Maxim Stewart
358c98a2ef
Added ref FX_Files Added Dome parts Added Usable textures Added Other filled with notes, etc
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,
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search around and make sure that either no one has done your idea or
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it hasn't been done often. Okay and here are the two parts that almost
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instantly tell you someone is a noob modder. Those annoying Yaving
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textures and sky. Those are the map killers. (unless you're doing
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Yavin) For Pete's sake, CHANGE THEM! Make them Hoth, Mustafar, or even
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Endor, but PLEASE, do not use those textures they have been seen far
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too many times in a map. Okay after you've changed the terrain and sky,
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let's add some objects. Go to your assets folder in the main directory
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of your BF2 Modtools folder and click on worlds. Click on a world that
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has something to do with your map and copy the ODF and MSH files. Then
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go to your mod maps directory (data_XXX) and paste the in YOUR world
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directory. (Data_XXX\Worlds\XXX or Data_XXX\Worlds\XXX\world1) Okay,
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now that you have some objects to work with, open up ZeroEditor in your
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mod maps directory and load your map's .wld file. Load the layers that
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you want to show up, click "build accurate collision geometry," and
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click the load button. Now go to objects. Click on the browse button
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and go to your mod maps world directory and open up the file named ODF.
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Pick an object. (If it doesn't load the object and you can't see it, if
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you click it will probably crash ZeroEditor.) Now that you've got some
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objects out you change the textures or add cps or munge your map and
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play on it. But before you do that I recommend you change the height a
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little. (its another way to spot noob modders.) Make sure that you
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don't make it too steep or you won't be able to get to it. (this can
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also cause terrain glitches so be careful.) Make sure that your map
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isn't TOO big or its going to be boring unless you have, like, one
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thousand units which causes lag. You can also add more cps which is
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documented in your BF2 Modtools folder. You could also create your own
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heroes and such. (also documented) If your map is small make sure that
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you either A. Don't make any vehicles or B. Don't make very many
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vehicles. If you make too many at-sts and such, your map is going to
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become a death trap. Another important thing, make sure that your AI
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have planning so they don't wander around mindlessly trying to kill
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people (they have to be a bit smarter to do that.) But the AI
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automatically travel to a cp so it still works - kinda. If your
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building a multi-leveled world your going to run into some issues with
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AI planning. When you're done editing you can save your map and munge
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it. Just go to your mod maps main directory, click the folder called
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_Build, and doubleclick on the .exe called visualmunge. A screen will
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pop up with several options on things to munge. Click the button
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'Select All' then click munge. This will take a while (5-10 minutes
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tops unless your computer is either really bad or its a HUGE file\map)
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while your waiting you can maybe, start your homework the day before
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its due, or maybe catch a basketball with your face (I've tried it,
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doesn't work too well) When its almost done a log file will pop up and
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tell you if anything went wrong. (If it doesn't pop up then nothing
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went wrong) Shortly after that a screen will pop up something like this.
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There's magic in the air...
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Go run BF2
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|---------|
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| OK |
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-----------
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Click OK and your map will be complete. Go run Battlefront 2 and you
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will see your map in the instant action list. Start it up. If it
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crashes, here's an easy way to figure out what caused it. Go to your
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BF2 Modtools directory and look for the .exe labeled Modtools. Copy it
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and put it in your Gamedata folder. Click on the one in the Gamedata
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folder and it will run what looks like the PSP version of the game.
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There will be a green bar at the top. Now run your map and watch it
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crash. In the Gamedata directory a file will be created called BFront2.
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It will contain any errors inside of it. Wait for about a minute for
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it to get all the crud written down and skim through it. If you
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absolutely CANNOT find what went wrong post it here on Gametoast and
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someone will help you with it. (eventually) Now just wait for a day or
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two and look at the responses. If someone posted and told you why it
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crashed then go and fix the issue. (Most maps I have made have not
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crashed.) Once your dilemma seems to be over and you have addressed
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the issue(s), run visualmung again and select the place where something
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went wrong and munge it. When its finished munging run your game
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again. If your level works, look for bugs (floating objects,
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non-localized weapons, etc.) and glitches (walk through walls, fly for
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all eternity, go through the ground.) Once your level is complete you
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can make a readme explaining the map, it's contents, etc. Then you can
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put it in a .zip or .rar file and post it on Filefront or ModDB. Then
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watch the download count rise ever higher, all thanks to this great
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tutorial/guide. P.S Remember to thank me in your readme or I will be
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very upset. I mean seriously, I spend an HOUR of MY time to help YOU
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make a good map. So you better remember the name Vegati, lest a
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thousand Geonosians assault your living quarters. |