SWBF CUSTOM The best way to custom your games. |
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| The Request A Tutorial Topic | |
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RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 34 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: The Request A Tutorial Topic 2/17/2012, 5:55 pm | |
| I figured that, there are going to be some people who are going to want to know certain things in which we nor Gametoast do not cover. Not every request has to be filled, but this topic could encourage people to find new things to do in Battlefront 2 and they can share the tutorial on how to do those things if they wish.
Not only will people request how to do things, but we should also try to cover all the basics which are already well covered for the most part here.
Also if you should need to post down a note for later, like something you figured out, you could post it in the SWBF2 notes thread by Icemember, just so we don't clutter up the boards too much. Hey, notes gotta go somewhere.
If a new tutorial is made because someone requested it here, post a link to that thread so that the person knows you fulfilled their request. Easy enough, right?
I'm kinda sneaking a small request on my own into here. I realize there are custom sound tutorials on Gametoast.com, but Vyse's way takes a bit of time (I don't want to download the entire BF1 tools just to copy over working sound bats) and Majin Revan's way confuses me a little bit (though for the most part understandable). I figured a person here who fully grasped how to use custom sounds (e.g. for a weapon, which I mostly need. I have some sounds which are perfect that I want to use) could make a tutorial with some pictures. I somehow grasp things more when seeing pictures along with the words, just so that I'm getting things right. I know, it seems a bit childish, but I like visual aids. It's not that I can't comprehend what people are saying or something like that, I just like to see what exactly I'm doing instead of making a wild guess and going, "I bet this will screw up." I realize modding is trial and error...mostly error, but I think people should understand things like these by going back to here and practicing to such an extent that it's practically natural to them. If someone could fulfill this request, that would be great.
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| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: The Request A Tutorial Topic 3/8/2012, 8:41 pm | |
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| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 34 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: The Request A Tutorial Topic 3/9/2012, 1:23 am | |
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| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: The Request A Tutorial Topic 4/6/2012, 5:03 pm | |
| How to remove/add classes How to Change Health How to use the Phase 1 clones instead of the Phase 2 clones.
Can you explain how to do any of those? Or know of any existing tutorials that can explain?
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| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: The Request A Tutorial Topic 4/6/2012, 11:03 pm | |
| - Glitch25 wrote:
- How to remove/add classes
How to Change Health How to use the Phase 1 clones instead of the Phase 2 clones.
Can you explain how to do any of those? Or know of any existing tutorials that can explain? To remove/add classes:- Spoiler:
- Caleb1117 wrote:
[size=150]How to create a working side in SWBF2[/size]
Ok, so you want to make a side eh? Are there no poor houses?* Guess not, so bear with me, this could be painstaking, but I promise you, it gets easier. Well, alittle anyway.
[size=85]*joke property of The_Emperor[/size]
Ok for the purpose of this tutorial, I will assume you have a functioning map in SWBF2 already. If not, then get cracking. Now some of you may want to just edit a shipped side, but in this tut I’ll be teaching how to make a completely new one. It works pretty much the same way, except with a shipped side, your doing a lot more little patch work. Making small additions to get stuff working, but if you know the whole process, then you’ll know all the little things that are needed. And… uhm Its just the way I’m doing so thar.
First decide what you want your side to be called, traditionally, they are something with only 3 characters, like ALL, IMP, or CIS, but this doesn’t have to be, you can name your side anything, I know of no limits. So lets say, your making this for a super duper stormie trooper, you could name you side SDST... I suddenly find that anacronim annoying, so I won’t use it, the example side name will be: PMS >.> What?
Ok, so make a folder in Data_ABC/Sides, and name it PMS (IE whatever your side name is) And then inside it, make a: effects, odf, msh, req, and MUNGED folders (note that the MUNGED folder doesn’t need to be in caps, it just typically is.) So it now looks like this:
Now go get the assets for your unit. (make sure you only copy the original assets, and not modify them.) This means get the all the TGAs, MSHs, weapon ODFs, and the unit’s ODF, that you want/need.
All MSHs and TGAs go in your sides msh folder, ODFs in the odf folder, etc.
If the unit you are changing is a Jedi, look in his sides MUNGED folder, and find grab all the files with his name on it, there should be one .anims, one .zaabin, and one .zafbin, move these into your sides MUNGED folder
Lets take another trip to the assets. Go to Assets/Sides, and copy the common side to your Data_ABC/Sides. If the tur side is in your Data_ABC/Sides, you can delete that, unless you plan on having turrets in your map at some point.
Ok, now to make the .reqs which stands for Required Files, every unit, vehicle, or hero (and even a few other things) in a side needs one, and then, the side itself needs one. They are text files, and really easy to set up.
Ok first your unit(s) req. Go into your side’s req folder, and make a text file, you should name it whatever then name of your unit is. So if your unit is called pms_inf_supr_tropr You should call the req file pms_inf_supr_tropr.req. Now its handy to look at a shipped .req, so you go do that, I’ll wait.
