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The Newbie Guide to HW2 Modding

  1. #51
    HitokiriHa
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    i also get an error message from winzip when trying to extract the data file from the first post on this thread. winzip seems to think that the file is empty. "no files found". any suggestions?

  2. #52
    Cadamer
    Guest
    Bah! Guess I came to late.....all the pictures are showing the red x's of doom. =( Can you, (Bak) or someone else repost this with refreshed pictures please? Thank you in advance.

  3. #53
    Lost in the code... Mikali's Avatar
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    Download my HW2 mods, maps & tools. link
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  4. Child's Play Donor General Discussions Senior Member Homeworld Senior Member The Workshop Senior Member  #54
    Ignorans, te absolvo Homdax's Avatar
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    Fix them please...

  5. #55
    Arg. This sucks. So, I followed it step-by-step...

    All that fun stuff..

    The issue comes into play when I actually try to run it. I have a shortcut that's been modified with the -overridebigfile on the end of it, and when I tell it to run, it starts up my CD drive, and I wait a couple of seconds... one minute... two... And it dosn't start. It dosn't even give me an error screen of any form, which annoys me! ANY sort of an idea 'bout what to do with this? X_X It's only getting ~slightly~ annoying...

  6. #56
    varis
    Guest
    Mind the case, " -OverrideBigfile ".

  7. #57
    .... Well, I was hoping that would work, but... Yeah. It's not doing anything, still. It turns on the CD drive, as before, but nothing happens! Is there any other way I can get around the shortcut, because that dosn't seem to be working for me. X_X

  8. #58
    Litho
    Guest

    Some questions...

    I get the impression that my questions have all be asked before at some stage, but I'm not sure where to find the answers on the forum, so I'll risk it and ask them again:

    I'm tinkering about with the Ship Tuning spreadsheets in the Mod Kit... but When I save/update/etc. I go into Homeworld2 to check and see how that's effected things, and nothing is any different...

    the output part works fine, I can locate the files for the ship I updated... but the thing is, I think that there should be ones for all the ships in there... I mean... isn't that what was supposed to happen when I extracted the Homeworld2.big file? I watched the command prompt list all the files it contained, but they don't seem to be in the Data directory (which is where they should have been dumped when I used the "-e %HW2_ROOT%\Data" addition on the Archive program.

    Am I right?

    So like... what's going on?

    I haven't patched Homeworld2... could that be an issue?

    Thanks guys...

  9. #59
    Litho
    Guest
    Scratch that last comment.

    Finally found that neat photo-guide.

    Just didn't have the Override Big file thing going on.

    Thanks guys.

  10. #60
    Sharth
    Guest
    I am trying to mod, but it's hard, will u guys please help the Ender's Game Mod?

  11. #61
    ZuiljiN
    Guest
    Sharth can you stop to recruit on every thread you can find...this thread is a guide for newbies not a place to recruit

  12. #62
    Sharth
    Guest
    I know that. How do you transfer graphic files from Maya 5 PLE to HW2?

  13. #63
    ZuiljiN
    Guest
    maya PLE CANT support pluggins so you cant export anything to hw2..until Delphy release HWSE2 you can only use maya 3 or 5(full version)

  14. #64
    buxnbaas
    Guest
    ARRRGGGGHH, I feel like such a noooob! I followed all of the steps posted. (by the way will this work with version 1.1 update?) And it loads up ok, until its actually loading the level. It gets about halfway loaded and I get kicked back to my desktop, no errors reported. It just kicks back like I never strarted the game at all! I'm starting very light duty, only changing the cost and build time on an interceptor from 500/35 to 100/10. What in Sajuuks name am I doing wrong!?????

  15. #65
    ranran
    Guest
    OK, total newbie here. I have *no* clue what I'm doing wrong..and this whole modding and scripting thing is way too confusing.

    *ALL* I want to do is modify the unit caps in the singleplayer game. That's it..nothing else.

    So, I've tried installing the rdn tools & update, modifying the singleplayer.lua, moving the lua's under the ...\data\scripts directories, and adding the option, "-overridebigfiles"

    result: confusion and constant crashing back to the screen.

