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AT-XT
Posted: Sat Mar 11, 2006 1:55 pm
by OOM-9
Anyone here attempted to get the SWBF1 AT-XT released by Psycho into a SWBF2 map?
I have tried different ways but it always gets mad at me...
~OOM-9
Posted: Sat Mar 11, 2006 2:41 pm
by ruasoh
yeah, I'm actually using it in my Ord Mantell map I'm working on. The only issue is the missiles don't have thruster effects. If you are using an ATXT with a ATST then you may have to rename the ATST animations to ATXT (if the msh will let you). Otherwise, just put the files in their respected folders and overwrite any existing ATST files. You will need to change the cannon ODF because the texture name for the laser cannons are different in BFII
Posted: Sat Mar 11, 2006 2:42 pm
by Teancum
As far as the FX goes, you need to copy the old BF1 FX from "shipped common effects" or rename them to BF2 fx.
Posted: Sat Mar 11, 2006 3:05 pm
by OOM-9
so you are overwritting the AT-ST?
I don't understand, I added it to my Test: Sides map, added it to the REP req, threw all the assets that came packaged in the zip into the rep side.
Put it's name into the vehicle spawn object and all, but it crashes the map...
Posted: Sat Mar 11, 2006 11:53 pm
by ruasoh
All you have to do is copy the folder in the ATXT to their corresponding folders (all the ATXT MSH files into your data_xxx\worlds\xxx\MSH folder, ODF to ODF, etc.) Make sure you keep the atxt.req file in the data_xxx\worlds\xxx folder. I don't know if you HAVE to overwrite the ATST files, but I did and it works fine.
And thanks for the effects help Teancum, I've been too lazy to look into the problem
Posted: Sun Mar 12, 2006 12:00 am
by Teancum
Gosh ... I can't remember -- I released the completed vehicle for BF1, right? (If not I need to)
Posted: Sun Mar 12, 2006 12:41 am
by ruasoh
Yes, the vehicle is 100% complete, and I can vouch for it working in BFII. Great job!!
Posted: Sun Mar 12, 2006 1:02 am
by ruasoh
Posted: Sun Mar 12, 2006 11:13 am
by Jango_Fett_A
what map is that??? It looks awesome!!! (i'm talking about the picture)
~Jango
Posted: Sun Mar 12, 2006 2:58 pm
by ruasoh
I'll officially announce it when it's ready
Posted: Sun Mar 12, 2006 3:23 pm
by Jango_Fett_A
ruasoh wrote:I'll officially announce it when it's ready
cool, i look forward to the release
~Jango
Posted: Sun Mar 12, 2006 3:48 pm
by Teancum
@ ruasoh --- nice job putting in the AT-XT. I assume you didn't have to do much to it?
Posted: Sun Mar 12, 2006 3:54 pm
by ruasoh
like I said, I just put everything in it's respective folder and it worked fine. I did have to change the cannon texture so it wasn't blocky and I haven't gotten arround to fixing the fx yet, but otherwise it worked like a charm! All of the animation is very fluid and perfect. Great job working out the kinks!
Posted: Sun Mar 12, 2006 6:59 pm
by OOM-9
awsome, I must have just done it incorrectly or something... or maybe I forgot to add my entity pools or summat...
Whatever it is it's obviously my mistake
~OOM-9
Posted: Sun Mar 12, 2006 7:28 pm
by OOM-9
GAH... the AT-XT just doesn't agree with me
Code: Select all
ERROR[levelpack req\rep_walk_atxt.req]:Could not open munged\pc\imp_walk_atst.anims for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_walk_atxt.req]:Could not open munged\pc\imp_walk_atst.anims for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.lvl.req(1)...
ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\rep_walk_atxt.lvl.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
That is my munge log after adding the ATXT... what does it need? I added the animation files that came with the ATXT into the munged folder in the REP directory... I am at a loss...
~OOM-9
Posted: Sun Mar 12, 2006 8:44 pm
by ethannet
ruasoh wrote:I'll officially announce it when it's ready
Can you post the link on a site
other than filefront, because my PC has it blocked (don't ask why).
Posted: Mon Mar 13, 2006 12:05 am
by ruasoh
you don't need to put any of the files in the rep directory. They can go straight into the C:\BF2_ModTools\data_xxx\Worlds\xxx and their respective folders (atxt.req goes in the root c:\BF2_ModTools\data_xxx\Worlds\xxx folder)
Posted: Mon Mar 13, 2006 11:07 am
by Lord-Bandu
Ruasoh , have you added it as an object then? meaning it wont respawn
Posted: Mon Mar 13, 2006 11:31 am
by ruasoh
Both as a placed object and as a spawned vehicle. That pic is actually of the spawning vehicle. I've actually been amazed at how reliable the ATXT is for being a rebuilt vehicle (from the original leftovers from pandemic)
Posted: Mon Mar 13, 2006 11:49 am
by OOM-9
I absolutely CANNOT get this vehicle working... can you send me the ATXT assets you are currently using ruasoh?
paladin5_913@hotmail.com
Thnx,
~OOM-9