Page 1 of 2
problem editing shipped worlds
Posted: Mon Jun 06, 2005 3:04 pm
by MutantMonkey
I have been trying to moddify shipped worlds for a while now and I can get them working under different names however it seems to b reading the .wld files from the original assets directory or somewhere else other than the .wld file in the mod directory. I base the conclusion on the fact that I deleted most of the major objects in the mod .wld file, saved, munged etc then played the mod level and it is the same as the original shipped map e.g. tatooine still has its sand crawler, arched rock and everything else... so I reopen the editor and no sandcrawler, arched rock, etc.
Here's a summary of how I am making the map (note I have tried different methods):
1. open .hta and create new project
2. copy bits of the desired shipped worlds .lua file into mod.lua file & save
3. copy all effects, msh & odf files from the shipped worlds into mod directory.
4 copy contents of shipped worlds \world folder and paste in mod directory
5. delete mod.wld file and rename shipped world .wld file to mod name.
*have tried renaming other files but seems to cause zero editor to freeze
6. use .hta to edit the .wld then save *in this case just deleting a few bits*
7. munge etc.
8. Test
9. check wld file in zeroeditor to confirm changes were saved.
I think thats it.
Any1 know where I am going wrong... is there sum kinda directory reference or something? Or is it just not possible to edit the existing maps?

RE: problem editing shipped worlds
Posted: Tue Jun 07, 2005 12:39 pm
by Leviathan
I've already tried to edit shipped world... For that, I copied all files of the official world's "
World1" folder. Then, I pasted them in your new world's "
World2" folder. Next, do not rename any file and open the *.WLD file of "
World2" in
ZeroEditor. Once opened, click on "
SAVE", go in your mod's "
World1" folder, give your *.WLD file the name you wish and select the "
OK" button.
Finally, go in "
World1" and place all missing files from "
World2" to this folder...
Now, you can edit your map freely...

Posted: Wed Jun 08, 2005 8:37 am
by MutantMonkey
Thanx

, I shall let u know how I get on.
Edit: I keep reading what u wrote but I just not sure what I'm doing
- I assume I use .hta to create a new mod directory, right?
- Then I copy the desired shipped world's world1 folder and paste into my mod directory but u say world2 folder... so am I creating an extra world folder for my mod or is that just the name u designated for the mod folder? Now I'm kinda lost

am I being a tard?
Posted: Wed Jun 08, 2005 9:08 am
by MutantMonkey
I totally don't get this... i'll end up with a blank map from how I'm interpreting this.
To me it seems like u r saying:
copy desired shipped world's "world1" folder (or I assume the world you want) then paste into mod directory under "world2" (I dont have a "world2" folder - do u mean mod world1 folder or do I need to create a world2 folder?). Don't rename any file. Open *.wld file of "world2" (my mod world or the copied shipped *.wld file?). Then save in my mods "world1" folder as my desired name (has to be the mod name doesn't it?). Finally go in "world1" (shipped world or my mod folder?) and put all missing files (which missing files? Do I delete/ovewrite any old files?) from "world2" to "world 1". Now I can edit my map!? (by that u mean i should b able to edit the shipped world as though it is my own map?)
Sorry 4 being a pain in the arse.
Posted: Wed Jun 08, 2005 12:43 pm
by Leviathan
Well, it isn't really easy to explain correctly...
I talked about a "
World2" directory : You must create it manually, in the same path as your mod's "
World1" folder. Once you copied all needed files in "
World2" - In your mod's sub-folders -, open
ZeroEditor, select the *.WLD file present in this folder and save it in "
World1" with the same name as your mod's one. Next, open your mod's "
World1" and "
World2" folders, and you'll probably see a different number of files in each directory. Just copy all "
World1" missing files from "
World2" to there. After all these steps, delete "
World2" folder - cause it is now useless -, launch
ZeroEditor and load the *.WLD file from your mod's "
World1" path...
