Author Topic: Fishbone's guidelines for mod makers  (Read 22588 times)

Nielk1

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Re: Fishbone's guidelines for mod makers
« Reply #30 on: August 14, 2007, 01:11:55 PM »
You can use the geometry scale function in the ODF, but that only kicks in when making an MSH from an XSI, so you will have to grab some of the scout XSIs and rename them before doing that.  Just doing so with the main XSI should do it since the otehrs are just used for animation instructions.

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the anaconda

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Re: Fishbone's guidelines for mod makers
« Reply #31 on: August 14, 2007, 01:58:36 PM »
i know this is a bit stupid but how do i make a msh from a XSI(i have threed and xsi mod tool)

Nielk1

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Re: Fishbone's guidelines for mod makers
« Reply #32 on: August 14, 2007, 02:17:33 PM »
MSH files are automaticly created by BZ2 and put in the bindata folder.

When it is created it checks the geometryscale setting in the ODF.

If you try to just add said tag to your mini scout and put the normal scout stuff in, that is a BAD idea, it wont work.
You must get the ivscout00.xsi from the bz2 xsi pack, rename it something like ivmscout00.xsi and mabye change some of the hardpoints around.
The normal scout 3Ds for animation can be used since scale is the only change, and animation 3Ds are not actuly shown inplace of the normal 3D, but have their animation data read and applied to said model in game.

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the anaconda

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Re: Fishbone's guidelines for mod makers
« Reply #33 on: August 14, 2007, 02:22:47 PM »
last question... i can't find xsi files in the  bz2 .pak
« Last Edit: August 14, 2007, 02:33:54 PM by the anaconda »

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Re: Fishbone's guidelines for mod makers
« Reply #34 on: August 14, 2007, 04:06:58 PM »
I'd guarantee that won't be your last question...  :)   But it's all good, ask as many questions as you need to.  That's how we learn...

The XSI's aren't in the .PAK file, only the MSH files are...  you need to look around for the XSI 'pack' of files that Pandemic released.  Some of the fan sites will have them.

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the anaconda

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Re: Fishbone's guidelines for mod makers
« Reply #35 on: August 14, 2007, 05:04:06 PM »
ok thx

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Re: Fishbone's guidelines for mod makers
« Reply #36 on: August 14, 2007, 05:17:43 PM »
If you make a mod and release it remember to include ONLY the MSH files with the mod itself.  The game only uses the MSH file.  If there's no MSH but there's an XSI then the engine has your computer make a MSH file out of the XSI.  Unfortunately there's a chance that one computer will make a slightly different MSH file than another and you can get bad assets.

So, if you want everyone able to play your mod include ONLY the MSH files.  If you want others to have them it's best to release the XSI's in a seperate download.

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the anaconda

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Re: Fishbone's guidelines for mod makers
« Reply #37 on: August 15, 2007, 04:21:17 AM »
thank you so much that'll realy help

JonathanS

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Re: Fishbone's guidelines for mod makers
« Reply #38 on: August 15, 2007, 08:02:28 AM »
You can also find the xsi pak on www.bzscrap.com/
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the anaconda

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Re: Fishbone's guidelines for mod makers
« Reply #39 on: August 15, 2007, 08:21:00 AM »
I'd guarantee that won't be your last question...  :) But it's all good, ask as many questions as you need to.  That's how we learn...

The XSI's aren't in the .PAK file, only the MSH files are...  you need to look around for the XSI 'pack' of files that Pandemic released.  Some of the fan sites will have them.

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your right where would i put the  xsi files?

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Re: Fishbone's guidelines for mod makers
« Reply #40 on: August 15, 2007, 08:38:33 AM »
Anywhere inside the ADDON folder is fine.

Personally I keep the XSI's in the same folder as the rest of the files for the unit.  So under ADDON I've got MYSTUFF, and in there's a folder called MYUNIT.  I put everything in MYUNIT until I'm ready to release, and then I just delete the XSI's out of the archive I'm releasing.

It's worked well until lately, when the mod has grown so large it's hard to keep track of the hundreds and hundreds of XSI's...

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the anaconda

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Re: Fishbone's guidelines for mod makers
« Reply #41 on: August 15, 2007, 09:14:21 AM »
how can i have 2 factorys?(let's say one is in slot one as usual and the other in slot 4(after the armory)

EDIT: i have made the mini scout and it really is small(same size as xmod's microjet :)
« Last Edit: August 15, 2007, 10:45:26 AM by the anaconda »

JonathanS

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Re: Fishbone's guidelines for mod makers
« Reply #42 on: August 15, 2007, 02:54:44 PM »
This is not much help, but something to do with the way the ODF is setup. Commando or Raven maybe able to answer that. (haven't experimented with it. :D )
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Re: Fishbone's guidelines for mod makers
« Reply #43 on: August 15, 2007, 03:36:40 PM »
these are the first paragraph of the barracks and airfield from xmod...
barracks:
[GameObjectClass]
geometryName = "ibbarracks.xsi"
classLabel = "factory"
scrapCost = 50
scrapValue = 10
maxHealth = 15000
maxAmmo = 0
powerCost = 1
unitName = "Barracks"
aiName = "BuildingProcess"
aiName2 = "BuildingProcess"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 1
CategoryTypeOverride = 5
armorClass = H



airfield:
[GameObjectClass]
geometryName = "ibairfield2.xsi"
classLabel = "factory"
scrapCost = 70
scrapValue = 30
maxHealth = 8000
maxAmmo = 0
unitName = "Air Field"
aiName = "BuildingProcess"
aiName2 = "BuildingProcess"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 1
CategoryTypeOverride = 4
armorClass = H



i am paying particular attention to the category type override that is probably it
« Last Edit: August 15, 2007, 03:37:26 PM by the anaconda »

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Re: Fishbone's guidelines for mod makers
« Reply #44 on: August 15, 2007, 05:19:50 PM »
I think you want to use the "team slot override", not the category type override...

Category Type Override makes something appear to be something else.  (Scavenger to be a Recycler, for example)
Team Slot Override makes something appear in a slot it wouldn't normally be in.  (Factory in slot 5, for example)

You want two Factories in separate slots, not a Factory that's pretending to be something else...

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