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 [FAQ]Icemember's Tutorials "In To Modding"

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RevanSithLord
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PostSubject: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 5:04 am

So I took it upon myself to transfer all of Icemember's tutorials from the Filefront forums over to here, with his permission of course. I hope people will find this thread useful. I will split up the posts in this thread for easier navigation.

Index
Get Ready (getting started).
Making A Map (which is also part of the first post)
Making A Map Cont.
Preparing A New Side
Getting Custom Skins In The Game PT1
^ PT2
^ CONT
^ PT3
^ PT4
^ PT5
Munging Tips
-------

Under this post is where his tutorials will go.


Last edited by RevanSithLord on 9/2/2011, 5:18 am; edited 2 times in total
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PostSubject: Re: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 5:04 am

Hi, I thought I would make a topic for noobs that want to learn the basics in getting a map going and adding a unit in game and so on.

GET READY
-----------------
1) Get the SWBF2 ModTools here Star Wars Battlefront II Mod Tools (PC) Download, Star Wars Battlefront 2 Other

2) Install the SWBF2 ModTools. Best too use the default directory path. Meaning agree to everything when installing the mod tools LOL!

3) You mod tools should of been here if you choose the default directory: C:\BF2_ModTools
Spoiler:
 

NOTE: These modtools will allow you too install skins, models and maps you made into the SWBF2 game.


MAKING A MAP
----------------------------------
1) Go in the BF2_ModTools folder, data folder, _BUILD folder. In the _BUILD folder is a Modtools VisualMunge.exe. Double click this to excute the program. It is circled in blue. (PATH: C:\BF2_ModTools\data\_BUILD).
Spoiler:
 

2) The Munge menu should pop up.


2.1) Just start adding any 3 letters in the 3-Letter World Name: box.
2.2) Add your world name in the Full World Name: box
2.3) Discrib what your world is like in the World Description: box.

2.4) In the Game Modes box, check mark all 4 or 1 mode you wish to have in your map.
NOTE: Recommended: Only check mark one mode to make things easier.
(RECOMMENDED MODE: Conquest)
(RECOMMENDED: Do not check mark Space Map till your little experienced.)

2.5) After all is filled in, hit the big Create World button circled in red in the picture.


Your world will now munge away. When it is done, you will get a message confirming your world is ready to be edited by you and zero editor.
Simply just hit OK botton when the munge is done!!

The munge window will close.


Last edited by RevanSithLord on 9/2/2011, 5:07 am; edited 1 time in total
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PostSubject: Re: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 5:06 am

In The Map Folder
----------------------------------
When the munging is done, your new world will be placed in the BF2_ModTools folder. (DEFAULT PATH: C:\BF2_ModTools)
Spoiler:
 
The new world folder will begin with data_ and end with your 3-Letters you choose in the munge menu. I used ICE so my new world folder is data_ICE.

Go into your new world folder.

You will see the zeroeditor.exe. This program is used too place objects in your world. Is it circled in blue.

Next is a folder named _BUILD that is also in the new world folder. It is circled in red. Go in side this folder.
Spoiler:
 

In this folder you should see another Modtools VisualMunge.exe. Only this is where you will munge your world from now on. (PATH: C:\BF2_ModTools\data_ICE\_BUILD)
Spoiler:
 

Once you double click on it, it will have new options avalible to you, the Munge menu. Your 3-Letter world name should be in the Worlds box. Circled in blue.

Also Common will be checked. Leave it checked.

For now,these are the only 2 options that should be showing and checked.

Hit the Munge button circled in red.


Then after the munging is done, you will get a message stating munge is done, Go run Starwars Battlefront 2!


Go test your map by running the game like you normally would.
(INGAME: Instant Action)


And your map should be working Smile
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PostSubject: Re: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 5:08 am

PREPARING A NEW SIDE
----------------------------------
1) In the BF2_ModTools folder, there is an assets folder. Go inside the assets folder. This is where you get your units, world objects, and effects from.
Spoiler:
 

2) Inside the assets folder is a sides folder circled in blue, go inside that folder and you should see all the sides in the game already preapred for your pleasures lol.

Spoiler:
 

I mark some of the main folders that are used by many. Hope you know your symbols.

2) Now you want too Copy any side folder you want too make. (RECOMMENDED: rep folder)

3) Also copy the Common folder circled in red.
Spoiler:
 

4) Now, you want to paste the 2 folders too this location C:\BF2_ModTools\data_ICE\Sides. There should be a tur folder already inside your worlds sides folder. after pasting your 2 new folders, it should look like this in the picture.
Spoiler:
 

5)Go inside the newly pasted rep folder, in here is where most of the magic happens on adding a new unit or adding your skins too a unit or units lol. Powerful, realistic weapon attribute, infinity jetpack fuel, infinity health just too name a few things.

