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mod teaching
Posted: Tue Jun 10, 2008 6:19 pm
by (502)GEN.york
now I know most of you probably have normal jobs (or jobs that you do this stuff) but I was wondering . Could some on really explain how to Create mods and how to edit the apperience of the troopers how to add jedi's and such. map editing well zero editor won't work (i have another post about that) I have read almost ALL of the documentations that came with bf mod tools but because I am still new ( though I have ben trying to this for about a year or so) they really did not help me all that much.
-(502)ldr.GEN.york
Re: mod teaching
Posted: Tue Jun 10, 2008 7:19 pm
by Blade
My advice would be to first check out the FAQ/Everything You Need to Know Thread, and see how many of your questions you can answer from there. Also, for simply making a simple map, the Getting Started Doc. in the BF2_modtools/documentation (though you say you've already read it) can really answer a TON of questions that a lot of new modders have (including myself).
Re: mod teaching
Posted: Tue Jun 10, 2008 7:39 pm
by 1z2x3c
my advice would be start SMALL... dont try to make your first map amazing.. jus cool.. tink of an idea and make it best yoiu can.... look at shippes assets to help you understand... screw w/ things in the lua.. adn odfs.. jus messaround with things till you figure it out...
Re: mod teaching
Posted: Tue Jun 10, 2008 8:24 pm
by [RDH]Zerted
Yeah, without ZE working it would be very hard to do any modding. You would be basically limited to side mods.
I don't have Vista anymore, so I never looked at those help topics. The most I can is to make sure you are starting up ZE correctly. Sometimes its the dumb mistakes that kill us...
Re: mod teaching
Posted: Tue Jun 10, 2008 8:27 pm
by Blade
Oh sorry, I didn't see the thing about ZE not working... yeah, like Zerted said, theres not a lot that can be done without ZE.

Re: mod teaching
Posted: Tue Jun 10, 2008 8:33 pm
by Eggman
Sometimes its the dumb mistakes that kill us...
Most definately; it took me a week just to figure out how to control the camera in ZE.
Assuming you do get ZE up and running, looking at all the shipped assets and examining how they're constructed is extremely helpful. For example, when I'm doing scripting I usually have a few of the shipped .luas opened up alongside the one I'm working on to use as references. It's been my experience that with things such as .odfs and .luas 90% or more of the work can be done by simply copying and pasting bits and pieces of the shipped assets and making just a few simple changes to get what you want.
Re: mod teaching
Posted: Tue Jun 10, 2008 9:06 pm
by (502)GEN.york
thanks guys I will see if there is solution to ze
does any one know how to make a side mod cause that is also on my list