I hope this helps...

Posted: Thu Jun 16, 2005 6:48 am
by MutantMonkey
In case ne1 is wondering - this issue has been resolved. If you have trouble editing shipped worlds... u should follow Leviathans instructions, I will be posting a summary on how to do it (hopefully quite soon) based on Leviathans posts, PMs and my own personal experience
Thanx Leviathan
Posted: Thu Jun 16, 2005 1:51 pm
by Leviathan
Glad to see I can help on this forum...

Posted: Wed Jul 13, 2005 1:26 pm
by comicrelief99
MutantMonkey:
Do you have that summary on how to edit the shipped worlds done yet? I am waiting with baited breath!
Posted: Wed Jul 13, 2005 1:35 pm
by Saturn_V
comicrelief99, are you derriere1 fro the Lucasarts board?
Posted: Wed Jul 13, 2005 2:15 pm
by comicrelief99
You betcha
Posted: Wed Jul 13, 2005 6:32 pm
by Delta_57_Dash
can't you just edit the mission lua and put a dc: in front of what wld to load?
Posted: Wed Jul 13, 2005 8:54 pm
by comicrelief99
How do you gain access to the .lua and .wld files from the shipped maps? All I have is the .lvl files in the games directory.
Posted: Wed Jul 13, 2005 9:13 pm
by Delta_57_Dash
oh... nvm
Posted: Thu Jul 14, 2005 11:56 am
by Leviathan
comicrelief99, I do not think you downloaded SWBF Mod Tools... Do that before any attempt to edit shipped worlds...
Posted: Thu Jul 14, 2005 1:22 pm
by comicrelief99
Leviathan I did download the 400+ MB mod tools and have read through the documentation included with it. The .hta file only lets you start from scratch with a non-munged file, as far as I could tell. I do not know how to un-munge a .lvl file so that I can edit it. If you could help me out in this regard I would be most grateful.
Posted: Thu Jul 14, 2005 1:29 pm
by Leviathan
First, you can't extract the content of an *.LVL file. (Except if you know hex-editing...) Next, check out these folders : "BFBuilder\Assets\Shipped Worlds" and "BFBuilder\Assets\Mission LUA Samples". You'll find there source files of the original maps... (Textures, *.LUA files, etc...) You just have to copy all files you need from there to the correct places of a new project...
Posted: Thu Jul 14, 2005 2:31 pm
by comicrelief99
You have got to be the smartest and most helpful person I have ever met in any Battlefront Modding forum! Nowhere did the documentation mention anything about the shipped maps being included in the tools. I'll give that a shot!
You're a lifesaver! Thanks!
Posted: Thu Jul 14, 2005 9:22 pm
by comicrelief99
OK...I followed your steps in copying the World folders contents from the shipped World1 folder to a folder named World2 in my mod's Worlds directory. However, the files all have different prefixes in their names. The shipped worlds prefix is kas1_ and mine are kmod1_ do I need to rename all the shipped maps files to match my kmod1_ prefix?
After munging I get no errors in the log, but the command issues this response:
Munging Kas_mist.msh
Kas_mist has no collision Geometry!
Munging kas_prop_mist.msh
kas_prop_mist has no collision Geometry!
Munging kas_prop_treebill.msh
Munging geo_sky_arena.msh
geo_sky_arena has no collision Geometry!
Munging geo_sky_dome.msh
geo_sky_dome has no collision Geometry!
Munging geo_sky_dome_rim.msh
geo_sky_dome_rim has no collision Geometry!
Munging geo_sky_spire.msh
geo_sky_spire has no collision Geometry!
Munging geo_sky_tech.msh
geo_sky_tech has no collision Geometry!
Munging kas2_mountains.msh
kas2_mountains has no collision Geometry!
Munging kas2_sky_dome.msh
kas2_sky_dome has no collision Geometry!
Munging mod1_sky.msh
mod1_sky has no collision Geometry!