Done? Its really quite simple. I suggest you just copy the text out of a shipped req, and paste it into your own and change the text about the unit. If you don’t understand, then you didn’t look. That is a unit req, just copy it, and change the unit name to yours, req names must match that of the unit’s odf. Save your new .req file, and that’s done. Hit back, and go to your sides main directory, you remember, this place: And make another text file, this will be the side’s req, give it the same name as your side, so it would be (in my example) pms.req. Again, let’s look at a shipped side req. Here is the imperial one: Cluttered looking isn’t it? Basically, it just lists all the units, vehicles, and heroes etc So copy one of the shipped side reqs into yours, and delete all the little units and such in quotes Except The “lvl” thing at the top of the list, then add your unit in so it looks like this:
And save it. Your side should now be a bit more something like this:
Just 2 things left
Go to Data_ABC/_BUILD/Sides and make a new folder for your side, this is where, the half munged side bits will go on their glorious metamorphosis into a .lvl file. (if you don’t know what metamorphosis is, perhaps you’re to young to mod)
So, make a folder named PMS, then go to one of the other side folders in there, Data_ABC/_BUILD/Sides/ALL for example, and find two files called clean.bat and munge.bat, paste a copy of those two .bat files, into Data_ABC/_BUILD/Sides/PMS.
Last step adding your unit to the lua script.
Go to Data_ABC/Common/scripts/ABC there should be a bunch of files here, .lua and .bak.
The baks are just luas with their file extension changed, and are “backups” of the default luas. You can delete these, I do.
Now you need to find the lua you want. The unit we’re talking about is a soldier, so lets put him in conquest. Lua names start with your map name ABC then either a c for CW era, or g for GCW era. And then the mode con = Conquest eli = Hero Assault ctf = Capture the Flag 1flag = 1 Flag Capture the Flag
So lets put him in the GCW era, so find your ABCg_con.lua and open it, it’s a notepad file.
First scroll down and find this part.
This area of the lua loads a unit’s data into the game for use. Again, we’re just going to kinda copy and paste a shipped bit. Take the imp section, copy all of it and paste it again, in that section, change the lvl name from imp.lvl to pms.lvl, and put a dc: in front of SIDE, but before the parentheses, this dc: tells the lua that it is loading a custom file.
(if you where editing a shipped side, you would need to add a dc: to it’s load section too.)
And delete all the listed units, except for the top one, and change the name to your unit’s. And close it off with a ) It should look a bit like this:
Now if you where adding more units, you would have to add comma’s like so:
Ok, now scroll down to the unit line up. This bit:
Now if you could replace one of the normal unit’s with yours, but I’ll teach you how to add a new one, incase you don’t want to replace anyone, and hurt a trooper's feelings.
Under the SetHeroClass part, add this:
AddUnitClass(IMP, "pms_inf_supr_troopr",1,4)
This will add your unit under the Imperial side’s line up.
So now you’ve got this: Good? Good.
Now we munge. Go to: Data_ABC/_Build and click Modtools VisualMunge.exe. Check the common box, and select your side from the drop down Sides menu.
Munge and go play, you are done. To change health:- Spoiler:
Add this line to the '***_inf_default_///.odf' under '[Properties]': - Code:
-
MaxHealth = 550.0 (It doesn't have to be 550.0; you can increase it.) ***= side (ex: rep, cis ...) /// = unit type (ex: rifleman...) To use the Phase 1 clones instead of the Phase 2 clones:- Spoiler:
Change that part in your lua:
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_hover_barcspeeder")
To that:
ReadDataFile("dc:SIDE\\rep.lvl", "rep_inf_ep2_rifleman", "rep_inf_ep2_rocketeer", "rep_inf_ep2_engineer", "rep_inf_ep2_sniper", "rep_inf_ep2_officer", "rep_inf_ep2_jettrooper", "rep_hover_fightertank", "rep_hover_barcspeeder")
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| | | Invité Guest
| Subject: Re: The Request A Tutorial Topic 4/8/2012, 2:35 am | |
| Because it's totally alright to just plagiarize tutorials from Gametoast. In case you've forgotten... |
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 34 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: The Request A Tutorial Topic 4/8/2012, 3:42 am | |
| Because obviously they "copyrighted" their tutorials and said that nobody could paste them to other SWBF modding sites. In addition... the quote with full clarity reads, "Caleb1117", and I see that as proper credit being given. We know where the tutorial came from and I don't believe we claimed that we made the tutorials ourselves. We know the source of the tutorial as well. I think you need to go back and re-read the definition of plagiarism. - Quote :
-
pla·gia·rism/ˈplājəˌrizəm/ Noun: The practice of taking someone else's work or ideas and passing them off as one's own. |
| | | Invité Guest
| Subject: Re: The Request A Tutorial Topic 4/8/2012, 5:50 am | |
| Yes, Maveritchell did, in fact, pretty much say that in his PM to Rage. It may not be plagiarism, but again, in case we've all forgotten... http://www.swbfgamers.com/index.php?topic=1294 And either way, why not write up one's own tutorial rather than taking the easy road and copypasta-ing someone else's? And even then, why even bother having the same exact information in two or more different spots? |
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 34 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: The Request A Tutorial Topic 4/8/2012, 6:19 am | |
| - Quote :
- And even then, why even bother having the same exact information in two or more different spots?
