I need some advanced "How-to" help. (For everyone)
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- AaTc Snake
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I need some advanced "How-to" help. (For everyone)
Hey guys, I have a lot of questions but I'll start with one. This is first a yes or no answer, if it is yes then it get's a little deeper. Question: How do I edit a map I downloaded. (I cant figure out how to get it in ZE.)
Anyone else have more advanced "How-to" questions, post here and hopefully an admin will help! :greeny:
Anyone else have more advanced "How-to" questions, post here and hopefully an admin will help! :greeny:
-
genaral_mitch
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Re: I need some advanced "How-to" help. (For everyone)
How to edit a map you downloaded? As far as I know it's impossible, though even if it was possible you'd need permission.
- giftheck
- Droid Pilot Assassin

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Re: I need some advanced "How-to" help. (For everyone)
You can rebuild scripts, and as far as mapping goes, there are plenty of props that can be downloaded here so that you can build maps that resemble the maps you can otherwise download. But, I'm sorry, you cannot open an already-compiled level in ZeroEditor. Never.
- AaTc Snake
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Re: I need some advanced "How-to" help. (For everyone)
Well I need some buildings from GGW Cantina, and ofcourse I would give credit.. -_- Froggy, who made the map, never gets on anymore since the GGW went to TF2 so it's nto like I'm sneaking behind his back to get them, but I don't know where else to get them.
- Fett
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Re: I need some advanced "How-to" help. (For everyone)
I need some help too.
1. Why won't ships I found in Side folder show up on map? (Correlian Cruiser, Republic Lander, etc.)
2. I need to make custom objects too, I don't understand how.
3. How do you put vehicles in a map?
1. Why won't ships I found in Side folder show up on map? (Correlian Cruiser, Republic Lander, etc.)
2. I need to make custom objects too, I don't understand how.
3. How do you put vehicles in a map?
- sampip
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Re: I need some advanced "How-to" help. (For everyone)
1: They've got to be in your ODF and MSH folders in MapFolder\Worlds\***\MSH and ODF to appear ingame.Fett wrote:I need some help too.
1. Why won't ships I found in Side folder show up on map? (Correlian Cruiser, Republic Lander, etc.)
2. I need to make custom objects too, I don't understand how.
3. How do you put vehicles in a map?
2. Download XSI/Sketchup/Blender/Milkshape - read some tutorials which can be found in the 3D Modelling and Animation Forum.
3. Vehicles in a map are placed through vehicle spawn points, I don't mod SWBF 1 so I don't know if it is the same, so someone else could be more help here.
- giftheck
- Droid Pilot Assassin

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Re: I need some advanced "How-to" help. (For everyone)
Yep, the vehicle spawn points are in BF1, under "com_item_vehicle_spawn.odf", the same as BF2 I believe.
- Fett
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Re: I need some advanced "How-to" help. (For everyone)
Awesome, really helpful thanks! But with spawn points, I know that they are in Common folder but when I put them down how do I make the vehicle linked to that spawn point, I think it has something to do wit the ATK thing or whatever it is. I want some republic vehicles.
- sampip
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Re: I need some advanced "How-to" help. (For everyone)
Yep, say your using the republic, if the republic is attacking, put the name of your vehicle down underneath ClassRepATK. If that team is defending, put it down underneath ClassRepDEF. Make sure you link it to a command post of that team.
- Fett
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Re: I need some advanced "How-to" help. (For everyone)
oooh. thanks.
So if I want a republic fighter tank, I pull all of the .odf and .msh files out of Side and put them in the world file, then type rep_hover_fightertank in the RepATK or RepDEF ? I will go ahead and try it, thanks!
- sampip
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Re: I need some advanced "How-to" help. (For everyone)
Sorry, i think I must have misread your post on that
If you want the vehicle to be a prop (so you can't get in it ) you do that, If your just placing it for sides (so you can get in it) you don't have to bother putting the files in your world folder aswell, the game loads them up directly from the sides. Sorry about that.
- Fett
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Re: I need some advanced "How-to" help. (For everyone)
Oh, well I'm kinda having some problems with the map and I can't figure out why. I'll have to try out the vehicles on a seperate test map.
So, for sides:
1st, Place com_item_vehicle_spawn
2nd, Type rep_hover_fightertank in RepDEF (On my map Rupublic is 2)
3rd type (example) CP5Label in ControlZone.
And then it works?
So, for sides:
1st, Place com_item_vehicle_spawn
2nd, Type rep_hover_fightertank in RepDEF (On my map Rupublic is 2)
3rd type (example) CP5Label in ControlZone.
And then it works?
- sampip
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Re: I need some advanced "How-to" help. (For everyone)
Should do, post your LUA?
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YTF
- First Lance Corporal

