Some modding questions

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Kingpin
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Re: Some modding questions

Post by Kingpin »

You just want to reskin the face on that model. Or, you could use the female model from the Convo Pack assets and hex-edit Anakin's cloak onto it.
Indytotof
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Re: Some modding questions

Post by Indytotof »

I will probably do the female mandalorian who appears in Rebels. Is it a way to feminize the body of Jango Fett ?
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Re: Some modding questions

Post by thelegend »

The only ways I know is editing the body model in xsi. And maybe changing the walking animations a bit with the rebels sniper girl. Changing and adding the voices in the odf of your unit also should adds the last touch.
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Re: Some modding questions

Post by Kingpin »

Well, if you reskinned that convo pack female model, I think you could hex-edit a Mandalorian helmet on. Then just reskin.
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Re: Some modding questions

Post by Indytotof »

Here I have some other problems with weapons, look:
Hidden/Spoiler:
Image
Image
Image
Image
Image
As you can see, some weapons doesn't appears and the Force Pike sword doesn't appears correctly.

Here is the odf for the look:
Hidden/Spoiler:
[code][GameObjectClass]
ClassParent = "com_hero_default"
GeometryName = "cis_inf_jango.msh"

[Properties]
AISizeType = "HOVER"

MaxHealth = 1500.0

//ClothODF = "rep_inf_clonecommander_cape"
GeometryName = "cis_inf_jango"
GeometryLowRes = "cis_inf_jangofett_low1"
FirstPerson = "cis\cisfett;cis_1st_jangofett"
ForceMode = 1
RecoverFromTumble = 1
AnimationName = "jango"

//-------------------JET JUMP--------------------//
//AISizeType = "HOVER"
JetJump = "17.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "60.0" //Acceleration while hovering.
JetEffect = "imp_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.05" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.06" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.1" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)
//-----------------END JET JUMP------------------//

WEAPONSECTION = 1
WeaponName1 = "cis_weap_WESTAR-34_Blaster_Pistol"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName = "cis_weap_hero_flamethrower"
WeaponAmmo = 0
WeaponChannel = 1

WEAPONSECTION = 3
WeaponName = "cis_weap_inf_wrist_rocket_fett"
WeaponAmmo = 0
WeaponChannel = 1



//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_jango_spawn"
SndHeroDefeated = "hero_jango_exhausted"
SndHeroKiller = "hero_jango_exhausted"
VOSound = "hero_jango_AcquiredTarget AcquiredTarget"
VOSound = "hero_jango_KillingSpree4 KillingSpree4"
VOUnitType = 197
SoldierMusic = "cis_hero_Jango_lp"

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

HurtSound = "jango_inf_com_chatter_wound"
DeathSound = "jango_inf_com_chatter_death"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = 0.25
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
FoleyFXClass = "rep_inf_trooper"[/code]
[code][GameObjectClass]
ClassParent = "com_hero_default"
GeometryName = "all_inf_tatooinehansolo.msh"

[Properties]

GeometryName = "all_inf_tatooinehansolo"
GeometryLowRes = "all_inf_tatooinehansolo_low1"
FirstPerson = "all\allhstat;all_1st_tatooinehansolo"

AnimationName = "hansolo"
HealthType = "person"
MaxHealth = 1500.0

WEAPONSECTION = 1
WeaponName = "all_weap_DL-44_Heavy_Pistol"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "all_weap_CR-2_Blaster_Cannon"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "all_weap_inf_detpack"
WeaponAmmo = 0
WeaponChannel = 1


//SOUND
FoleyFXClass = "all_inf_soldier"

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

VOSound = "han_hero_pc_com_hostile SpottedVO"
VOSound = "han_hero_pc_com_mechanic NeedRepairVO"
VOSound = "han_hero_pc_com_transport NeedPickupVO"
VOSound = "han_hero_pc_com_backup NeedBackupVO"
VOSound = "han_hero_pc_com_clear_area AttackPositionVO"
VOSound = "han_hero_pc_com_defend DefendPositionVO"

VOSound = "han_hero_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "han_hero_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "han_hero_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "han_hero_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "han_hero_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "han_hero_pc_com_defend_inVehicle DefendPositionVO +InVehicle"


SndHeroSelectable = ""
SndHeroSpawned = "hero_han_spawn"
SndHeroDefeated = "hero_han_exhausted"
SndHeroKiller = "hero_han_exhausted"

VOSound = "hero_han_AcquiredTarget AcquiredTarget"
VOSound = "hero_han_KillingSpree4 KillingSpree4"

VOUnitType = 185
SoldierMusic = "all_hero_Han_lp"[/code]
[code][GameObjectClass]
ClassParent = "com_hero_default"
GeometryName = "all_inf_deathstarleia.msh"

[Properties]
UnitType = "Scout"

GeometryName = "all_inf_deathstarleia"
GeometryLowRes = "all_inf_deathstarleia_low1"
SkeletonName = "deathstarleia"
SkeletonLowRes = "leialz"
SkeletonRootScale = "0.95"
CollisionRootScale = "0.95"
FirstPerson = "all\allleia;all_1st_deathstarleia"
ClothODF = "all_inf_leia_skirt"

