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Re: Please help my map change even after munge

Posted: Thu Oct 04, 2012 4:30 pm
by Bob
Zapattack1234 wrote:This is where my map is munging too is this correct?

C:\Program Files\Lucasarts\Star Wars Battlefront 2\Gamedata
Map goes one level deeper, to
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\addon.

Re: Please help my map change even after munge

Posted: Thu Oct 04, 2012 4:33 pm
by Cleb
Or it could be here:

C:\Users\(username)\AppData\Local\VirtualStore\Program Files (x86)\LucasArts\Star Wars Battlefront II\GameData/addon

Like mine is, but I have win7.

Re: Please help my map change even after munge

Posted: Thu Oct 04, 2012 5:10 pm
by GAB
Zapattack1234 wrote:Yes my objects are finally in my map :lol: Unfortunately they r all black did I do something wrong with the texture files?
Make sure you have all the needed textures in the msh folder (.../Data_ABC/Worlds/ABC/msh)

Re: Please help my map change even after munge

Posted: Thu Oct 04, 2012 7:09 pm
by Zapattack1234
Cool thanks ill be sure to try it out and one more thing how do u change the texture of the ground because I can't get it to work?

Re: Please help my map change even after munge

Posted: Thu Oct 04, 2012 7:17 pm
by GAB
If you mean the terrain, you need to copy the textures that you want to paint to your world1 folder, then paint them in ZeroEditor.

Re: Please help my map change even after munge

Posted: Thu Oct 04, 2012 7:20 pm
by Cleb
In ze, go to the tab called, "TEXTURE" and click on it. on the right side of the window, there should be some boxes with noumbers and textures in them. To erase a texture from a certain part of the map, click on its corresponding box and right click over the area on the map you want to erase. To add textures, put a .tga file with the texture you want to use in .../data_***/Worlds/***/world1 and then in ze click on a gray box (this is very important so you don't overwrite an existing texture) and then on the left side panel click on "browse" under the texture field. Select the .tga file you want to use from your world1 folder and paint away! :o

EDIT:

Again, my really long posts get me Ninja'd... :funny2:

Re: Please help my map change even after munge

Posted: Thu Oct 04, 2012 7:25 pm
by Zapattack1234
Thanks I will try that too

Re: Please help my map change even after munge

Posted: Thu Oct 04, 2012 7:49 pm
by GAB
OffTopic:
Cleb wrote:Again, my really long posts get me Ninja'd... :funny2:
But be happy. You always added relevant information that I didn't. :yes: :wink:

Re: Please help my map change even after munge

Posted: Fri Oct 05, 2012 3:56 pm
by Zapattack1234
What is FoleyFXGroup and where do I find it? :?

Re: Please help my map change even after munge

Posted: Fri Oct 05, 2012 4:02 pm
by Marth8880
FoleyFXGroup is an ODF parameter that defines the foley group that an object should use. For example, if a tunnel prop has:

Code: Select all

FoleyFXGroup = "stone_foley"
in its ODF, stone foley sounds will be played when the prop is kinetically interacted with by a unit.

Re: Please help my map change even after munge

Posted: Fri Oct 05, 2012 4:06 pm
by Zapattack1234
How do I get to that file? Through the sound assets?

Re: Please help my map change even after munge

Posted: Fri Oct 05, 2012 4:43 pm
by AQT
Marth already stated what it is and what it is used for. It is not a file, so why do you need to get it in the form of a file?

Re: Please help my map change even after munge

Posted: Fri Oct 05, 2012 9:22 pm
by Zapattack1234
I'm sorry I misunderstood what he said I'm new to modding and some things I still don't understand yet :oops: I assumed that I had to manually place the sound into the msh folder of my map or something

Edit:
For some reason whenever I try to open my world on zeroedit the program crashes has anyone else experienced this problem or knows how to fix it?