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problems editing shipped maps

Posted: Mon Feb 07, 2005 6:29 pm
by Rends
I thought to make a small minimod to some original shipped maps but it seams that isn´t so easy i thought at the beginning.
Example: Hothmap. I want to activate the imperialprobedroid and removed the darktrooper and the wookies. Well this wasn´t a problem because i only had to change the mission lua.
But then i found out that the impprobe droid spawn outside the bondaries so i opened the map with bfbuilder-> edit hoth map wich worked fine so far.
Next i only made the boundaries more wide and saved the file and munged the map (same hoth modid as the original map).
first i thought this would replace the original hoth map but this isn´t the case. the map is loaded like every other addon map.
Next i saw that the mission lua changes works but not the extendet boundaries.
Ok back to the zeroeditor and checked the boundaries, all looked fine but i saw that the editor messed up some object locations ( tunnels are moved ) even if i never edited the objects.

Just wonder if the original maps are not 100 percent modtools compatible? Even if i choose a different modid i got the same wiered results.

RE: problems editing shipped maps

Posted: Mon Feb 07, 2005 6:33 pm
by DethMetal
Well fred has said many times that our modtools are not the same as the ones used to make the original maps so I'm not surprised. Besides, why would you want to mod and replace an existing map? Why not make your own or have it be an add-on map?

RE: problems editing shipped maps

Posted: Mon Feb 07, 2005 7:11 pm
by Rends
Well it doesn´t make a difference if i use the original hothid or use a different one.
I got the same trouble regardless wich id i choose.

Posted: Tue Feb 08, 2005 12:21 am
by Jetbone
Fred is this true of the entire shipped world? Are there any aspects of the shipped maps that we could use rather than rebuilding the entire map from scratch?

My main goal would be to save the objects in the map so as not to have to rebuild it. Are these "layered" as well? We can certainly place these same ODF objects from the shipped world folder into any of our original maps. This doesnt completely make sense.