
Era/Mode Side Mod Tutorial (FAQ)
Moderator: Moderators
- SW_elite
- Filthy Thief
- Posts: 507
- Joined: Sat Jan 02, 2010 6:43 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Australia!!!
Re: Era/Mode Side Mod Tutorial (FAQ)
This is a perfect tutorial for what I want to try... Thanks 

- 1FGR1NightGhost
- Don't feed the troll (that's me)
- Posts: 85
- Joined: Wed Jun 08, 2011 12:01 pm
- Projects :: Bornesia Kastarian Docks
- xbox live or psn: No gamertag set
Re: Era/Mode Side Mod Tutorial (FAQ)
So does the data for your new era appear in the new map folder that was created or the stock maps lvl?
(for example, i gave Polis Massa both CW and GCW Total Warfare eras, to export this mod, should i look in the new maps folder in addons or polis massa's folder in regular gamedata)
(for example, i gave Polis Massa both CW and GCW Total Warfare eras, to export this mod, should i look in the new maps folder in addons or polis massa's folder in regular gamedata)
- DarthD.U.C.K.
- Master of the Force
- Posts: 6027
- Joined: Wed Sep 27, 2006 11:05 am
- Location: Duckburg, Germany
Re: Era/Mode Side Mod Tutorial (FAQ)
everything is stored your map/mod, you dont need to replace any original lvls
- 1FGR1NightGhost
- Don't feed the troll (that's me)
- Posts: 85
- Joined: Wed Jun 08, 2011 12:01 pm
- Projects :: Bornesia Kastarian Docks
- xbox live or psn: No gamertag set
Re: Era/Mode Side Mod Tutorial (FAQ)
K, thx
now i have another question, I got the new era for Polis, and i cant get it to work for kashyyk, do i need to make a new world for Kashhyyk?
now i have another question, I got the new era for Polis, and i cant get it to work for kashyyk, do i need to make a new world for Kashhyyk?
- Glitch25
- Sergeant Major
- Posts: 222
- Joined: Mon May 07, 2012 1:01 pm
- Projects :: [ISM] [BFU]
- Location: Baktoid Combat Automata
- Contact:
Re: Era/Mode Side Mod Tutorial (FAQ)
Would this work for replacing a side? I want to replace the CIS side with my own custom CIS (I'm going to be renaming the units and weapons)
-
- Gametoast Staff
- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Era/Mode Side Mod Tutorial (FAQ)
If you plan on replacing the stock CIS side, and if you rename the units, then the stock mission.lvl file won't be able to read the new names. Unless if by rename you mean relocalize, then that should be fine, but changing the REQ/ODF names to something entirely new won't work.
- Anakin
- Master of the Force
- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Era/Mode Side Mod Tutorial (FAQ)
What kind of change you want to do? Weapon or texture or complete units?
Btw: how can i add a map to my mod?
I have the world files in the data/world/XXX folder but the map isnt' munged and not load for the mod. i added in the Addme the parts and also in the Mission. BUt it doens't work.
Btw: how can i add a map to my mod?
I have the world files in the data/world/XXX folder but the map isnt' munged and not load for the mod. i added in the Addme the parts and also in the Mission. BUt it doens't work.
-
- 1st Lieutenant
- Posts: 456
- Joined: Thu Nov 01, 2012 2:27 am
- Projects :: Earth Apocalypse
- xbox live or psn: Dont have one
- Location: On earth, I guess.
Re: Era/Mode Side Mod Tutorial (FAQ)
Sorry for the bummp but I have something of relevance to add. If you want to have a custom era on your own stock map, and want to change the icon, here is the addme.lua
Remember to create a shell.req and an icon in data_abc\shell. copy that to your gamedata's .lvl file after munging. Enjoy!
Hidden/Spoiler:
Remember to create a shell.req and an icon in data_abc\shell. copy that to your gamedata's .lvl file after munging. Enjoy!
-
- Resistance Leader
- Posts: 5042
- Joined: Tue Feb 09, 2010 8:43 pm
- Projects :: DI2 + Psychosis
- xbox live or psn: Marth8880
- Location: Edinburgh, UK
- Contact:
Re: Era/Mode Side Mod Tutorial (FAQ)
Bumps are fine for stickies and FAQ threads.
Also that's in the 1.3 docs.
But then again almost no one reads those except for like me and wolf man. 