    I then downloaded HW2ICArchive and extracted the homeworld2.big file (which went to ..\data\data). I then copied everything in this directory back to the ..\data directory

    However, still crashed!
    Checking the HW2 log I got the message to add the "-fragment_program 0" option. So I did.

    Now, it *still* crashes.
    When I check the HW2 log, I see this:

    Thu Apr 29 22:42:29 2004
    Loaded Archive: 'Homeworld2.big'
    UTIL -- filepath failure, path doesn't exists 'E:\PROGRA~1\Sierra\HOMEWO~1\data\locale\english'
    Loaded Archive: 'english.big'
    Uing ..profiles\ for profiles folder
    GAME -- Using player profile Ran
    Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 1
    Using ATI Technologies Inc.'s 1.3.4145 WinXP Release RADEON 9100 DDR x86/MMX/3DNow!/SSE renderer (Suspected driver is atioglxx.dll 6.14.10.4145)
    Loaded Archive: 'englishSpeech.big'
    Loaded Archive: 'Music.big'
    SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
    SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
    Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
    Built by : mrbuild
    Data path : E:\PROGRA~1\Sierra\HOMEWO~1\data
    Error(line:8) : parse error, expecting `$' at 'f' -- FATAL EXIT -- yacc/113:! --stack trace-- 0x00AC0DE4: CompoundStateBlock::~CompoundStateBlock () 0x00ABEB93: CompoundStateBlock::~CompoundStateBlock () 0x02BC15C4: getLibraryID

    What does this all mean?

    I wanted to see the pictures in the first post in this thread but they are *all* broken. Then, I tried to look at mephisto's .rar file..but I can't access the website, I keep getting asked for a password.

    So, I'm lost, confused, and frustrated.

    Help would be most appreciated. Yes, I know this is probably for the millionth time for all you modders, but well...I've *tried*.

    Ran
    Last edited by ranran; 29th Apr 04 at 7:30 PM.

  16. #66
    Dorky_24
    Guest
    sorry about askin a bit of a noob question but im wonderin about how to modify a ships apperance and about what programs i can use?

  17. #67
    Epyon Zero
    Guest
    how do ya make the "on" time on the defense field module and frigate longer?

  18. #68
    Yargnit
    Guest

    -overrideBigfile not working

    I've tried about 3 of 4 different spellings of the -OverrideBigfile extension thing, but none of them will work. I've tried -overrideBigFile, -overrideBigfile, and -OverrideBigfile, all with no luck. put it in after the closing ", and after a <space> correctly, but nothings working. I tested it with a simple change in the unit limit for skirmish changing max fighters from 25 to 50, but no matter what I do it still shows 25 as the max. Does the fact that I am running a No-CD Version of the exe matter? Or the fact that I'm running 1.0 instead of 1.1? (as 1.1 won't work with No-CD exe) Thankx.

    Yargnit

  19. #69
    MonkeyLiar
    Guest
    The error you got man - i might have the solution.

    I got it working by only adding the files that were actually changed in the data directory, eg, if all I did was add a ship, I would ONLY add:

    \ship\shipname\<shipsfiles>
    \script\building and research\hiigaran\<build and research files>
    and another thing i think i can't remember now. But basically I added NO OTHER FILES than ones I intended to add or overload.

  20. #70
    Yargnit
    Guest
    aight, I'll have to give that a try.

  21. #71
    WeyrDragon
    Guest
    hrmmm cant find where this has been covered but im sure it has, ive modded my cap limits and it seems to work just fine, but after my fleet hyperspaces when finishing the oracle mission it takes me to the karos graveyard but my ships wont hyperspace in, so i just sit around staring at the debris, cant us any commands or anything, whats the problem?

  22. #72
    djynen
    Guest

    New Ship Tutorial is very useful

    Quote Originally Posted by theBlind
    Right now, thats like walking in the woods, asking where the trees are. There is no comprehensive guide anywere as of now. Sad but true, those who can aswer questions have all the knowledge in their heads, mostly. That means you just have to readreadread, and of course ask. But read first

    The most comprehensive is the HW2 scripting wiki
    Agreed. I used to love editing the files in the first game - using the .BIG file format made modding so easy for newbies like me. I remember adding ion-cannons to the heavy corvettes "by accident" - which resulted in some pretty memorable moments on some missions!

