Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: cheesepuffly on October 20, 2008, 12:46:26 AM

Title: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: cheesepuffly on October 20, 2008, 12:46:26 AM
Yes so after posting this at bz2md Some guy told me to post it here so i did.



I have decided i want to make something, a mod of some sort. Only because i have too much free time on my hands. So would anyone be willing to help me with various things that i might need help with? If you do, ill PM you my uhhhh msn, if you wish that is (i want to keep it private)


I havent started yet because i dont know a single thing about... mod making, currently im just toying with settings,


http://i34.tinypic.com/aotgdh.jpg


So more or less if you have any tips or things i should know, please tell me.


For now im just gonna play with things but i will start soon, hopefully.
Title: Re: A trainer, or a guide that teaches EVERYTHING
Post by: Steeveeo on October 20, 2008, 12:48:54 AM
Add me on XFire and I'll be glad to help (same name as here).
Title: Re: A trainer, or a guide that teaches EVERYTHING
Post by: lucky_foot on October 20, 2008, 03:22:26 PM
I'm available by PM or email. :) Don't hesitate to ask questions like, "How to I add a model" or so and so. I'll explain or send you to a post that explains it. :D
Title: Re: A trainer, or a guide that teaches EVERYTHING
Post by: TheJamsh on October 20, 2008, 05:10:14 PM
'some guy'

that was me lol!
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: cheesepuffly on October 21, 2008, 02:03:53 AM
Ok, i know how to work the bz2 map editor, but should i make some maps of my own, the preview that you get when you select it in IA, or in game, will i need to make that, or will bz2 make it for me?
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: hybirdisdf on October 21, 2008, 03:13:13 AM
Quote from: cheesepuffly on October 21, 2008, 02:03:53 AM
Ok, i know how to work the bz2 map editor, but should i make some maps of my own, the preview that you get when you select it in IA, or in game, will i need to make that, or will bz2 make it for me?



I did edited on instant and save it.Reload,got bad asset.I know how to edit it on single and instant maps.I maybe got wrong name on load file.I think i should rename it?
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: Feared_1 on October 21, 2008, 03:33:22 AM
Quote from: hybirdisdf on October 21, 2008, 03:13:13 AM



I did edited on instant and save it.Reload,got bad asset.I know how to edit it on single and instant maps.I maybe got wrong name on load file.I think i should rename it?

Oh yes. Always save the map as a new file name in the Instant folder.
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: cheesepuffly on October 21, 2008, 04:18:01 AM
doesnt really answer my question, but that helps, although i probably would have done that anyway.
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: TheJamsh on October 21, 2008, 01:32:16 PM
you will need to make the preview yourself, but thats an easy job, just take a screenshot and cut out the radar view (when in overview radar mode)

also, put youre new maps into another folder inside the instant folder. organises thing better.

BZ2 will make the .sky .wat .ter .trn and .bzn files. you will need to make the .bmp file (preview file) and the .inf file (which can be easily made by copying one from another map and opening it in notepad to make the changes) as can the .des file, which you also need to make

basically, this is how they work

.bzn: this file contains all data relating to objects and is basically the big file that holds all the main stuff
.wat: this file stores any data regarding water that you may have put on the map.
.sky: this file stores any data regarding what sky/weather/fog etc setting you have on the map
.ter: this file stores all data actually relating to the maps grid in it and i believe colours and textures and where they are used
.trn: this file can be opened in notepad to change the size/music/fog/sky of the map. any size settings have to be done BEFORE BZII  creates the maps .bzn file

.inf: this file stores data relating to the BZII shell and how the game should set up by default. it also tells the game what preview .bmp to use and what description file to use. it can be edited with notepad

.bmp: standard bitmap image extension. i think you can use other image types here, not entirely sure which oens are supported so just stick with .bmp for now

.des: this contains the text that is written in the maps 'description' box when you highlight it in the instant/multiplayer map selector. this can also be edited with notepad.

hope that helps

one final thing: check out these pre-made blank maps. nothing but rolling hills but a good way of getting you started. the three main sizes are included:

http://www.planetbattlezone.com/launchpad/starter.zip
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: cheesepuffly on October 21, 2008, 01:40:27 PM
I understand most file types, so i kinda knew a few of those, but thanks.
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: Tempest Storm on October 21, 2008, 06:02:04 PM
Quote from: TheJamsh on October 21, 2008, 01:32:16 PM
you will need to make the preview yourself, but thats an easy job, just take a screenshot and cut out the radar view (when in overview radar mode)

Can't you have BZ2 generate the preview by using the /shellmap command line? Or does this not work anymore?
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: TheJamsh on October 21, 2008, 09:58:28 PM
i didnt know about that so it may work...

just given THE best tutorial ever on weapon .odfs lol
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: cheesepuffly on October 21, 2008, 10:10:25 PM
 :-) yep, sure did.

