[Noob Questions]

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altras

[Noob Questions]

Post by altras »

I'm posting this topic, cuz i have many problems ( with no solution form 'documentation' folder ). And in future i may ask many dumb questions, so i'll post them here.

1) If my map won't start (when the loading is completed, it throws me out form the game ) can i make some changes in the map with ZE and munge again ? Or i have to do something else before the second munging ?

Thats from me for now :roll: :oops:

Thank you in advance !
Tohron

Re: [Noob Questions]

Post by Tohron »

altras wrote:I'm posting this topic, cuz i have many problems ( with no solution form 'documentation' folder ). And in future i may ask many dumb questions, so i'll post them here.

1) If my map won't start (when the loading is completed, it throws me out form the game ) can i make some changes in the map with ZE and munge again ? Or i have to do something else before the second munging ?

Thats from me for now :roll: :oops:

Thank you in advance !
If your map crashes on the loading screen, that means something in it is messed up or incomplete. As you get more experienced, you will become better at finding the source of the problem (I'm rather far from that point now myself, that I freely admit) Anyway, in order for anyone here to be of help, you need to give us some of the things you have done or tried to do with your map. Hopefully, someone can then discover what is wrong.
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RE: Re: [Noob Questions]

Post by Teancum »

@ Altras -- do you have the CD or DVD version of the game? There is a debug version of BF2, but it only works with the CD version.
altras

RE: Re: [Noob Questions]

Post by altras »

@Teancum, i dont :x

@Tohron, yeah i know the EXP stuff...
"you need to give us some of the things you have done" i have nothing to give - i've deleted the map (my 6th deleted map ^_^).

Now i'm on my 7. Everything is OK for now - the map loads but i don't have the sky (hoth)

ERROR[PC_texturemunge world1\hotx.tga]:TextureMunge(hotx:123x123x1): Must have power of two dimensions!
ERROR[PC_texturemunge world1\hotx.tga]:TextureMunge(hotx:123x123x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings

suggestions ? :D
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RE: Re: [Noob Questions]

Post by Teancum »

That error has nothing to do with the sky, all that's saying is that hotx.tga should be 128x128. Are you redoing the Hoth map?
altras

Re: RE: Re: [Noob Questions]

Post by altras »

Teancum wrote:That error has nothing to do with the sky, all that's saying is that hotx.tga should be 128x128. Are you redoing the Hoth map?
Hmm.. its funny black sky now :D
Nope, i'm just doing simple map to see that the game can load it :lol:


Edit:
I've examine the map folder (3 letter name: AAA) and found that i miss hoth_cannon file:
DomeModel()
{
Geometry("hoth_cannon");
}

Is this the source of the black-sky problem ?
altras

RE: Re: RE: Re: [Noob Questions]

Post by altras »

Can someone explain the trick with re-munging? It's maybe with this 'Clean' stuff :roll:
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RE: Re: RE: Re: [Noob Questions]

Post by [RDH]Zerted »

Visual Munge only munges things you've changed. This way, it can create your map faster. Cleaning removes the 'log' of the files which Visual Munge creates. After a clean, the next munge will munge all your map files, not just the ones that changed.
altras

RE: Re: RE: Re: [Noob Questions]

Post by altras »

So if i want to munge my changes i have to delete manual the map folder (from addon) and then munge with VisualMunge ? Do i get it right ? :D
altras

RE: Re: RE: Re: [Noob Questions]

Post by altras »

My next dumb question :D
I see there's a jump limit. Perhaps it can be changed ? Or maybe not ... :roll:
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RE: Re: RE: Re: [Noob Questions]

Post by [RDH]Zerted »

No, you don't have to do a clean. Only do it if the munging process gets messed up. Just munge after you've made changes and want to play with them. You don't need to manual delete anything. Where are you seeing the jump limit? SetMaxPlayerFlyHeight()? This is the 'top' of the level.
altras

RE: Re: RE: Re: [Noob Questions]

Post by altras »

[RDH]Zerted Thank You !!! :bow:
altras

RE: Re: RE: Re: [Noob Questions]

Post by altras »

Argh i can't find this in the 'documentation'
So now i'm changing a Jedi statistic (mace windu for example). I want to remove Saber Throw and add Force pull on his place. How can i add it?