-
- Gametoast Staff
- Posts: 4910
- Joined: Sat Nov 03, 2007 4:55 pm
- Location: SoCal, USA
Re: Era/Mode Side Mod Tutorial (FAQ)
You don't speak for everyone here on Gametoast, Reindeer Games.Marth8880 wrote:But then again almost no one reads those except for like me and wolf man.
-
- 2nd Lieutenant
- Posts: 363
- Joined: Sun Sep 02, 2012 2:47 am
- Projects :: None
- xbox live or psn: No gamertag set
- Location: HK Factory
- Contact:
Re: Era/Mode Side Mod Tutorial (FAQ)
Sorry for bumping a topic(though I believe it was said FAQ and stickies can be bumped) but you know how BFX and Dark Times and such don't add another orange map?Mine does but I want it not to act like a new map.How would I accomplish that?
For example,there are two Coruscants there.A Orange Coruscant and the normal stock color.How do I make it so the orange one goes away and then only the white is visible but with my era?
For example,there are two Coruscants there.A Orange Coruscant and the normal stock color.How do I make it so the orange one goes away and then only the white is visible but with my era?
-
- Droid Pilot Assassin
- Posts: 2006
- Joined: Tue Aug 17, 2010 5:56 pm
Re: Era/Mode Side Mod Tutorial (FAQ)
Did you edit your addme.lua as seen here: http://www.gametoast.com/forums/viewtop ... 94#p281994
-
- 2nd Lieutenant
- Posts: 363
- Joined: Sun Sep 02, 2012 2:47 am
- Projects :: None
- xbox live or psn: No gamertag set
- Location: HK Factory
- Contact:
Re: Era/Mode Side Mod Tutorial (FAQ)
I'll try it.Thanks for replying fast. 
EDIT:Now my mode is missing
Only Clone Wars and GCW
EDIT 2:Wait got it working with this tutorial: forums/viewtopic.php?f=27&t=27616

EDIT:Now my mode is missing

EDIT 2:Wait got it working with this tutorial: forums/viewtopic.php?f=27&t=27616
- Benoz
- Corporal
- Posts: 142
- Joined: Tue May 28, 2013 12:34 pm
- Projects :: Clone Wars Era Mod Version 2
- xbox live or psn: No gamertag set
- Location: Germany
Re: Era/Mode Side Mod Tutorial (FAQ)
Do you need to install the 1.3 patch?
I mean, if you don't wanna add a new era but edit e.g. the Clonewars era.
cheers
I mean, if you don't wanna add a new era but edit e.g. the Clonewars era.
cheers
-
- Posts: 3
- Joined: Fri Jun 27, 2014 10:47 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Era/Mode Side Mod Tutorial (FAQ)
The tutorial is great but I'm just wondering about this part here.Sky_216 wrote:First things first:
Create some custom sides (not 100% necessary, but you should do it).
Create a map that will be both your test map (if you haven't got one already) and your way of loading yor era/modes to stock maps.
What do you mean 'create some custom sides?' I know what it MEANS to create a new side but, where do I put the sides files, if I'm using a stock map then I don't know where to put them.
And if I'm not creating a new map and only applying sides to a shipped map then what does "your way of loading your era/modes to stock maps" mean?
- Anakin
- Master of the Force
- Posts: 4817
- Joined: Sat Sep 19, 2009 11:37 am
- Projects :: RC Side Mod - Remastered - SWBF3 Legacy
- Location: Mos Espa (germany)
Re: Era/Mode Side Mod Tutorial (FAQ)
If you want to replace the original rep.lvl, imp.lvl,.. files i don't think so, but why don't you want the 1.3 patchThe66Order66 wrote:Do you need to install the 1.3 patch?
I mean, if you don't wanna add a new era but edit e.g. the Clonewars era.
cheers
1.: make a new side means a new Unit with different weapons, msh,.... But you can also use the stock units.ARCCommanderGlenn wrote:The tutorial is great but I'm just wondering about this part here.Sky_216 wrote:First things first:
Create some custom sides (not 100% necessary, but you should do it).
Create a map that will be both your test map (if you haven't got one already) and your way of loading yor era/modes to stock maps.
What do you mean 'create some custom sides?' I know what it MEANS to create a new side but, where do I put the sides files, if I'm using a stock map then I don't know where to put them.
And if I'm not creating a new map and only applying sides to a shipped map then what does "your way of loading your era/modes to stock maps" mean?
2.: you make a new project where you add you units and scripts to. But you don't need the world files. So you can delete them. Later you'll use the stock lua scripts, change the sides with you once, or what ever you changed. The side mod will be munged to your three letter folder and calls the maps from the original game
-
- Private Recruit
- Posts: 26
- Joined: Mon Apr 13, 2015 9:39 am
- Projects :: Galactic Marines Side Mod
- xbox live or psn: What's an xbox?
- Location: England
Re: Era/Mode Side Mod Tutorial (FAQ)
Would anyone be able to help me further please because I want to add another mode to Coruscant conquest but whatever I try and wherever I put the cor1c_con.lua file I get either a addme.lua error or it crashes when I launch the game.
-
- Private Third Class
- Posts: 51
- Joined: Mon Nov 16, 2015 10:30 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Era/Mode Side Mod Tutorial (FAQ)
Will this patch mess up the munge fix for Windows 8 and up systems? I want to make my own era but I don't want to mess up what I've already set up.
- [RDH]Zerted
- Gametoast Staff
- Posts: 2982
- Joined: Sun Feb 26, 2006 7:36 am
- Projects :: Bos Wars AI - a RTS game
- xbox live or psn: No gamertag set
- Location: USA
- Contact:
Re: Era/Mode Side Mod Tutorial (FAQ)
If you mean the 1.3 patch then no. That patch is for the game, not the mod tools. It adds support for SWBF2 to handle custom eras and game modes. You will need to install the unofficial path to your SWBF2 if you want to see your custom era show up.
-
- Private Third Class
- Posts: 51
- Joined: Mon Nov 16, 2015 10:30 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: Era/Mode Side Mod Tutorial (FAQ)
I meant the different munge fixes, not the 1.3 patch.