And it made sense too.
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: General BlackDragon on October 21, 2008, 10:17:09 PM
Quote from: TheJamsh on October 21, 2008, 09:58:28 PM
just given THE best tutorial ever on weapon .odfs lol

O Rly?
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: Dataanti on October 21, 2008, 11:18:45 PM
ALSO when u save a map i think its best to save it in the file type of A____ then BIN___  (srry i forgot wat they were) because i think some1 said to me it makes it load faster or something
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: Nielk1 on October 22, 2008, 12:36:45 AM
ASCII is in plain English, editable in notepad.
BIN is not plain English, ugly, can't be notepad edited.
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: cheesepuffly on October 22, 2008, 01:43:12 AM
You do know this doesnt have to do with just maps, but i does have to do with mods...


(this is to sonic, the guy who moved this i guess.)
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: General BlackDragon on October 22, 2008, 02:09:16 AM
hense, moved to "maps and mods" section?

:-D
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: Sonic on October 22, 2008, 03:20:42 AM
/me gives General BlackDragon an e-cookie.
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: General BlackDragon on October 22, 2008, 02:26:23 PM
 * Eats the E-Cookie  :lol:
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: cheesepuffly on October 22, 2008, 03:06:02 PM
Truthfully at first i didnt get it, but now it makes sense.

You gonna share that e-cookie?
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: TheJamsh on October 22, 2008, 05:45:19 PM
ill have a bite... and yes GBD, really :D

moving onto hoe to make youre own pak files soon =]

Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: cheesepuffly on October 23, 2008, 01:47:08 AM
Yay cant um wait.

Ok my next question is, would making my own weapons be hard?

Title: Re: A trainer, or a guide that teaches EVERYTHING (second question)
Post by: General BlackDragon on October 23, 2008, 02:53:52 AM
I'd like to see a "best weapon tutorial ever"
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: Sonic on October 23, 2008, 03:45:43 AM
Quote from: cheesepuffly on October 23, 2008, 01:47:08 AM
Yay cant um wait.

Ok my next question is, would making my own weapons be hard?

This depends on your skill level with understanding the syntax of ODFs and how creative you are in getting the ODFs to generate the desire visual effects. Usually starting off with a weapon that already acts similar to what you want it to do is a good start. For example, I used Blast for the basis of making Lacour Hope/Ethereal Blast.

(http://www.starfleetplatoon.com/users/sonic/bz2/etheral_blast01.png)
(http://www.starfleetplatoon.com/users/sonic/bz2/etheral_blast02.png)
(http://www.starfleetplatoon.com/users/sonic/bz2/etheral_blast03.png)

The end result of the ODF looks like this:
[OrdnanceClass]
classLabel = "beam"
shotGeometry = NULL
xplGround = "xlhopgnd"
xplVehicle = "xlhopcar"
xplBuilding = "xlhopbld"

renderName = "lhope_a.render"

ammoCost = 3000
lifeSpan = 300e-3 // 300m
shotSpeed = 1e3

damageValue(N) = 1002
damageValue(L) = 1002
damageValue(H) = 1002

damageValue(S) = 1002
damageValue(D) = 1002
damageValue(A) = 1002

[Render]
renderBase = "draw_multi"
renderCount = 2
renderName1 = "lhope_a.Beam"
renderName2 = "lhope_a.Ring"

[Beam]
renderBase = "draw_bolt"
textureName = "trail2.tga"
textureBlend = "one one modulate"
startColor = "255 255 255 255"
finishColor = "0 0 255 25"
startRadius = 0.4
finishRadius = 0.2
segmentLength = 5.0
segmentVariance = "0.0 0.0 0.0"
animateTime = 3.5
textureRate = 0.01
textureSpeed = -0.1

[Ring]
renderBase = "draw_twirl_trail"
textureName = "hexing.tga"
textureblend = "one one modulate"
startColor = "255 255 255 255"
finishColor = "100 100 255 0"
startRadius = 6.0
finishRadius = 3.0
animateTime = 4.25
emitDelay = 0.08
emitVariance = "0.0 0.0 0.0"
emitLife = 4.2
rotationRate = 2.0
Title: Re: A trainer, or a guide that teaches EVERYTHING (second question)
Post by: cheesepuffly on October 23, 2008, 04:16:24 AM
Hmmm makes sense, so use the basic weapons as what your weapon should be modeled after, huh, that makes sense.

