This should help you reduce that (if you understand it)
IF YOU'RE JUST EDITING SKINS (no ODFs)
You're going to make a 'skin side'. Make a new side and name it. In my example Im making 212nd legion skins, so ill call it "212nd". Then make a MSH and REQ folder in your side. In the msh folder, put all the skins you edited.
Next go to the REQ folder and make a new text file for each skin you edited. For example, if i edited the rep_inf_ep3trooper.tga i'd make a notepad file called "212_inf_ep3trooper" (it doesn't matter what you call it though). Now open up the newly made file, and add the below.
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ucft
{
REQN
{
"texture"
"skin name.tga"
}
}
Another example is the clone sniper, which needs two parts in his req because he has 2 textures.
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ucft
{
REQN
{
"texture"
"rep_inf_ep3sniper"
}
REQN
{
"texture"
"rep_inf_ep3sniper_cape"
}
}
Next open up the SIDE req file, in my case its called 212nd.req.
In it, add the names of all your req files. My req would look like this-
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ucft
{
REQN
{
"lvl"
"212_inf_ep3armoredpilot"
"212_inf_ep3trooper"
"212_inf_ep3_jettrooper"
"212_inf_ep3_officer"
"212_inf_ep3_sniper"
}
}
This is what is in my LUA.
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ReadDataFile("SIDE\\212nd.lvl",
"212_inf_ep3armoredpilot",
"212_inf_ep3_sniper",
"212_inf_ep3_officer",
"212_inf_ep3_jettrooper",
"212_inf_ep3trooper")
IF YOU'RE JUST EDITING ODFs
This was pointed out by another member. Basically you edit the shipped sides just as you normally would. After you do, add this line to any edited ODF under [GameObjectClass]
"name" being the original ODF. So if I edited the jet trooper ODF id putClassParent = "name"
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ClassParent = "rep_inf_ep3_jettrooper"
Then in your LUA load your side AND the side containing the Parent ODFs.
SO if i edited the jettrooper with this technique this is what LUA would look like.
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ReadDataFile("SIDE\\REP.lvl",
"rep_inf_ep3_jettrooper")
ReadDataFile("dc:SIDE\\REP.lvl",
"new_inf_ep3_jettrooper")
In your custom sides you only need FPM of the weapons, unit and vehicle FPM is included the game data so you can delete it from your side.