Convenience. Or like Mav said, I suppose we could just provide 'links' to the originals. The problem therein lies where if GT goes down and there are no backups, those trying to locate those tutorials would find it difficult, which is why we need a proper archive. So in a way, I agree with Rage, but Mav also does bring up good points. However most of that whole thing seems extremely biased and exaggerated. - Quote :
- Yes, Maveritchell did, in fact, pretty much say that in his PM to Rage. It may not be plagiarism, but again, in case we've all forgotten...
I've never once heard of this argument in my time on GT (I've been there since pretty much the beginning). I feel however that there may be more to that conflict than we know. Both sides have their rights and wrongs and I will leave it at that. No need to further derail this topic. If you would like to talk about plagiarism/conflicts that do not pertain to us, perhaps we could create a thread in a more proper place on the board. |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: The Request A Tutorial Topic 4/8/2012, 9:45 am | |
| 1) I never claimed it was mine 2) I quoted with Caleb1117 3) It is just a placeholder until someone here make one 4) It was for helping a member 5) I had not the time to write my own 6) Rage is far to be a good reference 7) Let's stay ontopic, or i delete all those unrelated posts 8) End
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| | | Invité Guest
| Subject: Re: The Request A Tutorial Topic 4/8/2012, 10:47 am | |
| How about some *new* tutorials on sound? And not the silly, obvious things like music or sound effects; I'm talking about new bus hierarchies, groups, templates, parameter slope graphs, the like. In fact, I might just write up my own since I seem to be the only one left who really knows the most about it all and experiments the most in the area... |
| | | RevanSithLord Scout Trooper Commander
Messages : 969 Registration Date : 2010-08-21 Age : 34 Location : The good 'ol United States of America, Iowa Great Lakes region
| Subject: Re: The Request A Tutorial Topic 4/8/2012, 4:45 pm | |
| - Lephenix wrote:
- 1) I never claimed it was mine
2) I quoted with Caleb1117 3) It is just a placeholder until someone here make one 4) It was for helping a member 5) I had not the time to write my own 6) Rage is far to be a good reference 7) Let's stay ontopic, or i delete all those unrelated posts 8) End
Quoted for truth. |
| | | Lephenix Scout Trooper Sergeant
Messages : 833 Registration Date : 2010-05-05 Age : 29
| Subject: Re: The Request A Tutorial Topic 4/8/2012, 6:27 pm | |
| - Polo wrote:
- How about some *new* tutorials on sound? And not the silly, obvious things like music or sound effects; I'm talking about new bus hierarchies, groups, templates, parameter slope graphs, the like. In fact, I might just write up my own since I seem to be the only one left who really knows the most about it all and experiments the most in the area...
Why not? |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Missions tutorial? 5/5/2012, 2:07 am | |
| Is there a mod topic for creating missions for a map? If so could I please have the link? If not i'd love to see someone create that tutorial. It could be of some use when creating a custom map, adding missions to a level is always interesting.
Last edited by Glitch25 on 6/26/2012, 11:01 pm; edited 1 time in total |
| | | Glitch Storm Trooper Corporal
Messages : 408 Registration Date : 2012-04-02 Age : 29 Location : Baktoid Combat Automata
| Subject: Re: The Request A Tutorial Topic 6/26/2012, 11:01 pm | |
| Could someone explain how to add maps to galactic conquest? Addon maps that is. |
| | | NightGhost Corporal
Messages : 33 Registration Date : 2011-08-18 Location : Yet another wrongfully banned from Gametoast...
| Subject: Soldier weapons in vehicles 10/28/2012, 5:09 pm | |
| I beleive I read somewhere you could set it up that a soldier can fire their weapon from a vehicle. This would be really helpful if somone knew where this topic was. |
| | | Cdt Fox Clone Trooper Lieutenant Major
Messages : 179 Registration Date : 2014-11-30 Age : 25 Location : France
| Subject: Re: The Request A Tutorial Topic 11/29/2015, 5:26 pm | |
| Right now, I have big problems with "Fragme's Floating icons tut"! Is someone could make a variant of this very useful tutorial with the stock "rep" SIDE and with pics so it is intelligible for everyone...please... You are my only hope! This great forum is my only hope! LOL! Thank you very much for everything |
| | | Cdt Fox Clone Trooper Lieutenant Major
Messages : 179 Registration Date : 2014-11-30 Age : 25 Location : France
| Subject: Re: The Request A Tutorial Topic 12/2/2015, 8:14 pm | |
| Really sorry for double posting but I need this tut...I try it exactly 12 times and I got a lot of errors from either side.... If you can do it I would love if you can make it with this custom weapon: http://www.gamewatcher.com/mods/star-wars-battlefront-ii-mod/dc17-pistol-3-0. So that it replaces the original blaster pistol of the clone trooper...please this is very important I can't find a easier tut for helping me! Please....Help me! Thanks |
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