Cool weapon i must stay.
Title: Re: A trainer, or a guide that teaches EVERYTHING (second question)
Post by: Nielk1 on October 23, 2008, 04:48:44 AM
I was making some weird magical looking things before.
Title: Re: A trainer, or a guide that teaches EVERYTHING (First question)
Post by: hybirdisdf on October 23, 2008, 07:06:31 AM
http://img529.imageshack.us/my.php?image=bz2modmaking1hb0.png

I was trying to create mpi bridge with edit from mm5.And my recycler didnt showed up but enemy are standby and ready.The problem is couldnt get reload from saved folder.The computer did saved it last time.Where are they go?I couldnt see in saved folder!
Title: Re: A trainer, or a guide that teaches EVERYTHING (second question)
Post by: General BlackDragon on October 23, 2008, 02:48:58 PM
if you saved a map, it would be in the addon folder.

bz2 editor only loads .bzn files, i.e. maps

PS: i cant even read the screnie, how do you read things with that color scheme???
Title: Re: A trainer, or a guide that teaches EVERYTHING (second question)
Post by: TheJamsh on October 23, 2008, 06:21:39 PM
a lot of my serenesis weapons are modified original ones. its amazing what a new texture and different colours can do.

for some really hi-tech stuff however, youll need a good understanding of particle ODF's to make things from scratch, which majority of my mod stuff is because the original effects are quite pathetic tbh and ive got separate frame-rate eating explosions for everything.

that stuff is mostly a case of playing with it to see what happens. again most is self explanatory, and you can sometimes make an explosion from scratch and predict pretty accurately what the game will make of it. trouble i have is making explosions 'too' detailed, and get frame rate drops if youre caught in the epicenter, but in my view, that can be written off as just shell shock.

@ GBD, cant give the tutorial becasue it was done over msn lol. should write this stuff down...
Title: Re: A trainer, or a guide that teaches EVERYTHING (second question)
Post by: General BlackDragon on October 23, 2008, 06:30:10 PM
look in msn chat logs.

my documents/my recieved files/youremail/history/email of person u talked with.xml
Title: Re: A trainer, or a guide that teaches EVERYTHING (second question)
Post by: TheJamsh on October 23, 2008, 07:33:24 PM
only works if you have chat logs turned on. and i cba to go through it and filter it out lol
Title: Re: A trainer, or a guide that teaches EVERYTHING (second question)
Post by: hybirdisdf on October 23, 2008, 09:13:06 PM
Quote from: General BlackDragon on October 23, 2008, 02:48:58 PM
if you saved a map, it would be in the addon folder.

bz2 editor only loads .bzn files, i.e. maps

PS: i cant even read the screnie, how do you read things with that color scheme???


I looked at all folders.Its not even there.It must be not enough load file in folder.I have no idea what size my load is?If it is big then i cant able to load or saved file in folder.
Title: Re: A trainer, or a guide that teaches EVERYTHING (second question)
Post by: TheJamsh on October 23, 2008, 10:06:36 PM
look in maps13 then

Bzone will save the file somewhere. do a search using windows (oo shouldnt swear around here) in the little search box
Title: Re: A trainer, or a guide that teaches EVERYTHING (second question)
Post by: hybirdisdf on October 24, 2008, 03:36:20 AM
I looked at folder thur hard drive c and local drive c.They have only 3 files contain cpmpibridge folder.They are trn,skyand wtn.It looks like they stopped load for no reason.Ill try it again other time with smaller size different maps to see if they still having same problem.if dont,then that is it.Ill wait to buy a new computer contain lot of beefy hard drive like 700gb hd.Mine was like 30 gb hd.That is not enough load more edit maps in.Oh well,That was end of topic til i get a new comp later this year or next spring.I will prepare myself to test out my edit maps loaded on new computer. :-)
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: cheesepuffly on October 24, 2008, 04:05:27 AM
Ok i have two more questions

(i asked nielk1, but didnt really read his answer well enough)

1, If i was to make new backgrounds for the menus and such, i have a friend that does not own bz2, but can make those kinds of things, does he have to have bz2, if not are there any specifications?

2, What are these .pic files, and how might i fiddle with them.
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: Nielk1 on October 24, 2008, 05:30:57 AM
colorize.tga 's alpha channel is what designs 50% of the look of the BZ2 shell, the rest being careful CFG work.

PICs are images, textures specifically, a format that like TGA accepts and alhpa channel. The only plugin to make them is a Photoshop Plugin (as the stock PIC format in all editors, even PS, is not correct).

For 1.3 you can basically use whatever if you convert to bz2dxt (correctly with the right depths/mipmaps) for release.

