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cant munge map
Posted: Fri Oct 28, 2005 5:14 pm
by Squirrel7Hunter
i got the geonosis map from the assets /shipped worlds/ geonosis , and copied it to my map folder called ch/worlds/
then i opened it in zeroedit and worked on it and saved it to ch/worlds/and made a new folder for my map.? so whats wrong?
ok when i'm munging my map this error comes up that say
"Error: could not open<null> for output. DOS reports:
could not open ../.../../LVL._pc/ch/CH.lvl for output "
RE: cant munge map
Posted: Fri Oct 28, 2005 5:55 pm
by Qdin
btw, did you also make your .lua file say: "Hey - I need to open this world file for my map!"
the default is ModID.wld but since you used the one from Geonosis, then I guess you didn't rename it? or simply just forgot to code the other files?
- Qdin
RE: cant munge map
Posted: Fri Oct 28, 2005 6:00 pm
by Squirrel7Hunter
im not sure what an .lua file is... and i dont know how to code other files, i just saved my map file into my Build PC /worlds folder , i tried to munge it but now it doesnt recognize "munge.bat" it says it "is not recognized as an internal or extrenal cammnd" so does that mean i've made things worse or better?
another question that i thought of. if i wanted to get an object like a stardeystoryer into my map , how do i get it from some other maps that i have downloaded?
RE: cant munge map
Posted: Fri Oct 28, 2005 8:08 pm
by Astute
Ok, i think i know what your problem is. If what you say is true, you've saved it to the wrong folder, thus thats why you have a munge.bat error.
you need to save to your Worlds\(modname)\World1 folder under the name of the mod (ex. CH.wld)
As for an .lua, its basically the mission file where you can define everything from unit amounts to beginning camera angles. You can access it from bfbuilder.hta by clicking edit and selecting the lua file for the era you want to edit, or you could go directly to the files which are stored in the DataCH\Common\Scripts folder and picking the era you want.
As for the star destroyer:(Sry if this is too basic)
>Go to the assets\sides\imp folder and search for imp_fly_destroyer_DOME and copy all of its files to your maps mesh and odf folders. Be sure to do multiple searches such as "destroyer" or "star", since i can't remember if their are multiple sets of the destroyer. Finally, go to the Lua file for the respective era and add imp_fly_destroyer_dome below the imp.lvl readdatafile. Shown below
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_inf_dark_trooper");
"imp_fly_destroyer_dome",
Hopefully this helps.
RE: cant munge map
Posted: Fri Oct 28, 2005 10:33 pm
by Squirrel7Hunter
this is the anwser to my first problem.. " i still have the sameproblem , now , im srry o dont completley understand , but do i put save my map in my Datach/ build_pc /world folder or my datach/ world folder? im srry i dont understand and am having to have u repeat it .
im sure this is a dum question but do i have to have all of my props that i have used in my map , do they have to be in my ODF folders and my MSH folders to work?\
and is it possible to put mabey like the hoth hanger inside of another prop. like the star destroyer and so that you can get inside the hanger without the side of the destroyer blocking the entrance?
RE: cant munge map
Posted: Fri Oct 28, 2005 11:33 pm
by Astute
no, do not put your lvl file in build_pc, it should be in Data(modname)\worlds\(modname)\world1 folder, it should overwrite your older world file.
Posted: Sat Oct 29, 2005 12:17 am
by SteveK14
This is the easiest way to get the default geonosis map in a world folder. In BFBuilderpro make your modid map. Say we call it geon3. CW side only. after this is done. go to the root folder of BFBuilder <usually C:\BFBuilder>
and run zeroedit from there. This will allow you to load any map in any folder. load the geonosis map from the assets folder into zeroeditor. click on save-as and navigate to the modid world folder where geon3.wld is. save the map as geon3.wld. close zeroeditor. add all the assets for the objects from the shipped geonosis odf and msh folders to the proper folders in your geon3 world folder. odf and odf option files to the :\BFBuilder\Datageon3\Worlds\geon3\odf folder. msh, tga, etc to the C:\BFBuilder\Datageon3\Worlds\geon3\msh folder. .(etc.) also copy the contents of the effects folder to your C:\BFBuilder\Datageon3\Worlds\geon3\Effects folder.
get this far and then we'll discuss editing the lua. The lua script in C:\BFBuilder\Datageon3\Common\Scripts\geon3, geon3c.lua must be edited to include most of the text from the geonosis sample lua found in the assets lua sample folder. so clean, munge, and test now. The geonosians probably will not work yet. note any errors in the bfront.log.
Steve