AT-XT

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OOM-9

AT-XT

Post 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
ruasoh

Post 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
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Post 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.
OOM-9

Post 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...
ruasoh

Post 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
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Post by Teancum »

Gosh ... I can't remember -- I released the completed vehicle for BF1, right? (If not I need to)
ruasoh

Post by ruasoh »

Yes, the vehicle is 100% complete, and I can vouch for it working in BFII. Great job!!
ruasoh

Post by ruasoh »

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Post by Jango_Fett_A »

what map is that??? It looks awesome!!! (i'm talking about the picture)

~Jango
ruasoh

Post by ruasoh »

I'll officially announce it when it's ready
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Post by Jango_Fett_A »

ruasoh wrote:I'll officially announce it when it's ready
cool, i look forward to the release :D

~Jango
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Post by Teancum »

@ ruasoh --- nice job putting in the AT-XT. I assume you didn't have to do much to it?
ruasoh

Post 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!
OOM-9

Post 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 :P



~OOM-9
OOM-9

Post by OOM-9 »

GAH... the AT-XT just doesn't agree with me :P

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
ethannet

Post 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).
ruasoh

Post 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)
Lord-Bandu

Post by Lord-Bandu »

Ruasoh , have you added it as an object then? meaning it wont respawn
ruasoh

Post 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)
OOM-9

Post 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
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