Making a Custom Ingame.lvl (FAQ)

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[RDH]Zerted
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Re: Making a Custom Ingame.lvl

Post by [RDH]Zerted »

All you need to do is put ReadDataFile("dc:ingame.lvl") before ReadDataFile("ingame.lvl") in ScriptInit(). And copy over your munged ingame.lvl to GameData\addon\XXX\data\_LVL_PC where XXX is you map's character code. Only include in your ingame.lvl what you want changed.

Here is a step-by-step breakdown of the process:
0) This example will make it impossible to earn any points. Little steps, such as saving the file after you edit it, are not included. Please use your brain when following along.
1) Make a new 1-ctf map called ING
2) Edit data_ING\Common\ingame.req

Code: Select all

ucft
{
    REQN
    {
        "script"
        "points"
    }
}
3) Edit data_ING\Common\scripts\points.lua

Code: Select all

Change all the point_gain to be equal to the number 0
4) Edit data_ING\Common\scripts\ING\INGc_1flag.lua

Code: Select all

Add ReadDataFile("dc:ingame.lvl") before the line ReadDataFile("ingame.lvl")
5) Munge the map as you normally would
6) Copy data_ING\_LVL_PC\ingame.lvl to GameData\addon\XXX\data\_LVL_PC\
7) Load up SWBF2 and start your new map
8) When you kill someone or captue a flag, you will no longer get any points.
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Re: Making a Custom Ingame.lvl

Post by Caleb1117 »

Lol, would be funny to sabotage some persons BF2 game like that. :P

Could this be used for changing the CP icons in a custom map?
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Re: Making a Custom Ingame.lvl

Post by RepSharpshooter »

:runaway: So we can override the ingame.lvl in a mod map now! :o I hope this works out for all those people wanting to make custom huds. This can work for elements besides LUA's right?
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Re: Making a Custom Ingame.lvl

Post by [RDH]Zerted »

RepSharpshooter wrote:This can work for elements besides LUA's right?
I believe so, but haven't tested anything else.
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Re: Making a Custom Ingame.lvl

Post by SBF_Dann_Boeing »

i tried this with changing the cp color and icon texture as well as weapon scope textures. However it didn't seem to work. Here is my ingame req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"texture"
"weapon_scope"
"weapon_scope2"
"weapon_scope3"
"weapon_scope4"
}
REQN
{
"model"
"com_bldg_controlzone"
"com_icon_alliance"
"com_icon_imperial"
"com_icon_republic"
"com_icon_CIS"
}
REQN
{
"class"
"com_bldg_controlzone"
}
}[/code]
Am I missing something or is this not going to be possible? One interesting thing tho, for the cp, is that although the icon did not change, and nor did the color, one change i made to the odf seemed to work, its spin rate. Is it in RBG instead of RGB?
Last edited by SBF_Dann_Boeing on Sun Jan 13, 2008 10:06 pm, edited 1 time in total.
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Re: Making a Custom Ingame.lvl

Post by Maveritchell »

Oh heck. I forgot to leave in the original readdatafile for ingame.lvl when I did it. No wonder. And I had a custom HUD all set up too.
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Re: Making a Custom Ingame.lvl

Post by Teancum »

SBF_Dann_Boeing wrote:i tried this with changing the cp color and icon texture as well as weapon scope textures. However it didn't seem to work. Here is my ingame req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"texture"
"weapon_scope"
"weapon_scope2"
"weapon_scope3"
"weapon_scope4"
}
REQN
{
"model"
"com_bldg_controlzone"
"com_icon_alliance"
"com_icon_imperial"
"com_icon_republic"
"com_icon_CIS"
}
REQN
{
"class"
"com_bldg_controlzone"
}
}[/code]
Am I missing something or is this not going to be possible? One interesting thing tho, for the cp, is that although the icon did not change, and nor did the color, one change i made to the odf seemed to work, its spin rate. Is it in RBG instead of RGB?