Also i want to increase the health of master windu (when he is not a hero, just a normal unit) and the run speed (is it possible?)

And one more thing ^.^
Can someone tell me how to make more then 32 CIS units to spawn ? I changed the units in .lua to 200, but i think they are not so many as they has to be.

Thank you in advance !! :D
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RE: Re: RE: Re: [Noob Questions]

Post by [RDH]Zerted »

Edit the unit's odfs file to change weapons, health, and speed. Changing your map to use larger amounts of unit requires Uber Mode. There are plently of other topics about it. Remember, the more units you have, the more lag and the more system resources are used when playing the level.
altras

RE: Re: RE: Re: [Noob Questions]

Post by altras »

ARgh :( I have a problem with adding the force wave power to Mace Windu. :evil:
Here's the rep_hero_macewindu.odf

[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "rep_inf_macewindu.msh"

[Properties]
ClothODF = "rep_inf_macewindu_skirt"

AISizeType = "HOVER"

GeometryName = "rep_inf_macewindu"
GeometryLowRes = "rep_inf_macewindu_low1"

AnimationName = "mace"
//SkeletonLowRes = "macelz"


JetJump = "35.0" //The initial jump-push given when enabling the jet
JetPush = "5.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "35.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 10.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WEAPONSECTION = 1
WeaponName1 = "rep_weap_lightsaber"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WEAPONSECTION = 3
WeaponName3 = "sky_weap_inf_force_wave"
WeaponAmmo3 = 0
WeaponChannel3 = 1

///SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_windu_spawn"
SndHeroDefeated = "hero_windu_exhausted"
SndHeroKiller = "hero_windu_exhausted"

VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"

VOSound = "hero_windu_AcquiredTarget AcquiredTarget"
VOSound = "hero_windu_KillingSpree4 KillingSpree4"

VOUnitType = 188
SoldierMusic = "rep_hero_Windu_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"


A piece of the .lua

SetupTeams{
rep = {
team = REP,
units = 25,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_macewindu",0.5, 1},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

The problem is that i can't see Mace Windu's slot for selecting. What is the source of the problem ? the whole day through i was trying to add force wave and finally the possibility to play with 'uber' windu dissapear :x
Can someone explain(with tut. or something) how to add the f... power ? :x help :(

P.S. I copy/paste the contents of Force Wave\effects and Force Wave\odf to BFmod_tools\assets\sides\rep\effects and rep\odfs ....
What i'm doing wrong ?
jkempster

Post by jkempster »

its rep_hero_macewindu not rep_inf_macewindu and you have the unit count as half a unit out of one
altras

Post by altras »

Yeah ! Now i can spawn with mace, but my hero changes (the new force power) don't appear in the hud. So i can't use force wave :(
CarbineImpulse

Post by CarbineImpulse »

woh there, walk before you run you must! :yod:
i'm just doing simple map to see that the game can load it
Follow the Getting Started.doc to check that this works.

Get your map working at various stages so you are able to tell what change you made effected what. An easy way to solve problems or find solutions, also make regular backups of working versions. I assume you're working through the Getting Started.doc for the basic construct of your world. BF2 Jedi Creation.doc will assist you with weapons and force powers etc... open up a couple of different ODF's to see the parts of WEAPONSECTION that you might want to change. Also check out the "SWBF2 Modding Everything you need" thread:

http://www.gametoast.com/index.php?name ... pic&t=3497

which should help. But really just take one thing at a time so that you're then able to say for example "I changed this line in the odf and since then my unit walks 2 feet off the ground" Once you've got the basics then you can move on. Hope that general tip helps a little in some way.
altras

Post by altras »

CarbineImpulse, my major problem now is that i can't add force wave power to mace windu :|
richard

Post by richard »

Thats my problem to..
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