    I noticed that Bakuras excellent post no longer has the images linked anymore. Another place to go is the "How to Create a New Ship" tutorial on the Karos Graveyards.

    If you want to edit existing ships, the principle is pretty much the same -
    1. Take a backup of the original HW2 data subdirectory.
    2. Download the data.zip file, and unzip into a separate directory (eg. C:\HW2\datazip). The data.zip file contains the decoded .events and .lua files. These files can be opened with notepad. However, the data.zip does not contain the encoded .hod files, which you'll need if you want your modifications to run successfully in the game. For that, we need to extract the .big files.
    3. Use the Delphy Archive Extractor to extract the Homeworld2.big files (eg. C:\Program Files\Sierra\Homeworld 2\Data\Homeworld2.BIG). The new .big directory (C:\Program Files\Relic Archive Extractor\Homeworld 2 BIG) contains the encoded .hod files.
    4. Create a new empty \data directory (eg. C:\HW2\data).
    5. Copy the contents of the \Homeworld2 BIG\ directory to this new empty C:\HW2\data directory.
    6. Copy the contents of the data.zip \datazip directory to the new C:\HW2\data directory.
    7. You now have a new C:\HW2\data directory containing the decoded .events, .lua and .ship files (which you can open with wordpad), and encoded .hod files (from the .BIG file).
    8. Make your modifications (adding new ships, etc...)
    9. Copy your C:\HW2\data directory to the HW2 directory (eg. C:\program files\Sierra\Homeworld 2).
    10. Run the Homeworld 2 shortcut, making sure you add the extension "-OverrideBigFile" to the command properties dialog box.


    I know that it sounds confusing (especially having three separate data directories), but that's how I managed to get it to work. If any of the experienced modders wants to correct or improve what's here, feel free to let me know.

  23. #73
    Devil's Advocate Zatch's Avatar
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    Actually, you never need to extract the *.hod files. All you have to do is change the "loadModel(NewShipType,1)" string to "loadSharedModel(NewShipType,"hgn_assaultcorvette")" or whatever ship you are basing the new one on.

    It saves memory whilst running the game and saves time whilst trying to write the scripts . By the way, ShipScript automatically changes that string for you and copies the *.events file into the new ship's directory, in case you guys didn't already know .
    ~

  24. #74
    sudsyman73
    Guest
    what's all the fuss about the tutorial on page 2? everyone keeps talking about it...

  25. #75
    djynen
    Guest
    Quote Originally Posted by sudsyman73
    what's all the fuss about the tutorial on page 2? everyone keeps talking about it...
    Fair question. Page 2 contained a detailed tutorial on how to extract and use the files contained within the Homeworld 2 BIG extracts. It's a bit difficult out the instructions without the pictures.

  26. #76
    sudsyman73
    Guest
    oh... hmm... extracting them is easy with the rdn modpackager thingy... i'm having trouble makig functional bigs.... but thanks! that's all i wanted to know...

    EDIT:
    heh.. no longer having trouble making functional *big*s... check out this mod i packaged in a *big* then in an installer:
    fun with debris mod
    and i don't even think the mod makers know about it yet... i hope it's a pleasant surprise!
    Last edited by sudsyman73; 28th Jul 04 at 6:24 PM.

  27. #77
    TrashMan
    Guest
    Hmmm... my browser dosn't shop up a single pic in this tutorial...

    Is sez delete this files: and no pic...hehehe...
    Now, since I have been modding for some time I do think that I know what should be done, but I just don't want to risk it..

    So what do I have to delete?
    homeworld2.big?
    English.big?...they are the only plausable ones...

    EDIT: I can't download teh tutorial in a .rar either...ot requires a username/password...DUH...
    Last edited by TrashMan; 4th Aug 04 at 3:35 PM.

  28. #78
    TrashMan
    Guest
    Hello? A little help here?

