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 [résolu]Editing the Conversion Pack

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Glitch
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PostSubject: [résolu]Editing the Conversion Pack   5/3/2012, 12:41 am

http://starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_Conversion_Pack;94154
http://starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_Conversion_Pack;94154

I've been trying to remove the extra classes

So far it appears that he has each side layed out like this
rep = rep41st.lvl, rep146.lvl, rep212th.lvl, rep327.lvl
cis = fed.lvl
all = reb.lvl
imp = sto.lvl

Also I would like to remove some maps, I know that may require some remunging.

Could someone help me out with this little project?


Last edited by Glitch on 8/26/2012, 3:26 am; edited 4 times in total
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Lephenix
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/3/2012, 11:49 am

You can't edit an existing mod if you aren't the autor, and you don't have the permission to do it.
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/3/2012, 6:58 pm

Lephenix wrote:
You can't edit an existing mod if you aren't the autor, and you don't have the permission to do it.

Ok, then is there a way to at least change the map name color in the lobby? Or is it not possible to change that from an existing mod. I hate that the battlefront 1 maps names are yellow. (not for the conversion pack just so I'm being clear, from separate conversions of each map)

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PostSubject: Re: [résolu]Editing the Conversion Pack   5/3/2012, 7:03 pm

You said that i can't edit the mod because i'm not the author (did you mean that morally or literally?)
I don't have permission to do it? Its not like I'm re-posting it and calling it my own, I only edited it for personal use.

I was successful in replacing the cis and republic side with the original sides, and did remove the extra classes

(I have deleted the conversion pack because of all the extra modes took up too many missions)
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/3/2012, 8:06 pm

I don't know, you should contact the autors for more informations Cool .
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/3/2012, 8:10 pm

Lephenix wrote:
I don't know, you should contact the autors for more informations Cool .
So you don't know how to change a map's color in the lobby from yellow to white?
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/3/2012, 9:31 pm

I know, but for that you need the DATA_*** folders of the mod, and you don't have them since you aren't the maker.
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/3/2012, 10:30 pm

Lephenix wrote:
I know, but for that you need the DATA_*** folders of the mod, and you don't have them since you aren't the maker.

Ah ok. Would you happen to know how they convert the maps from BF1 to BFII? )I know you must have the Mod tools for battlefront one which includes all the BF1 assets.)

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PostSubject: Re: [résolu]Editing the Conversion Pack   5/4/2012, 11:39 am

Courtesy of Teancum from GT:


Teancum wrote:
1-Create a new project

2-Browse to your data_mapname/worlds/mapname/world1 folder and delete everything. You won't need this stuff

3-Go to your old project, browse to dataMapname/Worlds/Mapname and select all then copy.

4-Go back to your new project, browse to data_mapname/worlds/mapname and paste.

5-Move mapname.req into your World1 folder (or World2 folder as the case may be - it won't matter)

6-Go into the World1 folder, select all then right click go to properties and uncheck 'read only'. This makes our files writable.

7-We don't want to screw up our terrain on accident, so right click on mapname.TER, hit properties and check 'read only;. Now if we mess with terrain in Zero, it will stay the same as it was when we save.

8-Open ZeroEdit, load your map from the new project folder.

9-Import all layers if there are any.

10-Under layers, hit change.

11-Hit 'new', then right click on the new layer (usually layer000) and rename it to conquest.

12-Select the base layer.

13-Hit objects and select your first CP

14-In your layers window, hit 'move data into layer' and move it into the conquest layer.

15-Repeat steps 13-14 for all of your CPs and vehicle spawns.

16-Now hit regions and move all CP related regions (your control and capture regions) to the conquest layer in the same manner.

17-Hit paths and do the same for all CP related paths (your spawn paths)

18-In the layers window, select base

19-Close the layers window and save (to be safe). Don't exit ZeroEdit yet.

20-Under Gametypes, hit 'configure'

21-In the left window, select conquest and hit remove

22-In the middle window, hit add, select the new entry and change the name to conquest

23-Select conquest (if it's not selected already)

24-In the right window, hit 'add', then add conquest and hit OK.

25-Hit the button at the bottom, which updates the world and layer reqs

26-Save in ZeroEdit, then exit

27-Edit the LUAs just like you did in BF1. This time though, they add a _con to the name, and the name is a bit different still. So instead of "napnamegcw.lua" it is now "nampnameg_con.lua" and instead of "mapnamecw.lus" it is now "mapnamec_con.lua".

28-Open your [mapname][era]_con.lua file, scroll 2/3 down until you see a line like this:

Example - ReadDataFile("YV2/"YV2.lvl", "YV2_conquest")

this isn't it exactly it because it's from memory, but you'll see what I mean. Replace it with this:

Example - ReadDataFile("YV2/"yav2.lvl", "yav2_conquest")

I replace the second and third YV2 with yav2, which is the actual .wld file name. Now I'll explain what each part means.

ReadDataFile("YV2/"yav2.lvl", "yav2_conquest")

YV2 -- this is the folder that BF2 looks for
yav2.lvl -- this is the actual map it looks for. In this instance, we used yav2.wld, which became yav2.lvl when munged
yav2_conquest -- this calls the conquest gametype. everything before _conquest should be named the same as your .wld file

29-Munge and Rock'n'Roll!


Common errors:

Q: My map loads okay, but when I select a CP and hit spawn, it crashes, what's wrong?