WEAPONSECTION = 1
WeaponName = "all_weap_DL-44_Heavy_Pistol"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "imp_weap_E-11_Blaster_Carbine"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "all_weap_inf_thermaldetonator"
WeaponAmmo = 0
WeaponChannel = 1


//SOUND
// general VO - Some female VO unavailable
HurtSound = "all_inf_com_chatter_wound_female"
DeathSound = "all_inf_com_chatter_death_female"
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""

// squad command VO - No female VO available
SCFieldMoveOutSound = ""
SCFieldHoldSound = ""
SCFieldFollowSound = ""
SCDriverGetInSound = ""
SCDriverGetOutSound = ""
SCPassengerMoveOutSound = ""
SCPassengerStopSound = ""
SCPassengerGetInSound = ""
SCPassengerGetOutSound = ""
SCGunnerAllClearSound = ""
SCGunnerSteadySound = ""
SCGunnerGetInSound = ""
SCGunnerGetOutSound = ""
SCResponseYessirSound = ""
SCResponseNosirSound = ""

// AIsquad command VO - No female VO available
AISCFieldMoveOutSound = ""
AISCFieldHoldSound = ""
AISCFieldFollowSound = ""
AISCDriverGetInSound = ""
AISCDriverGetOutSound = ""
AISCPassengerMoveOutSound = ""
AISCPassengerStopSound = ""
AISCPassengerGetInSound = ""
AISCPassengerGetOutSound = ""
AISCGunnerAllClearSound = ""
AISCGunnerSteadySound = ""
AISCGunnerGetInSound = ""
AISCGunnerGetOutSound = ""
AISCResponseYessirSound = ""
AISCResponseNosirSound = ""

SndHeroSelectable = ""
SndHeroSpawned = "hero_leia_spawn"
SndHeroDefeated = "hero_leia_exhausted"
SndHeroKiller = "hero_leia_exhausted"

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

VOSound = "leia_hero_pc_com_hostile SpottedVO"
VOSound = "leia_hero_pc_com_mechanic NeedRepairVO"
VOSound = "leia_hero_pc_com_transport NeedPickupVO"
VOSound = "leia_hero_pc_com_backup NeedBackupVO"
VOSound = "leia_hero_pc_com_clear_area AttackPositionVO"
VOSound = "leia_hero_pc_com_defend DefendPositionVO"

VOSound = "leia_hero_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "leia_hero_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "leia_hero_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "leia_hero_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "leia_hero_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "leia_hero_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

VOSound = "hero_leia_AcquiredTarget AcquiredTarget"
VOSound = "hero_leia_KillingSpree4 KillingSpree4"

VOUnitType = 183
SoldierMusic = "all_hero_Leia_lp"[/code]
[code][GameObjectClass]
ClassParent = "com_hero_default"
GeometryName = "imp_inf_bobafett.msh"

[Properties]
AISizeType = "HOVER"

MaxHealth = 1500.0

GeometryName = "imp_inf_bobafett"
GeometryLowRes = "imp_inf_bobafett_low1"
FirstPerson = "IMP\impboba;imp_1st_bobafett"
RecoverFromTumble = 1

ClothODF = "imp_inf_bobafett_cape"

AnimationName = "fett"

//-------------------JET JUMP--------------------//
//AISizeType = "HOVER"
JetJump = "17.0" //7 //The initial jump-push given when enabling the jet
JetPush = "8.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "60.0" //Acceleration while hovering.
JetEffect = "imp_sfx_jetpack"
JetType = "hover"
JetFuelRechargeRate = "0.05" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.06" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.1" //initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.24" //minimum fuel to perform a jet jump(fuel is 0 to 1)
//-----------------END JET JUMP------------------//

WEAPONSECTION = 1
WeaponName = "imp_weap_hero_bobarifle"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "imp_weap_wrist_blaster"
WeaponAmmo = 0
WeaponChannel = 1

WEAPONSECTION = 3
WeaponName = "cis_weap_hero_flamethrower"
WeaponAmmo = 0
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "imp_weap_inf_wrist_rocket"
WeaponAmmo = 0
WeaponChannel = 1


//SOUND
SndHeroSelectable = ""
SndHeroSpawned = "hero_boba_spawn"
SndHeroDefeated = "hero_boba_exhausted"
SndHeroKiller = "hero_boba_exhausted"

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

VOSound = "hero_boba_AcquiredTarget AcquiredTarget"
VOSound = "hero_boba_KillingSpree4 KillingSpree4"
VOUnitType = 192
SoldierMusic = "imp_hero_Boba_lp"

VOSound = "boba_hero_pc_com_hostile SpottedVO"
VOSound = "boba_hero_pc_com_mechanic NeedRepairVO"
VOSound = "boba_hero_pc_com_transport NeedPickupVO"
VOSound = "boba_hero_pc_com_backup NeedBackupVO"
VOSound = "boba_hero_pc_com_clear_area AttackPositionVO"
VOSound = "boba_hero_pc_com_defend DefendPositionVO"

VOSound = "boba_hero_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "boba_hero_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "boba_hero_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "boba_hero_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "boba_hero_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "boba_hero_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