1. effects folder is for things like jetpack flames fx files.
2. msh folder is where the skins and models go, along with the option files if you will.
3. munged folder is where the animations go for a model .anims, .zaabin .zafbin and certain .sprite files.
4. odf folder is where the .odf files go for characters, weapons, and vehicles. Other items like health packs and so. These files can make weapons powerful and infinity if edited to that. Same goes for characters and vehicles.
5. req folder is where the req files go for a unit. These are the required files.
6. rep.req is where a list of units that are to appear ingame are listed.
7. ignore the repshell.req
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PostSubject: Re: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 5:09 am

GETTING CUSTOM SKINS INGAME
------------------------------------
1) Go into the msh folder. It should have files like seen in the picture. .tga, .msh and .OPTION.
Spoiler:
 

2) I'm going to use the rep_inf_ep3trooper tga skin. Open up the skin in your skinning program. Copy and paste your skin to the orignal skin and save the skin.
Spoiler:
 

OPTIONAL 2) Or you can simply replace the .tga skin with your custom new skin by deleting the original and renaming your skin to the name of that .tga file you deleted.

Now just do the same too any other skins you wish to change.


Last edited by RevanSithLord on 9/2/2011, 5:19 am; edited 1 time in total
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PostSubject: Re: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 5:10 am

GETTING CUSTOM SKINS INGAME PART2
------------------------------------------
1) Go inside the odf folder. Circled in red.
Spoiler:
 

You should see alot of files inside the odf folder seen in this picture.


2) Find 2 files, rep_inf_ep3_rifleman and rep_inf_default_rifleman. You can use any other classes. (Heavy, jet, sniper, etc.)

2.1) Copy and paste these 2 files somewhere you won't loose them. I pasted them just outside the odf folder.
Spoiler:
 

3) Rename the odf files to what ever you want too call you new soldier.
Spoiler:
 

4) I named my soldier rep_inf_ep3_elite. Now, open up the soldiers new odf file.

4.1) Under [GameObjectClass]. Where it says ClassParent = "rep_inf_default_rifleman", Add your soldiers default odf.

Mine looks like this now


The [Properties] is where the model is. If your using a custom model, make sure you change GeometryName = "rep_inf_ep3trooper" too your models name. Like this:
Spoiler:
 

If you have a soldiers low_rez model, add it too the GeometryLowRes = "rep_inf_ep3trooper_low1".
Also same goes for the FirstPerson = "REP\reptroop;rep_1st_trooper". Simply just change the skin for this.

5) Save file and close.

-----

CONT
-----------------
1) open up your soldiers rep_inf_default_elite odf. In here is where you can add extra weapons and ammo.


2) Ignore the [GameObjectClass] for now. The [Properties] is the place for now.
WEAPONSECTION = 3 (This simply says weapon 3)
WeaponName = "rep_weap_inf_thermaldetonator" (weapon choice) (change name for other weapon)
WeaponAmmo = 4 (put a 0 to make infinity)
WeaponChannel = 1 ( Weapon will be in 2ndary slots) (remove line to make primary slot)

WEAPONSECTION = 1 (This simply says start weapon1)
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4 (ammo in clips) ( 50 rounds in clip) (4 makes 200 rounds)

OPTIONAL 2.1) You can also add in other attributes such as how much health and fast this paticular soldier has and runs. Or how much kills to unlock this trooper. Which animations this soldier uses.

[Properties]
PointsToUnlock = 8
AnimationName = "clonecommander"
MaxHealth = 550.0
MaxSpeed = 6.0 // base forward speed
MaxStrafeSpeed = 4.5 // base right/left speed

3) Once done editing, save and close odf file.


Last edited by RevanSithLord on 9/2/2011, 5:16 am; edited 1 time in total
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PostSubject: Re: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 5:11 am

GETTING CUSTOM SKINS INGAME PART3
------------------------------------------
1) Go into the req folder. You should see files seen in this picture.


2) Copy a soldiers .req file and place it where ever you placed your .odf files. I will use the rep_inf_ep3_rifleman req file.
Spoiler:
 

3) Simply rename the pasted .req file too the exact same name as your soldiers main .odf file. So now we should have something like seen in this picture.
Spoiler:
 

As you can see, I renamed my soldiers .req file as rep_inf_ep3_elite. Same as my soldiers odf. Not the soldiers default odf.

4) open the soldiers .req file. Just simply replace the name thats there with your soldiers odf and req name. My name is rep_inf_ep3_elite. Look at picture.

