Fixing the invisible CPs
Posted: Wed Dec 24, 2008 1:00 pm
***YTGTangerine's Tut on Fixing Invisible CPs***
Five bucks this has happened to half all SWBF2 modders. You make some terrain texture adjustment in ZE and then when you test your mod, there are no Cps on the map, ergo you can't spawn. There have been solutions for this before. Murderer Bomb suggested reinstalling the BF2_modtools. But just a couple minutes ago I figured out a way to fix the problem in a more conservative manner.
1. Go to BF2_modtools\assets.
2. Click on "worlds"
3. Find the map with the terrain you would like.
4. Open the map's folder (it would be a three letter folder)
5.Open the map's world1 folder. In some maps that folder is named world2.
6. Find the terrain file (i.e. pol.TER, tan.TER, etc.)
7.Copy it to your maps world1 folder.
8 Now load that terrain into ZE, from your maps world1.
9. Save, munge.
10. Test. Voila! The CPs should now appear in your map.
Should is a key word. If they don't, please don't sue. If you have any questions please reply.
Five bucks this has happened to half all SWBF2 modders. You make some terrain texture adjustment in ZE and then when you test your mod, there are no Cps on the map, ergo you can't spawn. There have been solutions for this before. Murderer Bomb suggested reinstalling the BF2_modtools. But just a couple minutes ago I figured out a way to fix the problem in a more conservative manner.
1. Go to BF2_modtools\assets.
2. Click on "worlds"
3. Find the map with the terrain you would like.
4. Open the map's folder (it would be a three letter folder)
5.Open the map's world1 folder. In some maps that folder is named world2.
6. Find the terrain file (i.e. pol.TER, tan.TER, etc.)
7.Copy it to your maps world1 folder.
8 Now load that terrain into ZE, from your maps world1.
9. Save, munge.
10. Test. Voila! The CPs should now appear in your map.
Should is a key word. If they don't, please don't sue. If you have any questions please reply.