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Re: I need some advanced "How-to" help. (For everyone)
Hey, Fett & Snake, it's been a while. Which objects are you looking for specifically? I didn't make any of the objects (I can't model to save my life), so odds are that you can actually download most of them from the Released Assets topic here.
- sampip
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Re: I need some advanced "How-to" help. (For everyone)
You could do a quick search, but if you can't find some, what specifically are you looking for?
- Fett
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Re: I need some advanced "How-to" help. (For everyone)
Well mainly I need several signs to post stuff like directions, Made By:, and names of certain areas on the map. I also would like some buildings from GGW Cantina like the museum (For AaTc History). I also need, if there is one, like a statue or something like a guy with a sword or weapon of some sort like http://www.bronze-depot.com/images/foun ... oldier.jpg
With signs, I just need one model and the msh files for it and I can remake several versions of it.
With signs, I just need one model and the msh files for it and I can remake several versions of it.
- AaTc Snake
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Re: I need some advanced "How-to" help. (For everyone)
I got some serious poodoo with putting in vehicles. Look at this:
I'm not sure of the exact instructions but the most likely thing that you're doing wrong is adding the .odf of the vehicle itself instead of a com_item_vehicle_spawn.odf
I believe these are the instructions on how to do it:
1. HAVE THE VEHICLE INCLUDED IN THE REQ FILES (duh)
2. Create a com_item_vehicle_spawn object (located in Data****/Common/ODF with **** as the map name)
3. Position and orient the spawn object (It will be an arrow and the arrow should point the direction you want the vehicle facing)
4. Variables: Requires a list of it's own
* ControlZone: CP the spawn point is associated with (used by the class selectors)
* SpawnTime: Time after the destruction of the object spawned that it creates a new one
* Class***ATK: What vehicle is to be spawned when the team *** has the CP (most likely can't be used when it is CISATK and there is a RepDEF set as well)(must be the name of the vehicle as it appears in the REQ files)
* Class***DEF: What vehicle is to be spawned when team *** DOESN'T have the CP (probably same rules as the ATK counterpart)
* Anything else: I'm not sure of the meaning
5. Make sure the vehicle is listed in the SetMemoryPoolSize commands in the LUA scripts ("EntityHover" for a hovering ship including the troop ships on Geonosis, "EntityFlyer" for things like X-Wings, AddWalkerType functions for vehicles with legs, look at the Mission LUA samples under Assets for the rest of the MemoryPool commands)
On the spawn point class variables, when the CP it is associated with falls under the control of the other team any vehicles that have not been activated (entered) will self-destruct and the ones for the new team will spawn if they are set
The stuff in the red is the problem.
I copied the fightertank .req file and put it in my .req file and it looks like this:
ucft
{
REQN
{
"config"
}
REQN
{
"class"
"rep_hover_fightertank"
}
REQN
{
"texture"
"test_map"
}
REQN
{
"texture"
"platform=pc"
}
REQN
{
"path"
"test"
}
REQN
{
"congraph"
"test"
}
REQN
{
"envfx"
-- "test"
}
REQN
{
"world"
"test"
}
REQN
{
"prop"
-- "test"
}
REQN
{
"boundary"
"test"
}
REQN
{
"config"
-- "flyerspray"
-- "walkerstomp"
-- "hailfire_wake"
-- "dustwake"
}
}
And the .LUA I found the -- SetMemoryPoolSize("EntityHover", 12) Do i change that to -- SetMemoryPoolSize("rep_hover_fightertank", 12)?
I'm not sure of the exact instructions but the most likely thing that you're doing wrong is adding the .odf of the vehicle itself instead of a com_item_vehicle_spawn.odf
I believe these are the instructions on how to do it:
1. HAVE THE VEHICLE INCLUDED IN THE REQ FILES (duh)
2. Create a com_item_vehicle_spawn object (located in Data****/Common/ODF with **** as the map name)
3. Position and orient the spawn object (It will be an arrow and the arrow should point the direction you want the vehicle facing)
4. Variables: Requires a list of it's own
* ControlZone: CP the spawn point is associated with (used by the class selectors)
* SpawnTime: Time after the destruction of the object spawned that it creates a new one
* Class***ATK: What vehicle is to be spawned when the team *** has the CP (most likely can't be used when it is CISATK and there is a RepDEF set as well)(must be the name of the vehicle as it appears in the REQ files)
* Class***DEF: What vehicle is to be spawned when team *** DOESN'T have the CP (probably same rules as the ATK counterpart)
* Anything else: I'm not sure of the meaning
5. Make sure the vehicle is listed in the SetMemoryPoolSize commands in the LUA scripts ("EntityHover" for a hovering ship including the troop ships on Geonosis, "EntityFlyer" for things like X-Wings, AddWalkerType functions for vehicles with legs, look at the Mission LUA samples under Assets for the rest of the MemoryPool commands)
On the spawn point class variables, when the CP it is associated with falls under the control of the other team any vehicles that have not been activated (entered) will self-destruct and the ones for the new team will spawn if they are set
The stuff in the red is the problem.
I copied the fightertank .req file and put it in my .req file and it looks like this:
ucft
{
REQN
{
"config"
}
REQN
{
"class"
"rep_hover_fightertank"
}
REQN
{
"texture"
"test_map"
}
REQN
{
"texture"
"platform=pc"
}
REQN
{
"path"
"test"
}
REQN
{
"congraph"
"test"
}
REQN
{
"envfx"
-- "test"
}
REQN
{
"world"
"test"
}
REQN
{
"prop"
-- "test"
}
REQN
{
"boundary"
"test"
}
REQN
{
"config"
-- "flyerspray"
-- "walkerstomp"
-- "hailfire_wake"
-- "dustwake"
}
}
And the .LUA I found the -- SetMemoryPoolSize("EntityHover", 12) Do i change that to -- SetMemoryPoolSize("rep_hover_fightertank", 12)?
-
YTF
- First Lance Corporal

- Posts: 124
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Re: I need some advanced "How-to" help. (For everyone)
No, you need to remove the hyphens in front of "SetMemoryPoolSize("EntityHover", 12)".
Fett, catch me on Xfire sometime and I'll send you the map assets.
Fett, catch me on Xfire sometime and I'll send you the map assets.
- Fett
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Re: I need some advanced "How-to" help. (For everyone)
OKay thanks froggy. So i remove the hyphens and then put rep_hover_fightertank in the ( )'s like SetMemoryPoolSize("rep_hover_fightertank", 12)?
- giftheck
- Droid Pilot Assassin

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Re: I need some advanced "How-to" help. (For everyone)
Nope. It needs to be "SetMemoryPoolSize("EntityHover", 12)".
