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How do I select/delete/move the 4 original CPs? [Solved]

Posted: Mon Feb 18, 2008 11:26 am
by MrZora
How do you do this? ^See Topic^
I have no idea how to. :faint:
Something to do with the .lua?

Re: Deleting/Moving the 4 original CPs in the Modmap

Posted: Mon Feb 18, 2008 11:38 am
by Maveritchell
Nothing to do with .lua, everything to do with layers. If you don't know how to add CPs at all I would suggest you read "Getting Started." If you do know how and just wonder why it seems that you can't move the first four, it's because you're still working in the base layer in ZE.

Maps are set up in layers. The base layer applies to all maps, while individual layers can be loaded for different map modes (since, for example, you wouldn't want capture regions in assault). Go to the circled part:
Image
And click "change" to switch to the layer with the CPs in them. The conquest CPs (and associated regions/paths) are in the "Conquest" layer, the assault CPs in the "Assault" layer, etc.

Re: Deleting/Moving the 4 original CPs in the Modmap

Posted: Mon Feb 18, 2008 12:34 pm
by MrZora
O.k.
I deleted them.
Thanks! :bowdown:

Now do I make a "odf" folder in "C:\BF2_ModTools\data_***\Worlds\***" and add yav2_bldg_Temple.odf to it to make the building appear in my map?
:faint:
Hidden/Spoiler:
*** = Random Map Name

Re: Deleting/Moving the 4 original CPs in the Modmap

Posted: Mon Feb 18, 2008 1:42 pm
by Maveritchell
You need all the associated files with the .odf of the prop you're placing. If you're placing yav2_bldg_temple.odf, you need the associated .msh (and .msh.option, which will be the same name as the .msh) file (which is mentioned in the .odf file).

You also need all the associated texture files. You can figure these out by either using a hexeditor to search through the .msh file for .tga or by using 3D Object Converter (a very useful tool). To do the latter you need to open up the .msh, then 3DOC will name all the missing textures, which you can then collect.

Once you've got all your files, sort them into their proper folders (ODF, MSH, etc, just like the stock worlds folders are set up). Then you can go ahead and add them in ZE.

A shortcut many people use is just copying the entire ODF and MSH folder of a stock world into their world folder, but I would recommend learning how to do the above as it cuts down on filesize and, trust me, if you keep with modding you'll eventually do it this way anyway.

Re: Deleting/Moving the 4 original CPs in the Modmap

Posted: Mon Feb 18, 2008 1:58 pm
by PsYcH0_]-[aMsT3r
Just use the getting started guide. It has tonnes of stuff in it about CPs, buildings etc...

Re: Deleting/Moving the 4 original CPs in the Modmap

Posted: Mon Feb 18, 2008 2:36 pm
by MrZora
Thanks Again! :bowdown:
Edit: How do I make a custom unit's name appear in the game?
It comes up as some random letters & numbers.

Re: Deleting/Moving the 4 original CPs in the Modmap

Posted: Mon Feb 18, 2008 2:51 pm
by woner11
Open the edit localize.bat tool under your data_*** folder. Then go to entity and type in his name. I'll give you an example. If the guys name is rep_hero_kit. You go to entity then the rep folder. Then you go to the menu at the top and click add key. Then rename the key hero_kit. Click on the key and you'll notice two white boxes pop up. Type into the first box what you want him to be called, so in this case, Kit Fisto. If the unit's name doesn't fit under one of the catagories under entity, then click the create new scope in one of the top menus. Rename the scope to whatever it is for example if it was dth_sith_shrike. Then you rename the scope dth. Create a key under it and name it sith_shrike. Then type its name in the white box that is next to it. This should also be documented in doc section of the mod tools probably in the getting started doc. Hope this helps.

Re: Deleting/Moving the 4 original CPs in the Modmap

Posted: Mon Feb 18, 2008 3:26 pm
by MrZora
I still can't get the name to localize.
It comes up as "Ox889475D2"

The side is a custom, called "smc" The character is "smc_{SM}MrZora" I want it called "{SM}MrZora
Where would I enter this stuff?
The Common/Sides area? :faint:

Re: Deleting/Moving the 4 original CPs in the Modmap

Posted: Mon Feb 18, 2008 3:38 pm
by Maveritchell
We're not going to just answer every question you have if you're not taking the time to read the documentation or the "everything you need" thread. From that thread:
http://www.gametoast.com/forums/viewtopic.php?t=971

Re: Deleting/Moving the 4 original CPs in the Modmap

Posted: Mon Feb 18, 2008 4:09 pm
by MrZora
Sorry.
Thanks for the link!
I will lock this now, once I figure out how to lock...