HurtSound = "fett_inf_com_chatter_wound"
DeathSound = "fett_inf_com_chatter_death"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = 0.25
EngineSound = "rep_inf_Jetpack_engine_parameterized"
TurnOnSound = "rep_weap_jetpack_turnon"
TurnOffSound = "rep_weap_jetpack_turnoff"
TurnOffTime = 0.0
FoleyFXClass = "imp_inf_trooper"[/code]
[code][WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

HitEffect = "com_sfx_sabrehit"

GeometryName = "forcepike"
ComboAnimationBank = "human_sabre melee imp_inf_royalguard"

NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.02"
LightSaberTexture = "pikelightsabre"
LightSaberTrailColor = "0 0 0 0"

AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"[/code]
Thanks !
thelegend
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Re: Some modding questions

Post by thelegend »

The only reason why weapons don't appear in game is there are missing odf files. Make sure you have all the weapon+ordnance odf files in your odf folder.
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Re: Some modding questions

Post by Bob »

Also check if you got all the meshes for your weapons in the msh folder. As for the pike, try setting

Code: Select all

LightSaberLength    = "1.0"
LightSaberWidth     = "0.02"
to

Code: Select all

LightSaberLength    = "0.0"
LightSaberWidth     = "0.0"
in the pike's odf.
Indytotof
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Re: Some modding questions

Post by Indytotof »

The thing is the weapons appears in the unit's hands but the name doesn't appears in the boxes and that can make the game freeze if roll the third mouse in the wrong way.

EDIT : Before I forget that, I want to resize the doublesaber hilt to make him a little shorter than his usual size. Did I have to use xsi or there is more simple way to do that ?

Also, the only weapons that seems to work when I want to do non-jedi heroes are the stock award weapons (I used them, not all, with my Cad Bane). Also, the Wookie Bowcaster works fine with Chewbacca.

I'll try with them and tell you if that worked.

Thanks.

EDIT 2: I've a tentacular problem, as you can see here:

Image


Any though to fix that ?

However, some of my "weapon" issues are fix, there is still the Force Pike to fix and the Yoda's cloth to do.

EDIT 3: Here two pics, one is the actual Force Pike of my imp_hero_royal_guard unit (the .req file of him can be found in the stock sides folder) and the Force Pike as he appear in BFX:

Image


Image


Here is the respective ODF of the weapons:

[code][WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

HitEffect = "com_sfx_sabrehit"

GeometryName = "force_pike"
ComboAnimationBank = "human_sabre melee all_hero_luke_jedi"

NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.02"
LightSaberTexture = "pikelightsabre"
LightSaberTrailColor = "0 0 0 0"

AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"[/code]


[code][WeaponClass]

ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]

HitEffect = "com_sfx_sabrehit"

GeometryName = "force_pike"
ComboAnimationBank = "human_sabre melee imp_inf_royalguard"

NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "1.0"
LightSaberWidth = "0.02"
LightSaberTexture = "pikelightsabre"
LightSaberTrailColor = "0 0 0 0"

AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"[/code]


Any though how to do so ?

Thanks.
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Re: Some modding questions

Post by hunpeter12 »

For the tentacles try:
MasterSaitek009 wrote:This is what I did for my Ryloth map and it works great.

1. Go to data_ModID/Animations/SoldierAnimationBank/ and copy the template folder and rename it Twilek or something like that.

2. Now open the Twilek folder you just made and edit the .BAT file by right clicking it and hitting edit

3. It should say something like "side\rep" somewhere in it. change "rep" to the name of your side

4. You should also see that their is a mention to "aayla.zaf" change that to "twilek.zaf"

5. Now go into BF2_ModTools\assets\animations\SoldierAnimations\Aayla.

6. Copy the Basepose.msh that you will find their.

7. Paste it into data_ModID/Animations/SoldierAnimationBank/twilek

8. Run the .BAT file that you edited. Now your basepose/Anim set should be in your sidename\munged folder.

9. Add this line to your units odf SkeletonName = "twilek" (If it is not already there).

10. Run Visual Munge and Run battlefront 2.
I'm not sure what is the problem with your force pike though. And for the doublesaber you need XSI. Why do you want to shorten it? Just curious.
Indytotof
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Re: Some modding questions

Post by Indytotof »

Thanks:

And coz of this:
Hidden/Spoiler:
Image
But this weapon never appear on this issue. So now, it isn't needable to doing something to the doublesaber. I use now the Royal Guard with the sit-weap_doublesaber and all the jed_sith01 unit powers (since we will never know what kind of weaponry the imp_hero_royal_guard (he is located in the stock sides folder in assets/sides/imp/req) was intendeed to have).

XSI don't even work now with me so.
hunpeter12
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Re: Some modding questions

Post by hunpeter12 »

Indytotof wrote: XSI don't even work now with me so.
You can use another modelling software as long as you can properly export/import msh files.
(Maybe you can use Meshtool: http://www.gametoast.com/viewtopic.php?f=64&t=14857)
Though a lightsaber has hardpoints and stuff so... oh just forget what I said.
And what do you mean by 'don't work' ?
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