81 lines
5.1 KiB
Plaintext
81 lines
5.1 KiB
Plaintext
|
Okay to start off, try to be different. Before you make your map,
|
||
|
search around and make sure that either no one has done your idea or
|
||
|
it hasn't been done often. Okay and here are the two parts that almost
|
||
|
instantly tell you someone is a noob modder. Those annoying Yaving
|
||
|
textures and sky. Those are the map killers. (unless you're doing
|
||
|
Yavin) For Pete's sake, CHANGE THEM! Make them Hoth, Mustafar, or even
|
||
|
Endor, but PLEASE, do not use those textures they have been seen far
|
||
|
too many times in a map. Okay after you've changed the terrain and sky,
|
||
|
let's add some objects. Go to your assets folder in the main directory
|
||
|
of your BF2 Modtools folder and click on worlds. Click on a world that
|
||
|
has something to do with your map and copy the ODF and MSH files. Then
|
||
|
go to your mod maps directory (data_XXX) and paste the in YOUR world
|
||
|
directory. (Data_XXX\Worlds\XXX or Data_XXX\Worlds\XXX\world1) Okay,
|
||
|
now that you have some objects to work with, open up ZeroEditor in your
|
||
|
mod maps directory and load your map's .wld file. Load the layers that
|
||
|
you want to show up, click "build accurate collision geometry," and
|
||
|
click the load button. Now go to objects. Click on the browse button
|
||
|
and go to your mod maps world directory and open up the file named ODF.
|
||
|
Pick an object. (If it doesn't load the object and you can't see it, if
|
||
|
you click it will probably crash ZeroEditor.) Now that you've got some
|
||
|
objects out you change the textures or add cps or munge your map and
|
||
|
play on it. But before you do that I recommend you change the height a
|
||
|
little. (its another way to spot noob modders.) Make sure that you
|
||
|
don't make it too steep or you won't be able to get to it. (this can
|
||
|
also cause terrain glitches so be careful.) Make sure that your map
|
||
|
isn't TOO big or its going to be boring unless you have, like, one
|
||
|
thousand units which causes lag. You can also add more cps which is
|
||
|
documented in your BF2 Modtools folder. You could also create your own
|
||
|
heroes and such. (also documented) If your map is small make sure that
|
||
|
you either A. Don't make any vehicles or B. Don't make very many
|
||
|
vehicles. If you make too many at-sts and such, your map is going to
|
||
|
become a death trap. Another important thing, make sure that your AI
|
||
|
have planning so they don't wander around mindlessly trying to kill
|
||
|
people (they have to be a bit smarter to do that.) But the AI
|
||
|
automatically travel to a cp so it still works - kinda. If your
|
||
|
building a multi-leveled world your going to run into some issues with
|
||
|
AI planning. When you're done editing you can save your map and munge
|
||
|
it. Just go to your mod maps main directory, click the folder called
|
||
|
_Build, and doubleclick on the .exe called visualmunge. A screen will
|
||
|
pop up with several options on things to munge. Click the button
|
||
|
'Select All' then click munge. This will take a while (5-10 minutes
|
||
|
tops unless your computer is either really bad or its a HUGE file\map)
|
||
|
while your waiting you can maybe, start your homework the day before
|
||
|
its due, or maybe catch a basketball with your face (I've tried it,
|
||
|
doesn't work too well) When its almost done a log file will pop up and
|
||
|
tell you if anything went wrong. (If it doesn't pop up then nothing
|
||
|
went wrong) Shortly after that a screen will pop up something like this.
|
||
|
|
||
|
There's magic in the air...
|
||
|
Go run BF2
|
||
|
|---------|
|
||
|
| OK |
|
||
|
-----------
|
||
|
|
||
|
Click OK and your map will be complete. Go run Battlefront 2 and you
|
||
|
will see your map in the instant action list. Start it up. If it
|
||
|
crashes, here's an easy way to figure out what caused it. Go to your
|
||
|
BF2 Modtools directory and look for the .exe labeled Modtools. Copy it
|
||
|
and put it in your Gamedata folder. Click on the one in the Gamedata
|
||
|
folder and it will run what looks like the PSP version of the game.
|
||
|
There will be a green bar at the top. Now run your map and watch it
|
||
|
crash. In the Gamedata directory a file will be created called BFront2.
|
||
|
It will contain any errors inside of it. Wait for about a minute for
|
||
|
it to get all the crud written down and skim through it. If you
|
||
|
absolutely CANNOT find what went wrong post it here on Gametoast and
|
||
|
someone will help you with it. (eventually) Now just wait for a day or
|
||
|
two and look at the responses. If someone posted and told you why it
|
||
|
crashed then go and fix the issue. (Most maps I have made have not
|
||
|
crashed.) Once your dilemma seems to be over and you have addressed
|
||
|
the issue(s), run visualmung again and select the place where something
|
||
|
went wrong and munge it. When its finished munging run your game
|
||
|
again. If your level works, look for bugs (floating objects,
|
||
|
non-localized weapons, etc.) and glitches (walk through walls, fly for
|
||
|
all eternity, go through the ground.) Once your level is complete you
|
||
|
can make a readme explaining the map, it's contents, etc. Then you can
|
||
|
put it in a .zip or .rar file and post it on Filefront or ModDB. Then
|
||
|
watch the download count rise ever higher, all thanks to this great
|
||
|
tutorial/guide. P.S Remember to thank me in your readme or I will be
|
||
|
very upset. I mean seriously, I spend an HOUR of MY time to help YOU
|
||
|
make a good map. So you better remember the name Vegati, lest a
|
||
|
thousand Geonosians assault your living quarters.
|