  29. #79
    Devil's Advocate Zatch's Avatar
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    I'm working on a set of tools at the moment that should make the whole "getting started" process a bit easier. I'm making a simplified Big Extractor (not as fully-functional as Delphy and Spooky's tools, but it gets the job done) and I'm working on improving Batch LuaDC (based on Age2un's LuaDC, except it decompiles en masse.) When I'm done with both, I'll probably combine them and write a simple tutorial in here.

    In the meantime, you can read the RDN documentation (it actually tells you everything you need to know, but it can take a while to find the stuff you need to know.) Also, I'd recommend latching onto an existing mod and helping them out. I've seen your models and they're wonderful, not to mention in very high demand, so you're off to a much better start than...well...everybody that ever joined the fora. By helping another mod progress, you'll learn all of the necessary skills to make your own and probably acquire the basic thought-processes required for delving deeper into the wonderful world of modding.

    If there's one tip I feel every new modder should know, it is the following:

    Stupid questions do exist.
    Take it however you want, just don't deny it. There's plenty of evidence on the fora . You have done a great job of avoiding the all-too-common "how do I mod?" type of questions, and you're posts are meaningful, so do us all a favor and keep it up .

  30. #80
    Devil's Advocate Zatch's Avatar
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    I have put an early version of my simple *.big extractor online. You can download the file here(173KB) or, if you get Runtime Errors, you can download the more complete installer here(1.58MB).

    All you have to do is find the *.big file you want to extract, tell it where to extract, and then click the Extract button. Pretty simple eh? Once that's all done, you need to decompile the scripts using either LuaDC (one by one) or BatchLuaDC (en masse) though a detailed explanation of that process won't be posted until later today (after I wake up in about 12 hours, plus a couple hours of working time.)

  31. #81
    TrashMan
    Guest
    @ZaTcH - sounds impressive. Wish I was better at programing. I have the talent, but I''m too lazy to practice...

    B.t.w. - It 3 days no one answered that very simple and basic question... I wonder what would hapen if I asked something far more complicated..
    And yes, i'm allready helping out a mod or two...

  32. #82
    starfleet
    Guest
    hehe actually most of the time the harder questions get answered right away

    Basically from your question you don't delete any .big file, you extract the contents of the english.big then you run with -overridebigfile on the command line

  33. #83
    sudsyman73
    Guest
    that will do the same for anything in the correct folders though...

  34. #84
    BBoy
    Guest

    Description of file-formats

    Since i am a big n00b for modding hw2, i am just lurking this fine boards and learning everything from scratch.
    Since there are mentions of several file formats Relic is using in the HW2, i am used now when I read the post to cross-reference the extension of the file (file-format) with other posts and to actualy guess what it is used for.

    I would like to suggest putting the comprehensive list of file formats and what do they contain in them. Then it will be easy for the newcomer to get organized and to find out what is in those interesting .big files.

    Many thanx for very fine and interesting threads here.

    Cheer,

  35. #85
    Lancefighter
    Guest
    Will a guide with pics(i have Xs for the pics)be reposted?

  36. #86
    Devil's Advocate Zatch's Avatar
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    You don't really need one if you use BigX.

  37. #87
    Jurand
    Guest
    That's all fun and dandy, but I've been reading this for about 20 minutes now and there is no real tutorial as to how to let's say add a gun, not just replace, but just like these guys made the transports into cruisers, I want to add guns and make a gun platform, yet, I can't because I'm a newb with no tutorial

  38. #88
    Phelan
    Guest

    probs with guns

    got working models and ships, added weapons but the weapons fire from the middlw of the ship not the weapon joints this is weird, any hints

  39. #89
    sound deamon
    Guest
    how do u get into the big files and edit them.can some one help me as im new to this and theres no real tutorial :werd:

  40. #90
    argwarrior
    Guest
    I on the other hand am not new to modding, just new to working with HW2 (I waited forever for it to come out, and then is slipped by me while I was busy spending all your tax dollars) The other day I happened to be passing by a game store, and lo and behold, there is HW2 on the shelf. Got home, made a few clicks on Amazon, and 3 days later it's in my hands for $12 shipped.