A: I'm still developing theories on this, but I'm pretty sure it's due to faulty terrain. If you run your original project in BF1 SPtest.exe, play the game for 20 or so minutes and see if 'bla bla fell thru terrain at x, y'. If it does or doesn't, let me know so I can see if this is really the problem. I'm pretty sure this is due to bad terrain, though.
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/4/2012, 4:57 pm

Wow thats a long process for one map but on the other my own conversion pack with my own changes to them would be very nice.

I'd like to use the Phase 1 clone troopers, for all the maps (just because we don't see enough of them in BF2)
I'd also like to have only have a few specific modes per map.
If possible have the battlefront 1 vehicles in the original maps.
I will not take credit for the conversion in game, instead I will add information about each map.]
Then I'll use the tutorial from this site to add all the maps into one addon folder.

(sound like a good idea?)

Can't wait to get started on making my own conversion pack!


I have 2 questions though.

How would I change the skins for a specific map that is already in battlefront 2 (Geonosis droid skins)
How would I make a lobby map name white instead of orange?)



Thank you so much Lephenix! Dance
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/4/2012, 5:54 pm

Hey good luck for making your own conversion pack, it is lot of work for maps, and for sides even more.

Here's the way to change your map color name on the screen:

Courtesy of [RDH]Zerted:

Quote :
How to change the displayed color of your map in the map selection screens:

Background Color Info:
SWBF2, like may other computer programs, deals with colors in terms of rgb or red, green, and blue. Using different combinations of red, green, and blue allows you to make almost any color. A value of zero means none of that color and a value of 255 means all of that color. For example: a r,g,b value of 0,255,0 would be shown as a pure green.

0) This guide will assume the mod map is named DMD.
1) Open up your addme\addme.lua
2) Search for your map's configuration line. It will look something like:
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "DMD%s_%s", era_g = 1, mode_con_g = 1, }
3) To change the color of your map, just add in the color and its value. For example, the following line would cause your map name to become black:
sp_missionselect_listbox_contents[sp_n+1] = { red = 255, blue = 255, green = 255, isModLevel = 1, mapluafile = "DMD%s_%s", era_g = 1, mode_con_g = 1, }

You don't have to include all of the colors (red, blue, green). You could just change the red or two of the three colors:
sp_missionselect_listbox_contents[sp_n+1] = { red = 151, green = 87, isModLevel = 1, mapluafile = "DMD%s_%s", era_g = 1, mode_con_g = 1, }

4) Save the addme.lua
5) Munge your map (Common can be unchecked, but it doesn't really matter)

Tip: Some colors are hard to see in the selection screen. Try to use the easy to see colors.
Note: Players can disable the custom map colors through the v1.3 patch's installer menu.

I think for white, it is:

sp_missionselect_listbox_contents[sp_n+1] = { red = 0, blue = 0, green = 0, isModLevel = 1, mapluafile = "DMD%s_%s", era_g = 1, mode_con_g = 1, }

As for the other question, i'm not experienced enough to answer.

OFF-TOPIC: also if you like PH1 clones more than PH2, here's a little mod you might like: http://starwarsbattlefront.filefront.com/file/Phase_I_Clone_Trooper_Mod;113913
Be sure to make a backup before overwriting any files.

And if you like conversions, check out Marvel4's here:

http://starwarsbattlefront.filefront.com/developer/Marvel4;34347
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/4/2012, 8:05 pm

For white you do not need those Redf, Green and Blue lines, you can instead change "IsModLevel = 1" to "IsModLevel = 0"

If you were to use the RGB, it would need to be 255 for all, instead of zero.
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/4/2012, 10:41 pm

ARC_troopa_Nate wrote:
If you were to use the RGB, it would need to be 255 for all, instead of zero.

No, that would be black, but thanks for the info for the white.
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/4/2012, 11:07 pm

255 is White, I was working on a mod and used all 255s for Weapon flash, and the flashes were white, White is all the colors so it should be 255.
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/4/2012, 11:46 pm

Thanks for your help guys, really appreciate it! Smile

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PostSubject: Re: [résolu]Editing the Conversion Pack   5/5/2012, 7:40 am

ARC_troopa_Nate wrote:
For white you do not need those Redf, Green and Blue lines, you can instead change "IsModLevel = 1" to "IsModLevel = 0"

If you were to use the RGB, it would need to be 255 for all, instead of zero.

Than Zerted is wrong:

[RDH]Zerted wrote:
3) To change the color of your map, just add in the color and its value. For example, the following line would cause your map name to become black:
sp_missionselect_listbox_contents[sp_n+1] = { red = 255, blue = 255, green = 255, isModLevel = 1, mapluafile = "DMD%s_%s", era_g = 1, mode_con_g = 1, }
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/5/2012, 1:58 pm

Yes, I think he is... Oh, well.
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/6/2012, 2:14 am

So what? Zerted's a professional programmer, not an artist. Even I sometimes get color values backwards.
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/6/2012, 3:19 am

I feel this is safe to post here.

Spoiler:
 

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PostSubject: Re: [résolu]Editing the Conversion Pack   5/6/2012, 11:19 am

Hey, it's alright guys Cool .
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PostSubject: Re: [résolu]Editing the Conversion Pack   5/7/2012, 4:39 pm

You get used to color values with practice.

Also, it is possible to make your own addme to replace a mod's addme. You just have to be familiar with what the munged .script format looks like, and you can recreate it.
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