tcw_heavy_trooper",1, 4},
engineer = { "rep_inf_cat",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_tcw_heavy_gunner",1, 4},
special = { "rep_inf_tcw_arc_trooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- 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)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 40)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 600)
SetMemoryPoolSize("ClothData", 40)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TST\\TST.lvl", "TST_conquest")
ReadDataFile("dc:TST\\TST.lvl", "TST_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
[/code]