BZ2DXT being analogous to the MSH files made for 3Ds. Note that BZ2DXT files are not made by bz2 but a separate application.
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: OvermindDL1 on October 24, 2008, 07:29:57 AM
Quote from: Nielk1 on October 24, 2008, 05:30:57 AM
BZ2DXT being analogous to the MSH files made for 3Ds. Note that BZ2DXT files are not made by BZ2 but a separate application.
Fixed that for you. :)
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Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: Zero Angel on October 24, 2008, 09:40:37 AM
Quote from: cheesepuffly on October 24, 2008, 04:05:27 AM
Ok i have two more questions

(i asked nielk1, but didnt really read his answer well enough)

1, If i was to make new backgrounds for the menus and such, i have a friend that does not own bz2, but can make those kinds of things, does he have to have bz2, if not are there any specifications?

2, What are these .pic files, and how might i fiddle with them.
He doesnt have to have BZ2 to make background pics, all he has to do is make an image of the right size (for backgrounds its 640x480) and then save it as a TGA file, then you give it the same name as the existing backrounds and put it in your addon folder and u have a new shell background.

He *should* have BZ2 though, especially if you are placing interface elements like buttons, you will want it all to fit in the right places.
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: Nielk1 on October 24, 2008, 11:37:30 AM
Quote from: OvermindDL1 on October 24, 2008, 07:29:57 AM
Fixed that for you. :)

I was literally in bed half asleep :-P, fixed it
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: cheesepuffly on October 24, 2008, 01:15:14 PM
Quote from: Zero Angel on October 24, 2008, 09:40:37 AM
He doesnt have to have BZ2 to make background pics, all he has to do is make an image of the right size (for backgrounds its 640x480) and then save it as a TGA file, then you give it the same name as the existing backrounds and put it in your addon folder and u have a new shell background.

He *should* have BZ2 though, especially if you are placing interface elements like buttons, you will want it all to fit in the right places.


Ok thank you, im no where NEAR that point yet. Still, i think ill just show him what the stock ones look like, then he can see from that.


Ok Nielk, i have no idea what that really means. Thanks though.

What i got from that is, the only thing that can open them is a photoshop plugin, and they are part of the bz2 shell.

Please define these: Alpha channel, bz2dxt, (last line of text), and the.
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: Nielk1 on October 24, 2008, 02:32:16 PM
Alpha channel is something that some images have. You are used to Red Blue Green or RBG, but there is also RBGA.
Alpha represents the transparency and is often a separately edited gray scale image that is part of the whole image.

BZ2DXT is a format for textures that CANNOT be edited. You use a separate program to make them from many different editable formats.
MSH is similar in that it comes from and editable XSI, though BZ2 makes MSH files.

BZ2DXT only works with 1.3, I think only pb3 or higher.

Also, about background images specifically, as ZA said, no, no BZ2 is needed. I was thinking about the question you had asked me which was phrased differently, asking about 'changing the skin of the interface'.
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: cheesepuffly on October 24, 2008, 04:02:29 PM
Making more sense, Thank you very much.

Although you forgot to answer something.
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: OvermindDL1 on October 24, 2008, 10:35:25 PM
BZ2DXT can be edited, nothing really special about it, it just has a 'new' header type, would be easy to extract the actual DXT image out of it, the format is well documented.
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Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: Nielk1 on October 24, 2008, 10:41:10 PM
OM, shuuuuu.
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: OvermindDL1 on October 24, 2008, 10:59:35 PM
Quote from: Nielk1 on October 24, 2008, 10:41:10 PM
OM, shuuuuu.
Do wha?
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Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: cheesepuffly on October 25, 2008, 01:36:41 AM
Quote from: OvermindDL1 on October 24, 2008, 10:59:35 PM
Do wha?
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Yeah... wha?
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: Nielk1 on October 25, 2008, 02:04:59 AM
I'm not sure how to type that noise. My best guess would be shhhh, but my typing had a lisp. In other words, DON'T GO TELLIN' EM THAT!
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: cheesepuffly on October 25, 2008, 04:41:26 AM
Yeah... why? Anything i dont need to mod i wont.
Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: OvermindDL1 on October 25, 2008, 06:41:33 PM
Ah, yes, hard to model that kind of sound. :)
Perhaps just go:  Do not go telling them that!
Since that is more in-line with a forum. :P
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Title: Re: A trainer, or a guide that teaches EVERYTHING (Third and Fourth question)
Post by: TheJamsh on October 26, 2008, 11:59:52 AM
lol. i dont even use the DXT's... just seem to be causing problems and i cba to fiddle with all my settings...

the best way to make any texture is use .tga format for now, as BZ2 has been from day one

you can also save .tga .bmp .png .jpg and many others into .pic format with xnview.exe, the one i told you about on MSN that can be found on http://www.bzscrap.com/downloads/utilities