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 Post subject: (RESOLVED) New Question (new vehicle)
PostPosted: Wed Dec 31, 2008 7:09 pm 
stratter :)

Joined: Tue Jun 03, 2008 3:39 am
Posts: 14
Location: Charlotte, North Carolina
Hey guys Ive figured some of the stuff out, but how do you get custom vehicles to appear in game???

Lets pretend vehicle is vehicle "x"


I have
avx.odf
avx.inf
avx.vdf
avx.des

What else do i need???
They are all properly coded
How do I get them to appear in-game? (like when selecting a vehicle for a dm or strat game)

I tried entering the vehicle info into netveh.txt. It didnt show up though.
What do I have to do??


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 Post subject: Re: New Question
PostPosted: Fri Jan 02, 2009 2:29 pm 
stratter :)

Joined: Mon Aug 20, 2007 2:17 pm
Posts: 1184
Location: Zagreb, Croatia
You also need .geo and .map files.

Try netveh.odf :mrgreen:


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 Post subject: Re: (RESOLVED) New Question (new vehicle)
PostPosted: Sun Jun 14, 2009 9:50 pm 
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stratter :)

Joined: Sat May 09, 2009 10:20 am
Posts: 34
I know this says "Resolved" but I'd like to interject.

All I found that I needed to create in put a new vehicle in the game was an ODF file for programming what it would do and a VDF file for what it would look like. I never had to mess with any DES, GEO or any other files. All of them work fine (with the exception of modding mission recyclers, which it always came up as an unhandled exception).

So far I've replaced the default vehicle with my own personal creation, (god modding, by the way. Will never release publicly :3 ) complete with air-to ground torpedoes :D , a special breed of wingman called the Beetle, a down to earth, Fury-equipped vehicle, the smallest and fastest in the game, as well and god-modding every unit in the NSDF. It's enteraining to see a NSDF Recycler move faster than a stock Scout. XD I've also created a Kamekazi unit by modding the "gnavdrop" weapon to drop the nuclear device from one if the IA missions (the new file adequately called "gsuicide" :3 ), which instantly detonates and destroys everything within radar range.

One thing I've found... custom names will not appear on the HUD. They will appear as strange black and transparent boxes. If you know how to display names like that, please let me know, but I'm content with what I have.

I never had to mess around with any .map or .geo files, save for when I created the two custom vehicles themselves. I find it rather easy to mod the hell out of this game. My advice: Make sure everything is properly named and coded. Copy-Paste works wonders. :D

Additionally, a .inf file is not required to use a vehicle or weapon. If you identify a vehicle with no .inf file, it simply says, "avx.inf", assuming we are still talking about the American vehicle "x"

I haven't tried to use the vehicles in a DM or Strat, for good reason. I simply went into the campaign or into an IA mission with the proper Factory, modding to build the custom vehicle. As long as there is a proper .VDF and .ODF file, it works fine.

I wouldn't encourage custom vehicles in DM or strat, either. You can do anything to a custom vehicle, including adding a weapon like gsuicide, and you could always say it was something else...


DISCLAIMER: I have not tried and will not try to use this mod with multiplayer. I'm incredibly scared of playing the CCA campaign now because of what I've done. XD Rest assured, I stick to the stock vehicles, especially the Lunar Lander.


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 Post subject: Re: (RESOLVED) New Question (new vehicle)
PostPosted: Mon Jun 15, 2009 3:13 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 809
Location: Look Behind You! Power Level: OVER 9000
Hehe, if you tried to use your custom stuff in multiplayer you would not be able to join games and nobody could join yours.

So I hope you made separate folder for your mod.

I made a couple of mods, both of which I probably won't release. I made a mod where I can play the Black Dogs in the NSDF Campaign. Maybe for a challenge I will play regular NSDF in The Red Odyssey. ;)


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 Post subject: Re: (RESOLVED) New Question (new vehicle)
PostPosted: Mon Jun 15, 2009 5:56 pm 
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stratter :)

Joined: Sat May 09, 2009 10:20 am
Posts: 34
Sporkinator wrote:
So I hope you made separate folder for your mod.