Munging decal_explosion_scorch.tga
Munging kas1_dryice.tga
Munging water_bumpmap_0.tga
Munging water_bumpmap_1.tga
Munging water_bumpmap_10.tga
Munging water_bumpmap_11.tga
Munging water_bumpmap_12.tga
Munging water_bumpmap_13.tga
Munging water_bumpmap_14.tga
Munging water_bumpmap_15.tga
Munging water_bumpmap_2.tga
Munging water_bumpmap_3.tga
Munging water_bumpmap_4.tga
Munging water_bumpmap_5.tga
Munging water_bumpmap_6.tga
Munging water_bumpmap_7.tga
Munging water_bumpmap_8.tga
Munging water_bumpmap_9.tga
Munging water_normalmap_0.tga
Munging water_normalmap_1.tga
Munging water_normalmap_10.tga
Munging water_normalmap_11.tga
Munging water_normalmap_12.tga
Munging water_normalmap_13.tga
Munging water_normalmap_14.tga
Munging water_normalmap_15.tga
Munging water_normalmap_2.tga
Munging water_normalmap_3.tga
Munging water_normalmap_4.tga
Munging water_normalmap_5.tga
Munging water_normalmap_6.tga
Munging water_normalmap_7.tga
Munging water_normalmap_8.tga
Munging water_normalmap_9.tga
Munging water_specularmask_0.tga
Munging water_specularmask_1.tga
Munging water_specularmask_10.tga
Munging water_specularmask_11.tga
Munging water_specularmask_12.tga
Munging water_specularmask_13.tga
Munging water_specularmask_14.tga
Munging water_specularmask_15.tga
Munging water_specularmask_16.tga
Munging water_specularmask_17.tga
Munging water_specularmask_18.tga
Munging water_specularmask_19.tga
Munging water_specularmask_2.tga
Munging water_specularmask_20.tga
Munging water_specularmask_21.tga
Munging water_specularmask_22.tga
Munging water_specularmask_23.tga
Munging water_specularmask_24.tga
Munging water_specularmask_3.tga
Munging water_specularmask_4.tga
Munging water_specularmask_5.tga
Munging water_specularmask_6.tga
Munging water_specularmask_7.tga
Munging water_specularmask_8.tga
Munging water_specularmask_9.tga
Munging com_prop_crates.tga
Munging kas1_bldg_bonfire_lowrez.tga
Munging kas1_bldg_floor_01.tga
Munging kas1_bldg_rope.tga
Munging Kas1_bridge_fringe.tga
Munging Kas1_prop_foilage_1.tga
Munging Kas1_prop_hide.tga
Munging kas1_prop_lamp.tga
Munging kas1_prop_runway_lights.tga
Munging kas1_prop_sea_rock.tga
Munging kas1_prop_sea_rock_lowrez.tga
Munging kas1_wookiee_carpet.tga
Munging kas1_wookiee_hut_walls.tga
Munging kas1_wookiee_hut_walls_bump.tga
Munging kas1_wookiee_hut_walls_lowrez.tga
Munging kas2_bldg_hut_walls.tga
Munging kas2_bldg_hut_walls_bump.tga
Munging kas2_bldg_hut_walls_lowrez.tga
Munging kas2_bldg_hut_walls_moss.tga
Munging kas2_bldg_platform_0.tga
Munging kas2_bldg_platform_0_bump.tga
Munging kas2_bldg_platform_0_lowrez.tga
Munging kas2_bldg_platform_2.tga
Munging kas2_bldg_platform_2_bump.tga
Munging kas2_bldg_platform_2_lowrez.tga
Munging kas2_bldg_platform_EDGE.tga
Munging kas2_bldg_platform_EDGE_bump.tga
Munging kas2_bldg_platform_EDGE_lowrez.tga
Munging kas2_bldg_platform_small.tga
Munging kas2_bldg_platform_small_bump.tga
Munging kas2_bldg_platform_small_lowrez.tga
Munging kas2_cobbles_02.tga
