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RE: How to edit a shipped map! SUPER EASY!

Posted: Thu Jan 18, 2007 1:31 am
by DeathRow
How to edit a shipped map, the EASY way!

1. Make your three letter map. I will use ABC as an example. I am copying Kamino over in this example. I am being as descriptive as possible so that beginners can understand as well.

2. Got to C:\BF2_ModTools\data_ABC\Worlds\ABC and rename the world1 folder to world2

3. Go to C:\BF2_ModTools\assets\worlds and copy the map you want. I chose Kamino so that’s the folder kam. Now when I copy I am only copying the sub directories. I AM NOT COPYING KAM TOO. only copy "effects", "msh", "MUNGED", "odf", & "world1"

4. Paste those folders to: C:\BF2_ModTools\data_ABC\Worlds\ABC

5. Now swap the world1 and world2 folders names, making the Kamino core world files to be in the world2 directory and my ABC core files in world 1. I’m not sure if this is needed but I did it anyhow.

6. Now go to C:\BF2_ModTools\assets\scripts\kam and copy the script of the corresponding game mode you are creating. I chose conquest galactic civil war. So I copied the contents of KAM1g_con.lua and pasted into C:\BF2_ModTools\data_ABC\Common\scripts\ABC\ABCg_con.lua. Now if you are a pro at lua’s then you might not need to do this step.

7. Here is the easiest and most important part. Now in the lua we just updated in step 6, C:\BF2_ModTools\data_ABC\Common\scripts\ABC\ABCg_con.lua in this example, go to the line where it loads the world. If you copied the script from the assets it will look like this. (its about 3/4 a ways down)

ReadDataFile("kam\\kam1.lvl", "kamino1_conquest")

Change it to:

ReadDataFile("dc:ABC\\kam1.lvl", "kamino1_conquest")

8. Now you can open Zero Editor. Load kamino.wld. Now edit at your pleasure and have fun! The best part is your cp’s are already set, you don’t have to delete your original abc.wld’s cp's because your not loading it at all. Just select the layer of your gametype and add add add. Or goto the base layer and delete delete delete.



Thanks! This is very simple and easy to understand.

RE: How to edit a shipped map! SUPER EASY!

Posted: Thu Jan 18, 2007 5:22 am
by Qdin
yep - really really nice :P I'm adding it to the Everything You Need Thread list! :P

RE: How to edit a shipped map! SUPER EASY!

Posted: Thu Jan 18, 2007 7:55 am
by Dymon
lol... thx guy... I was writing another thread with a question how to do this right now ^^
allright i'll try this :)

RE: How to edit a shipped map! SUPER EASY!

Posted: Thu Jan 18, 2007 11:23 am
by wazmol
awesome i have been asking for this for ages.

Thanks alot ;)

RE: How to edit a shipped map! SUPER EASY!

Posted: Thu Jan 18, 2007 6:47 pm
by trainmaster611
Neat find! This will be very helpful! :P

RE: How to edit a shipped map! SUPER EASY!

Posted: Thu Jan 18, 2007 7:48 pm
by phazon_elite
Funny how you used Kamino as the example, since I did the same thing when making my Modded Kamino. Nice tut, I'm glad we have another part of the everything you need guide.

RE: How to edit a shipped map! SUPER EASY!

Posted: Sat Jan 20, 2007 2:39 pm
by Droideka88
This will be handy for making a Mustafar movie edition.......

To the author: Your avatar is too big. Make it smaller.

RE: How to edit a shipped map! SUPER EASY!

Posted: Mon Jan 22, 2007 4:41 pm
by dgass
nice, thanks! (i dont even know how to color in ze)

RE: How to edit a shipped map! SUPER EASY!

Posted: Mon Jan 22, 2007 4:46 pm
by Darth_Z13
@dgass, you click "Color" and then you choose a colour and click and drag the same as you would to raise terrain.

Re: How to edit a shipped map! SUPER EASY! (FAQ)

Posted: Wed Jul 30, 2008 7:16 am
by Frisbeetarian
The way posted above is a little round-about, and keeps unnecessary files, here's an easier way:

1. Make a new map. For example purposes, this map will be called ABC and the shipped map used will be Kamino (KAM).

2. Go to …\BF2_ModTools\data_ABC\Worlds\ABC and delete the world1 folder.

3. Go to …\BF2_ModTools\assets\worlds\KAM and copy all the contained folders; they should be: effects, msh, MUNGED, odf, and world1.