Separate folder? :D I'll do you one better...

Separate computer. :lol: Not only that, I still have a pristine, unedited copy of bzone.zfs on that computer. Trust me... if something goes terribly wrong, I wouldn't be without a paddle...

And you know, I've found the way this game is programmed, it ends up being it's own anti-god mod device. Do you know how hard it is to drive a vehicle with a forward velocity of 5000? XD Though, again, amusing to watch... also... flying is tricky... =/

And if you want to divulge the secret of how to edit campaign recyclers, by all means, be my guest. :)


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 Post subject: Re: (RESOLVED) New Question (new vehicle)
PostPosted: Tue Jun 16, 2009 1:27 am 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 809
Location: Look Behind You! Power Level: OVER 9000
Editing campaign recyclers isn't any different than editing anything else, I do not know why it would crash on you unless you forgot/removed the baseName line from the file. I edited campaign recyclers in my BDog mod, which I appropriately named "Rise of The Black Dogs" like the N64 BZ. :P

Image


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 Post subject: Re: (RESOLVED) New Question (new vehicle)
PostPosted: Tue Jun 16, 2009 2:43 pm 
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stratter :)

Joined: Fri Dec 19, 2008 11:19 pm
Posts: 714
Location: The Cimpire(Mars)
Wow, I used to play the NSDF campaign as Bdogs years ago. It was fun, though I ended up alternating between the two.

Imagine taking out a Bdog Recycler in CCA Mission 1. :)


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 Post subject: Re: (RESOLVED) New Question (new vehicle)
PostPosted: Tue Jun 16, 2009 5:55 pm 
stratter :)

Joined: Mon Aug 20, 2007 2:17 pm
Posts: 1184
Location: Zagreb, Croatia
Hitman Spike wrote:
I know this says "Resolved" but I'd like to interject.

All I found that I needed to create in put a new vehicle in the game was an ODF file for programming what it would do and a VDF file for what it would look like. I never had to mess with any DES, GEO or any other files.


I disagree.

Let's make a test... Check my attachment, you'll find all Red Devil files.

Ignore wav (single player sounds), des (MP description) and inf ("I" key information) files.
Make a backup of your netveh.odf (MP vehicles) and multdm99.vxt (Coli map vehicles) files. Those are in your addon folder.
1st try: Put Red Devil's netveh.odf and multidm99.vxt in addon along with bvrdev.odf and bvrdev.vdf. Make a Coli in Null Modem. Join in Red Devil, jump out and try to look at your vehicle. Your screen will freeze. End Task.
2nd try: Add all geo files in addon and do the same. While looking at your Red Devil you will notice massive lag and 1 color skin.
3rd try: Put bvrdev00.map in addon too. Everything runs fine now. 8)


Attachments:
File comment: Red Devil
bvrdev.zip [239.28 KiB]
Downloaded 9 times
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 Post subject: Re: (RESOLVED) New Question (new vehicle)
PostPosted: Tue Jun 16, 2009 11:34 pm 
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stratter :)

Joined: Sun Jun 01, 2008 11:16 pm
Posts: 809
Location: Look Behind You! Power Level: OVER 9000
HyperFighter wrote:
Wow, I used to play the NSDF campaign as Bdogs years ago. It was fun, though I ended up alternating between the two.

Imagine taking out a Bdog Recycler in CCA Mission 1. :)

Yeah, I destroyed a Black Dog Recycler and Unit Factory in CCA mission 1. :P


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 Post subject: Re: (RESOLVED) New Question (new vehicle)
PostPosted: Tue Jun 16, 2009 11:53 pm 
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stratter :)

Joined: Fri Dec 19, 2008 11:19 pm
Posts: 714
Location: The Cimpire(Mars)
Though, I really don't understand a bigger BDog Recy.


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