Munging kas2_cobbles_02_bump.tga
Munging kas2_cobbles_02_lowrez.tga
Munging kas2_logs.tga
Munging kas2_logs_bump.tga
Munging kas2_logs_lowrez.tga
Munging kas2_metals.tga
Munging kas2_metals_bump.tga
Munging kas2_metals_lowrez.tga
Munging kas2_platform_pole.tga
Munging kas2_platform_pole_bump.tga
Munging kas2_platform_pole_lowrez.tga
Munging kas2_prop_bamboo.tga
Munging kas2_prop_bamboo_lowrez.tga
Munging kas2_prop_fountain_water1.tga
Munging kas2_prop_fountain_water2.tga
Munging kas2_prop_light.tga
Munging kas2_prop_light_bump.tga
Munging kas2_prop_light_lowrez.tga
Munging kas2_prop_light_rail.tga
Munging kas2_prop_light_rail_lowrez.tga
Munging kas2_tech.tga
Munging kas2_tech_lowrez.tga
Munging kas2_walls_01.tga
Munging kas2_walls_01_bump.tga
Munging kas2_walls_01_lowrez.tga
Munging kas2_walls_02.tga
Munging kas2_walls_02_bump.tga
Munging kas2_walls_02_lowrez.tga
Munging kas_grass.tga
Munging kas_prop_grass_tall.tga
Munging kas_prop_grass_tall_1.tga
Munging NoTexture.tga
Munging yav_prop_bush1.tga
Munging yav_prop_treebillboard_03.tga
Munging fish.tga
Munging geo1.tga
Munging geo1_bump.tga
Munging geo1_far_detail.tga
Munging geo_sky_arena.tga
Munging kas2.tga
Munging kas2_bump.tga
Munging kas2_detail.tga
Munging kas2_far_detail.tga
Munging kas2_main_1.tga
Munging kas2_main_2.tga
Munging kas2_main_3.tga
Munging kas2_map.tga
Munging kas2_mountains.tga
Munging kas2_sky.tga
Munging kas2_water.tga
Munging kasX.tga
Munging kmod1.tga
Munging kmodX.tga
Munging Mod1.tga
Munging mod1_map.tga
Munging ModX.tga
Munging SKY_Geonosis.tga
Munging SKY_geo_horizin.tga
Munging SKY_geo_tech.tga
Munging SKY_spire.tga
Munging kas2.TER
Munging kmod1.ter
Munging kmod1.wld
Munging kmod1.wld
Munging kmod1_Design01.lyr
Munging kmod1_Objects01.lyr
Munging kmod1_SoundEmitters.lyr
Munging kmod1_SoundRegions.lyr
Munging kmod1.RGN
Munging kmod1_Design01.RGN
Munging kmod1_Objects01.RGN
Munging kmod1_SoundEmitters.RGN
Munging kmod1_SoundRegions.RGN
Munging kmod1.BAR
Munging kmod1.HNT
Finished Munging files, writing output
Munging kas2.wld
Munging kas2.wld
Munging kas2_Design01.lyr
Munging kas2_Objects01.lyr
Munging kas2_SoundEmitters.lyr
Munging kas2_SoundRegions.lyr
Munging kas2.RGN
Munging kas2_Design01.RGN
Munging kas2_Objects01.RGN
Munging kas2_SoundEmitters.RGN
Munging kas2_SoundRegions.RGN
Munging kas2.BAR
Munging kas2.HNT
Finished Munging files, writing output
Done
Munging kas2.PTH
Munging kas2_Design01.PTH
Munging kas2_Objects01.PTH
Munging kas2_SoundEmitters.PTH
Munging kas2_SoundRegions.PTH
Munging kmod1.pth
Munging kmod1_Design01.PTH
Munging kmod1_Objects01.PTH
Munging kmod1_SoundEmitters.PTH
Munging kmod1_SoundRegions.PTH
munged\kas2.path is up to date
munged\kas2_Design01.path is up to date
munged\kas2_Objects01.path is up to date
munged\kas2_SoundEmitters.path is up to date
munged\kas2_SoundRegions.path is up to date
Munging kas2.PLN
Munging kmod1.pln
munged\kas2.congraph is up to date
Munging kas2.sky
Munging kmod1.sky
