Editing official Maps
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Jetbone
Editing official Maps
This may have been covered but I cant find it in a search, Is there any way to open the official maps shipped in C:\LucasArts\BFBuilder\Assets\Shipped Worlds?
i would like to edit them with the Bfbuilder.hta to see how they put them together.
TIA
i would like to edit them with the Bfbuilder.hta to see how they put them together.
TIA
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Saturn_V
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Jetbone
RE: Editing official Maps
Thanks Saturn youve been a great help in here. I can now open it up and view the world , and edit the world in zeroedit but I still need to know how to open and edit it in Bfbuilder.hta.
IOW, can you edit a shipped world, recompile it with Bfbuilder.hta, and release it as a mod?
This may sound elementary to you all but it is not really clear. For instance I have tried creating a new "bes1" world and copying all the folders contained in the shipped worlds Bespin folder over to my "bes1" world but the Zero editor shows no objects in the world.
Thanks
IOW, can you edit a shipped world, recompile it with Bfbuilder.hta, and release it as a mod?
This may sound elementary to you all but it is not really clear. For instance I have tried creating a new "bes1" world and copying all the folders contained in the shipped worlds Bespin folder over to my "bes1" world but the Zero editor shows no objects in the world.
Thanks
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Saturn_V
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RE: Editing official Maps
I am not quite sure what you are trying to do... if you want to see how the shipped levels are put together, it sounds like you have already done what you need to do to view them in Zeroedit...
What do you want to do in BFBuilder? (You can use BFBuilder to edit the mission luas, the sky file and the req file; and of course launch Zeroedit to view the level setup)
What do you want to do in BFBuilder? (You can use BFBuilder to edit the mission luas, the sky file and the req file; and of course launch Zeroedit to view the level setup)
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Jetbone
RE: Editing official Maps
Well, I want to take a shipped world in the Assets folder and mod it. They have done all the work of creating the map. I just want to mod what they have done, but they have not included the actual compiled build of the map so I cant open it in BFbuilder.
Does this make any sense?
i.e. mod1 comes precompiled, you can open it up in BFbuilder, edit it and recompile it. You cant do that (to my knowledge) with a shipped map, it wont open up in BFBuilder because it has not been compiled yet. I mean of course it has been compiled but it does not open up in BFBuilder because it is missing some files.
i.e. 2 lets say I want to open up bespin and remove a platform or add a platform. I can do that in Zeroeditor and save the wld file, but I have no way of compiling it and saving it to the addon folder as a map.
Does this make any sense?
i.e. mod1 comes precompiled, you can open it up in BFbuilder, edit it and recompile it. You cant do that (to my knowledge) with a shipped map, it wont open up in BFBuilder because it has not been compiled yet. I mean of course it has been compiled but it does not open up in BFBuilder because it is missing some files.
i.e. 2 lets say I want to open up bespin and remove a platform or add a platform. I can do that in Zeroeditor and save the wld file, but I have no way of compiling it and saving it to the addon folder as a map.
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Saturn_V
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RE: Editing official Maps
BFBuilder does not open compiled game levels, BFbuilder opens the "source" files and is used to make the compiled levels (AKA munging) used by the game.
If you are getting errors about missing spawn points etc, try copying the Common folder from a project into the Assets\Shipped Worlds folder
If you are getting errors about missing spawn points etc, try copying the Common folder from a project into the Assets\Shipped Worlds folder
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Jetbone
RE: Editing official Maps
The only way I know how to make a map that I can edit is by using the BFBuilder and either opening Mod1 or Mod2, or creating one from scratch. Can you tell me if it is possible to edit a shipped map as I am trying to do? I dont want to recreate the entire level from scratch, I just want to mod what they have done.
What would you do?
Other games that I have mapped have been simple, you open the game developers included maps, make your modifications to them, and then save them as your own. Not so with this one, can you be a little more specific?
What would you do?
Other games that I have mapped have been simple, you open the game developers included maps, make your modifications to them, and then save them as your own. Not so with this one, can you be a little more specific?
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Raxor
RE: Editing official Maps
id be happy if i could just remove the vehicles from some of the original maps (theed, moseisely etc)
that the limit of what i would like to do...
that the limit of what i would like to do...
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Saturn_V
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RE: Editing official Maps
psychofred has posted that the shipped maps aren't compatible with the tools, they were included for reference so we could see how they were built. The only advice I can give you is to experiment. You may find you can export or copy & rename bits from shipped maps and reassemble them in a mod. Look at the drop-down box in Zeroedit's Save dialogue - you don't just have the .wld as a save option.
If you are successful, post a tutorial here so that others can learn from you.
If you are successful, post a tutorial here so that others can learn from you.
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Jetbone
RE: Editing official Maps
I can tell you that there is no problem in including limited ODF objects form the shipped worlds.
i.e. In my map I have included the central hub from the bespin map. By copying all the ODF, MSH, EFFECTS, and WORLD, items from the bespin map and placing them in their respective folders in my Mod. I was surprised to see the working smoke effects loaded right into my map in these shipped ODF items.
It takes longer to compile this way but if you took the time you could seperate just the items you needed.
i.e. In my map I have included the central hub from the bespin map. By copying all the ODF, MSH, EFFECTS, and WORLD, items from the bespin map and placing them in their respective folders in my Mod. I was surprised to see the working smoke effects loaded right into my map in these shipped ODF items.
It takes longer to compile this way but if you took the time you could seperate just the items you needed.