Team colors are hard-coded. You can change just about everything in the HUD, but you can't change the CP map colors and holo colors -- basically anything that has to be connected to a team.

Nice find Zerted
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Re: Making a Custom Ingame.lvl

Post by SBF_Dann_Boeing »

dang. Well the weapon scopes dont change either tho. This must mean that they are hard-coded as well.
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Re: Making a Custom Ingame.lvl

Post by MasterSaitek009 »

Wow, this should be nice. :)
Thanks Zerted
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Re: Making a Custom Ingame.lvl

Post by Caleb1117 »

SBF_Dann_Boeing wrote:dang. Well the weapon scopes dont change either tho. This must mean that they are hard-coded as well.
They aren't, someone in the glamor skins made one, and had it ingame.
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Re: Making a Custom Ingame.lvl

Post by FragMe! »

To answer the question of new icons:

Selection Screen
Image
In Game
Image

Basically changed the msh, for now just copied over the rep_icon.msh file. And put in the ReadDataFile(dc:ingame.lvl) before the normal one as stated above.

This is all I had in the ingame.req

ucft
{

REQN
{
"model"
"com_icon_republic"
}
}
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Re: Making a Custom Ingame.lvl

Post by MasterSaitek009 »

Alright, that's kind of cool! :)

Off-Topic: Nice rifle model!
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Re: Making a Custom Ingame.lvl

Post by FragMe! »

Thanks, not my model BTW it is there because I was playing with trying to get rid of the floating icons this way too as opposed to the extraweapons thing that is already out there. I can get two icons now just have to get rid of the floating one.
Also trying to see if I can get the icons to be for sides other than the standard rep, cis, imp & all. There is also the changing of the icons for the flags part which is a bit more fun. I did find the tga to change the colors of the flags though, hmm purple and orange I think would be good :funny2:
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Re: Making a Custom Ingame.lvl

Post by Aman/Pinguin »

Caleb1117 wrote:
SBF_Dann_Boeing wrote:dang. Well the weapon scopes dont change either tho. This must mean that they are hard-coded as well.
They aren't, someone in the glamor skins made one, and had it ingame.
That would be me :P

http://www.gametoast.com/forums/viewtop ... &start=495

Nice work Zerted
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Re: Making a Custom Ingame.lvl

Post by FragMe! »

SBF_Dann_Boeing wrote:dang. Well the weapon scopes dont change either tho. This must mean that they are hard-coded as well.
They should be changable beyond what was done in the post above. The mesh for the scope looks like it is a square with the quarter of square tga repeated and rotated on the msh so it should be a matter of retexturing the mesh to something different so the iron sights someone wanted may be possible. I haven't pulled the msh into XSI yet to see if it is actually done that way but I have looked at it in Ultimate3d. Okay I had way too much time and looked at almost everything in the ingame.req and common msh folder.
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Re: Making a Custom Ingame.lvl

Post by FragMe! »

Sorry for the double but this update probably wouldn't be noticed other wise.
Been playing and modeling some more and came up with these.

Sith
Image

Old Republic
Image

Mandolore
Image
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Re: Making a Custom Ingame.lvl

Post by authraw »

Wow, very cool. And these can be shipped with a map? Have you ever thought about doing one for the Zann Consortium? *hint hint* ;)
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Re: Making a Custom Ingame.lvl

Post by FragMe! »

Yes these logos can be shipped with a map, thanks to Zerted's ingame find.
And as for the Zann Consortium never heard of them
Hidden/Spoiler:
Image
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Re: Making a Custom Ingame.lvl

Post by Caleb1117 »

WOOOOT

Nice models FragMe!

I and others I know will love this.
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Re: Making a Custom Ingame.lvl

Post by FragMe! »

Thanks Caleb they are pretty easy to do. Oh and I am having just way too much fun experimenting now.

Image

This seem to be a global though meaning it is affects the selection for all the maps even though it is just called for in one. These are put in via the common.req and dc:common.lvl call.
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