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Conquest space map with terrain? [Solved]

Posted: Thu Sep 28, 2006 5:55 pm
by trainmaster611
Ok if I start from scratch, how do I make the following map...A GCW era conquest map with two interactive (like the Capital Strike map) Republic Assault ships (the inside must be editible) and a terrain that physically exists below and can be seen. :? Does that make sense? :yodaful: The ships have to be complete and interactive like they are in space! :calmon:

RE: Unusual Map Creation Question

Posted: Thu Sep 28, 2006 6:12 pm
by Teancum
Copy the .ter file from a ground map template to your new space map. Delete the old .ter file. Name the new .ter file what the old one was. Paint/color terrain like normal.

RE: Unusual Map Creation Question

Posted: Thu Sep 28, 2006 9:52 pm
by trainmaster611
Ok so how do I put two Republic ships in game in GCW era? :|

Posted: Sat Sep 30, 2006 10:20 am
by DarkHelmet
Some time ago i downloaded the file Spaceships_1.0_Final.zip.
It contains the 4 cap ships.

You can place them easy in ZE. Then add CP's, regions ans spawnpaths.
You then have a complete spaceship as if you'd play a spacemap.
I'm not sure about the remote turrets but everything else is there.

I searched for the file but i can't find it anywhere.
If you have a location i can upload it somewhere.


DH

Posted: Sat Sep 30, 2006 5:52 pm
by Aussie_Irishman
its not hard to add capital ships to land maps...all you have to do is copy the odfs/msh's etc from the space templates into your data_ABC folder

AJay

Posted: Sat Sep 30, 2006 11:13 pm
by trainmaster611
I've done that but the map crashes. :( And if I am in GCW, how do I delete the original capital ships?

Posted: Sun Oct 01, 2006 3:43 pm
by trainmaster611
Oh btw, where do you get the .ter file and place it into the space file? :(

Posted: Mon Oct 02, 2006 3:05 pm
by DarkHelmet
Or instead you could make a normal space map.
In ZE set the TerrainView to solid an paint/raise/whatever the terrain.

You can add land vehicles on the ground as well.


DH

Posted: Mon Oct 02, 2006 5:42 pm
by trainmaster611
I've done that and it doesn't work. :( So where can I get .ter files? :?

Copy a terrain file to another world

Posted: Mon Oct 02, 2006 9:35 pm
by AceMastermind
trainmaster611 wrote:So where can I get .ter files? :?
Go into a land map that you have made previously, or create a test map and go to:
data_ABC/Worlds/ABC/world1
and find the "ABC.TER" file, and copy it to your space project map and rename it to your 3 letter space map modID.

Posted: Mon Oct 02, 2006 10:46 pm
by jangoisbaddest
I'm 99% sure you're problem is that you have animated doors in the cap ships without animation files. Copy those from the "munged" folder of the space template.

Posted: Tue Oct 10, 2006 7:10 pm
by trainmaster611
AceMastermind wrote:
trainmaster611 wrote:So where can I get .ter files? :?
Go into a land map that you have made previously, or create a test map and go to:

data_ABC/Worlds/ABC/world1

and find the "ABC.TER" file, and copy it to your space project map and rename it to your 3 letter space map modID.
So where exactly do I copy it to? :?

ANd another thing, when I add the new spaceship, it appears below the theoretical "ground" (not that I have a seeable one yet)

Posted: Wed Oct 11, 2006 2:36 pm
by DarkHelmet
ANd another thing, when I add the new spaceship, it appears below the theoretical "ground" (not that I have a seeable one yet)
The groundlevel is not important. It's just a reference so you can see where you place things. You can place anything above or below "groundlevel".

Posted: Wed Oct 11, 2006 4:58 pm
by trainmaster611
Ok, thanx :P That solves the problem of getting the rep ship in there and I found the space conquest tutorial, so all that's left is this:

1)delete GCW ships
2)Find .TER files and figure where to put them for editing

Posted: Fri Oct 13, 2006 2:59 pm
by wazmol
well im pretty sure that you should go into the other layer and delete the ships like the same as normal objects.

ok say you want yavin 4 floor.

1. go to BF2_ModTools\assets\worlds\YAV\world1
2. get yavin1.ter
3. copy it to BF2_ModTools\data_XXX\Worlds\XXX\world1
4. then delete your XXX.ter file
5 then rename the yavin1.ter to XXX.ter
and there you have it. xD
just a small note i used 'XXX' as an example of your worlds name.

hopefully that would of helped and if you need anymore help i will try to answer.

PM me.

good luck

Posted: Fri Oct 13, 2006 9:08 pm
by trainmaster611
It worked! :mrgreen: I can paint the terrain and I can add objects to it. I figured out you need multiselect to delete the original capital ships. I only have two questions left, if this is too much of a problem, I may sart another forum. :(

1) I deleted the cps in the new capital ships and when I played the map, there were no cps :?
2) How do I edit the internal arrangements and hallways, etc. of the new capital ships? :|