4. Paste those folders to: …\BF2_ModTools\data_ABC\Worlds\ABC.

5. Go to …\BF2_ModTools\assets\scripts\kam and copy the contents of the scripts that correspond to the game modes of the newly created map. Paste the copied contents into the corresponding files (in …\BF2_ModTools\data_ABC\Common\scripts\ABC), deleting the old contents (ex. KAM1c_con.lua -> ABCc_con.lua). (Alternatively, copy the scripts from KAM, paste them alongside the scripts for ABC, delete the corresponding scripts and rename the KAM scripts to match the old names.)

6. In each of the new .lua scripts go to the line where it loads the world:

Code: Select all

ReadDataFile("kam\\kam1.lvl", "kamino1_conquest")
and change it to:

Code: Select all

ReadDataFile("dc:ABC\\kam1.lvl", "kamino1_conquest")
7. The process is now complete. When editing the world with Zeroeditor, open kamino.wld from …\BF2_ModTools\data_ABC\Worlds\ABC\world1.

Re: How to edit a shipped map! SUPER EASY! (FAQ)

Posted: Wed Jul 30, 2008 8:40 am
by Teancum
You can actually streamline it yet again if you are only doing side changes (no changes to the physical map) by loading the default map asset:

ReadDataFile("kam\\kam1.lvl", "kamino1_conquest")

No reason to load a map from the addon folder if you're not using it. It also makes the download size much smaller.

Re: How to edit a shipped map! SUPER EASY! (FAQ)

Posted: Wed Feb 18, 2009 5:05 pm
by JROD
if I'm copying mos eisley hero assault and there is no "world1" on mos eisley, how does it differ? Do you simply change the thing in the scripts from "tat1" to "tat2"?? Please help with this.

------------------------------------------------------->EDIT<--------------------------------------------------------
Ok, you solved my problem. Thanks very much.

Re: How to edit a shipped map! SUPER EASY! (FAQ)

Posted: Wed Feb 18, 2009 5:28 pm
by Frisbeetarian
Since there's no world1 folder, take the world2 folder and paste it in like the tutorial says, and rename it world1.

In terms of the scripts, since there are no "tat1" scripts
5. Go to …\BF2_ModTools\assets\scripts\tat and copy the contents of the scripts that correspond to the game modes of the newly created map. Paste the copied contents into the corresponding files (in …\BF2_ModTools\data_ABC\Common\scripts\ABC), deleting the old contents (ex. tat2g_eli.lua -> ABCg_eli.lua).
You'll want to, of course, follow step 6 after this as well, noting that you should only be doing this if you plan on editing the world in ZE, otherwise you just do what Tean said in the post before yours.

Re: How to edit a shipped map! SUPER EASY! (FAQ)

Posted: Fri Feb 12, 2010 1:30 am
by skelltor
umm what if there is no munged folder

Re: How to edit a shipped map! SUPER EASY! (FAQ)

Posted: Fri Feb 12, 2010 2:13 am
by mswf
Did you try and see what happened if you follow the rest of the tut?

Re: How to edit a shipped map! SUPER EASY! (FAQ)

Posted: Fri Feb 12, 2010 2:17 am
by skelltor
yah i did finnish it and i think i did everything right and i edited the lua but there are no changes when i play it in bf2 modtools

Re: How to edit a shipped map! SUPER EASY! (FAQ)

Posted: Fri Feb 12, 2010 3:14 am
by mswf
You have to load the correct .wrld file. You need to browse to it when you select "load" in zeroeditor. (the stock one you're editing should be in the world1/world2/whatever you named that folder that you copied over)

Re: How to edit a shipped map! SUPER EASY! (FAQ)

Posted: Fri Feb 12, 2010 3:16 am
by skelltor
oh zero editor dosent work for me

Re: How to edit a shipped map! SUPER EASY! (FAQ)

Posted: Fri Feb 12, 2010 3:20 am
by mswf
:|
So, what do you want to change from the original then? It's kind of strange to try and edit a stock world if you can't use the editor.

Re: How to edit a shipped map! SUPER EASY! (FAQ)

Posted: Fri Feb 12, 2010 3:25 am
by skelltor
i want to edit wich hero are used and unit line up unit ammount what units are used stuff like that