Munging kas1_bonfire.fx
Munging kas1_bonfire_chiminy.fx
Munging kas1_dryice.fx
Munging kas_decals.fx
Munging torchflame.fx
Munging waterspout.fx
Munging kas2.fx
Munging kas2.prp
Munging kas2.bnd
Munging kmod1.bnd
Munging kas1_bonfire.fx
Munging kas1_bonfire_chiminy.fx
Munging kas1_dryice.fx
Munging kas_decals.fx
Munging torchflame.fx
Munging waterspout.fx
Munging kmod1.req
Missing file kmod1_map.texture
required by ..\..\..\worlds\kmod1\.\kmod1.req
Missing file com_bldg_major_controlzone.class
required by munged\kmod1.world.req
Missing file com_bldg_controlzone.class
required by munged\kmod1.world.req
Missing file com_item_vehicle_spawn.class
required by munged\kmod1.world.req
Missing file none.class
required by munged\kas1_prop_bamboo2.class.req
Missing file com_item_weaponrecharge.class
required by munged\kmod1.world.req
Missing file com_item_healthrecharge.class
required by munged\kmod1.world.req
Missing file com_weap_gunturret.class
required by munged\kmod1.world.req
Missing file com_item_vehiclerecharge.class
required by munged\kmod1.world.req
Missing file kas2_prop_light_rail_bump.texture
required by munged\kas2_bldg_barrier_stairs.model.req
munged\kas2_bldg_dock_ender_right.model.req
munged\kas2_bldg_dock_ender_left.model.req
Missing file water1.texture
required by munged\waterspout.config.req
Missing file dirt.texture
required by munged\waterspout.config.req
Missing file thicksmoke2.texture
required by munged\waterspout.config.req
Missing file com_snd_amb_static.class
required by munged\kmod1.world.req
The system cannot find the file specified.
Munging kmod1cw.req
Munging kmod1gcw.req
Munging kmod1.req
..\_lvl_pc\core.lvl
..\_lvl_pc\mission.lvl
..\_lvl_pc\kmod1\kmod1.lvl
..\_lvl_pc\Shell\ENG\shell.lvl
..\_lvl_pc\sound\kmod1.lvl
5 File(s) copied
File not found - *.mvs
0 File(s) copied
addme\munged\addme.script
1 File(s) copied
When I load the map in the game, I get the race choose screen but no map is displayed and I get a VICTORY in 20seconds message.
What am I doing wrong? HELP!!
Posted: Fri Jul 15, 2005 10:22 am
by Leviathan
You should read the first page of this thread : I explained how to change the prefix of a shipped map to rename it as you want... (From "kas1" to "kmod1", in your case) Just copy all the content of "Kashyyyk\World1" folder into "[yourmodid]\World2". Then, open the *.WLD file contained in this "World2 folder using ZeroEditor and save it (With the "Save" button, of course !) in "[yourmodid]\World1"...
Posted: Sun Sep 18, 2005 6:26 pm
by MutantMonkey
Sorry Guys... I have had so little time but I am gonna take notes nxt time I edit a shipped wld (only done it 2x)... haven't done it in ages so I hope I remember. If i done it once I can do it again!
But in the mean time follow leviathan's advice as weird as it sounds, coz it works and there isn't nething like understanding it urself.
PS did u look in bfbuilder/assets/shipped worlds/*mapname*/world *1 or 2*/*World ID*.wld - thats the file u want