5) Save and close the new .req file. All that with that!
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PostSubject: Re: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 5:13 am

GETTING CUSTOM SKINS INGAME PART4
------------------------------------------
1) Now start putting the files where they belong, that means soldiers .odf files intot he odf folders, .msh .tga and if you have them .OPTION files in the msh folder, soldiers .req file in the req folder.

NOTE: The rep.req stays where it is already.

OPTION) If you have new .anims, .zaabin, and .zafbin files, they go in the munge folder.

OPTION2) If you have new other or new .FX files and there .tga files, they go in the effects folder.

Thats all for that. Also do the same for any other soldiers your adding.
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PostSubject: Re: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 5:13 am

GETTING CUSTOM SKINS INGAME PART5
------------------------------------------
1) Go to your world data folder. Mine is here PATH C:\BF2_ModTools\data_ICE

In here, you will see a Common folder. Circled in blue. Go inside there.


2) You should see a scripts folder, Cirlced in blue. Go in there.
Spoiler:
 

3) Your 3-Letter world folder should be at the very top. Mine is ICE circled in blue. Go inside there.

4) Once inside you will see some .LUA files with your 3-Letter world name with c_con and g_con as part of the name. Mine is ICEc_con and ICEg_con.

NOTE: c_con = clone conquest, g_con = galactic conquest.

I work with clones, so I will edit ICEc_con. Open the file up. You should see the data in the picture.
Spoiler:
 

5) Scroll done too the data seen in the picture below.


It is here you will add the final details of your soldier to be added ingame an selectable.

5.1) Just add the name of your soldiers to this list.
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_elite",
"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")

5.2) Also add it to any of the positions open here.
SetupTeams{
rep = {
team = REP,
units = 20, (total units on field suppose)
reinforcements = 150, (reinforcement count)
soldier = { "rep_inf_ep3_elite",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_elite",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},

As you can see, my rep_inf_ep3_elite took the position of soldier and officer.

6) Save and close. All done!

7) Now time to munge your side. Go too your worlds Modtools VisualMunge.exe. (PATH: C:\BF2_ModTools\data_ICE\_BUILD) Double click it. Now this time around go to the Sides box and select rep as your side. Circled in blue.
Spoiler:
 

7.1) Hit the Munge button. Now we just wait for the munge to finish. like before, it will tell you when it is done. Just close the munge program along with the newly open note thats stating warnings, just ignore and close.

7.2) Next to go the folder named _LVL_PC (PATH: C:\BF2_ModTools\data_UGH\_LVL_PC). Once inside you should see a folder named SIDE folder. Go in there.
Spoiler:
 

7.3) There is your new rep.lvl and repshell.lvl files. Copy and paste them too the location of your game side folder. (PATH: C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\DATA\_LVL_PC\SIDE)

WARNING!!!: Make sure to back up your original REP.lvl and REPSHELL.lvl files.

Then go run the game and select your map. That is all. And if all worked well, You should be good on your own from here on. Good luck!

Final NOTES
---------------------
NOTE1) Make sure to double check your spelling, any little spelling error will crash your game. And depends on what you modified there can me many places to look.

NOTE2) It is good to make a list of what you all modifed in your data_ folder. My is data_ICE.

NOTE3) Read the Documentations here PATH: C:\BF2_ModTools\documentation.
LIST
------------
Getting Started
ZeroEditor_guide
BF2 Jedi Creation
ZeroEditor_GameModes

Just to further understand the ModTools matrix LOL!!
Good bye.
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PostSubject: Re: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 5:15 am

Forgot to post the Munge Tips.

Quote :
A few things too try incase you get an error message when the munge fails.

1) Turn off anti virus programs and then try munge again.
2) Reboot PC then try munge then.
3) Make sure your using the right munge.exe.
4) DON'T EVER CANCEL a munge while it is munging.
5) If you have dual core, and your Modtools VisualMunge.exe keeps closing after few seconds or minutes after opening Modtools VisualMunge.exe, set the affiny to use 1 CPU.

NOTE: Same for the zeroeditor.exe and your SWBF2 game if they are crashing unexpectedly.
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PostSubject: Re: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 10:05 am

Excellent, i think it is very usefull for beginers , FAQed 8) .

EDIT: That's funny because i asked exactly this for Ice in a pm yesterday 8) .
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PostSubject: Re: [FAQ]Icemember's Tutorials "In To Modding"   9/2/2011, 7:18 pm

Ah. I thought it'd be useful to everyone if I had grabbed it. Because while the sides tutorials on GT are good, this, in my opinion, gives a better visual representation. I feel it also explains a bit better for some reason. I was really interested in the sides portion of this tutorial set. Along with that, the getting custom skins in-game bit. As I already know the steps for making maps. I may be 'weathered' when it comes to mapping, but I'm still quite a n00b. Lol.
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