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Noob in need of help - Where to start?
Posted: Fri Sep 02, 2005 8:44 pm
by Krayt88
Hey guys. Krayt88 here. I recently downloaded the mod tools for SWBF but i gotta say: i am a complete Noob to modding. now i have some good ideas for a map (at least i think they are) but now i dont even know how to put them down. i mean i am completly helpless here. i dont even know how to put down an object but i know you guys are the best so i come to you for help for obious reasons. anyway if you guys could help me out i would really apriciate it. my email adress is
[email protected] and my xfire name is krayt88 if you could get in contact with me.
Posted: Fri Sep 02, 2005 8:48 pm
by EraOfDesann
Don't worry, we've all been noobs to modding so it's no big deal. Luckily for you, a tutorial was just released. It tells you all of the basic stuff and was made by a good portion of the modders here. Link-
http://www.halfhearts.com/swbft.zip
I hope that that will help you get started. If you have any questions feel more than welcome to ask anyone here for help!

Posted: Fri Sep 02, 2005 8:50 pm
by RDST
good to have you here! and please ask when you need help, ppl here are always friendly and like to help
if you need a basic tut (like the other one) check Saturn V's tutorial thats right over there
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Posted: Fri Sep 02, 2005 10:01 pm
by deathmaster
man, i can't even put anything in a map. i can't put objects, textures ANYTHING. its like it dosn't work on my computer
Posted: Sat Sep 03, 2005 12:54 am
by RDST
ok first of all be more specific in what is going wrong? Ive had some hard troubles too but you need to be specific on what errors and sort you are getting, k?
Posted: Sat Sep 03, 2005 1:04 am
by MasterNoth
Yeah, and check over the tutorial for updates to your tools. You might be working with older tools.
Posted: Tue Sep 06, 2005 12:57 am
by Krayt88
hey thanks for the link to the tutorial. i havnt looked over it all yet but it seems sweet. but now i got another noobish question. in the tutorial it shows how to set the ground terrain for geonosis but for my map i would like the naboo plains ground so my question is: what files do i use to get the naboo plains ground texture?
Posted: Tue Sep 06, 2005 1:44 am
by MasterNoth
Simple! You go into \BFBuilder\Assets\Shipped Worlds\Naboo\world1 (I believe this is Plains, not Theed) and find the filenames. Usually, the filenames are based on the ModID (In this case, nab1) and then numbers. Ex: nab1_main_1.tga Also, ground textures come with tga.option files MOST of the time. They aren't necessary, as I've seen them without, but if they are there, grab em!
Now that you know what files to grab, COPY them to your ModID/World1 folder. Then call for them in ZeroEdit, assign them to a Tile and you're done! Paint away!
Posted: Tue Sep 06, 2005 4:20 am
by Krayt88
ok cool thanks noth. but now that that is settled i have another problem LOL. i have done a little work, setting down objects, working with CPs, etc. but when i save where exactly am i supposed to save to? i have saved to the worlds1 file within my data file and when i open the BFBuilder HTML Aplication and try to open it only Mod 1 and Mod 2 show up. i have also tried opening zero editor and load it up from there but it just loads up a default terrain map with none of the objects i previously put down. now i looked over the tutorial and cant find anything about it in there but i dont know if im even looking in the right places. so what am i doing wrong?
Posted: Tue Sep 06, 2005 5:36 am
by Darth-Derkie
save it to: C:\LucasArts\BFbuilder\DataModid\Words\Modid\World1 Overwrite your Modid.wld, but if you're making more than one map, make sure you overwrite the right .wld file!
Posted: Tue Sep 06, 2005 1:48 pm
by Krayt88
ok cool but is there a specific way that i have to open them? what i have been doing is just loading up zero editor and loading it through there. is that wrong or is there a better way to load it?
Posted: Tue Sep 06, 2005 3:19 pm
by Darth-Derkie
You could start BFbuilder.hta or BFbuilder Pro.hta (depends on wich you are using) And click on "Edit Modid".
Posted: Tue Sep 06, 2005 3:34 pm
by Krayt88
there is no "Edit ModId" to click on
Posted: Tue Sep 06, 2005 3:53 pm
by MasterNoth
Click on Project>Open Project>ModID in BFBuilder to open it in BFBuilder. That should be first in the tutorial.
Posted: Tue Sep 06, 2005 3:58 pm
by Krayt88
i tried to do that but only Mod 1 and Mod 2 show up. my mod id isnt there
Posted: Tue Sep 06, 2005 4:28 pm
by Lord-Bandu
just do it the other way... i never use the.hta for zeroedit.
Posted: Tue Sep 06, 2005 4:53 pm
by Delta_57_Dash
uhm... every time I open up zeroeditor in the datamodid folder, I get a completely gray screen, and after 10 seconds it cloeses...
anyway, make sure that your datamodid is named correctly...
Posted: Wed Sep 07, 2005 9:29 pm
by Krayt88
ok so my level is starting to work but when i test it the AI do nothing they just sit there. whats wrong with that? also when testing the error of "CP3Label is not localized" comes up. what does this mean and how do i fix it? also is there a way i can munge with out opening the BFBuilder.hta?
Posted: Thu Sep 08, 2005 12:12 am
by MasterNoth
Krayt88 wrote:ok so my level is starting to work but when i test it the AI do nothing they just sit there. whats wrong with that?
You need to assign more variables to your Command Posts. You need to increase the amount of "interest" your AI have in them. Another thing to consider is whether or not you have too many men on the field. If you have more than, say 100, then they might just stand around. I'll be adding more to the tutorial soon to assist in these answers.
Krayt88 wrote:also when testing the error of "CP3Label is not localized" comes up. what does this mean and how do i fix it?
This has to do with Localization. It's not covered yet in the tutorial, and does take a little to explain. I have something from Rends (I believe) that is going in the next update. But, for now, look here:
Tutorial: Localize Tool
Krayt88 wrote:also is there a way i can munge with out opening the BFBuilder.hta?
Not really. It's best to use something to assist you at this point, so best to stick with BFBuilder.
Posted: Thu Sep 08, 2005 12:29 am
by Krayt88
Not really. It's best to use something to assist you at this point, so best to stick with BFBuilder.
ok see thats the problem. if i open BFBuilder.hta and go to open only Mod 1 and Mod 2. my ModId isnt even there so how am i supposed to munge it?