    I modded the crap out of HW1 for my own amusement, but this is just freakin confusing. We have too many people here telling us to do things that don't seem to be related, and a tutorial with no pics.

    I appreciate the work done by guys liek Zatch and Delphy, without whom I'd get nowhere, but im spinning my wheels here. I have in a folder the cotents of the data.zip, which, after some examination, seem to contain decompiled Lua files/scripts/doohickeys. I also have the extracted contents of my homeworld2.big file in another folder, after using Delphy's tool. I do wish to mess with the HOD files, because with HW1 I got into things like adding extra turrets and so on, and wish to continue with that. (I gather -- I think -- that the HOD files are like the LOD and Mex combined. I also want to remove the annoying scale problem, and replace most of the low-detail models used for ships off in the distance. I didn't spend $250 on a vid card for nothing. :bandit: )

    It's my understanding that I'm to take the data.zip stuff, stick the extracted .Big stuff in over top of that, and then stick it all in the HW2 directory. (and add that -OverrideBigFile to the .exe line) To I stick that stuff loose in the HW2 folder, or does it go into the Data folder, or what?

    Edit -- Eh, screw it, I'm just going to try it. Like, what's the worst that can happen. Right?

    -- OK, nevermind, that didn't work. I replaced the backups of my Data folder, and now the game works again, even with the -overrideBigfile on the .exe shorcut. But no modding for now. Dammit.

    UPDATE. Ok, fellow new guys, listen up. The instructions on page 5 work, but only if you spell " -OverrrideBigFile " with caps like I just did. Can't tell you why that didn't work for me the first time, but I kept trying different capitalizations when I saw other threads with people saying to do it differently.
    Last edited by argwarrior; 20th Dec 04 at 7:35 PM.

  41. #91
    Devil's Advocate Zatch's Avatar
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    The strange thing about the "-overridebigfile" capitalization is that I've never had a problem, no matter how I've spelled it. This is my exact shortcut, and it works fine:

    C:\Homeworld2\Bin\Release\Homeworld2.exe -overridebigfile -windowed -w 1024 -h 768 -nomovies
    I suggest running in "windowed" and with the "nomovies" command line parameters for easy mod testing. Nomovies = no cinematics. When the game is windowed all errors will pop up in message boxes, and your game will often keep running after the error instead of crashing to the desktop.

  42. #92
    argwarrior
    Guest
    Cool, thanks, I'll have to try that.

    For some reason, mine works capitalized only. Who knows.

  43. #93
    ubermetroid
    Guest
    umm... I cant find the data zip. Anyone know where it went to?

  44. #94
    orineas
    Guest
    I don't know where the file went to, but i'd liek to know too. I used to ahve the HW2 ship files on my old HD till it crashed. Does anyone know where I could get the files from?

  45. #95
    silentoption
    Guest
    data.zip file not working

  46. #96
    Devil's Advocate Zatch's Avatar
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    The Data.zip is an obsolete method of modding HW2. You should extract the Homeworld2.big file on your own and then decompile the scripts. That way, you'll have many more scripts to work with and also the *.hod files (ship models.)

    See my signature for a link to BigX & BLDC.

  47. #97
    MagNet
    Guest

    Data.zip

    Ok. what ZaTcH says is a better method but for those who still want the data.zip you can get it here.

    www.dock.net/magnet/Data.zip

    That shouldn't go anywhere for a while so consider this link good.

  48. #98
    Member t-cast's Avatar
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    Thanks for the link, MagNet.
    It maybe an obsolete modding method, but it still works - at least it gives me enough hooks for the files I want to change.

    Sure is good to see a battlecruiser moving at the speed of a frigate - YeeHaw!

  49. #99
    werst spella evar Bonnet's Avatar
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    I'm probably missing the readily obvious but I looked in the tools thread and forums FAQ, but are there tools for maya 6? Did we ever get a release for maya 6?


    (Previously, and still occasionally zbobet2012)

  50. #100
    MagNet
    Guest
    no, the current pluggins are only for maya 3 and 5. however I think Relic released the source for the plugins so if you know any code you can port it over to 6.

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