Page 2 of 3

Posted: Thu Feb 23, 2006 12:53 am
by L-5-R
wouldn't it be great if zeroeditor didn't crash....lol

seriosly though great job on the tools, If you could get an animator to write up some stuff for us, we'd be very thankful (the info on materials was most usful thanks).

also is there some graffic cards zeroeditor is death on or is it just me? lol
Great job and thanks ;)

Posted: Thu Feb 23, 2006 12:59 am
by Teancum
Hey Kaiser, I have one - well, almost silly request. Well, it's not silly to the community, but may seem small to you guys. There was a two legged walker in the BF1 mod tools that was never finished. It was called all_walk_atpt. As a community we've been able to get everything working perfectly except for the animations. Is there any way you could have one of the animators take a look at it and fix it up? I can zip up a side folder with everything set up perfectly -- that way you can easily test the animations.

Oh, and any old assets would be great. Stuff like the Raxus Prime models from Clone Wars, or the Maru animal from Clone Wars -- stuff like that. The community thrives on 'previously unreleased' stuff. Maybe that's a bigger deal, but could you perhaps bring it up in a meeting? Anything you can throw at us in future tools or patches or whatever we'd certainly appreciate.

Thanks again for great tools, and a great game.

Posted: Thu Feb 23, 2006 10:27 am
by TAW_pinx
A request/question from a fellow Clan Member:

Does anyone know if we will suffer the same problems with SWBF2 mod maps as we did with BF1 mod maps? For example, will a player be able to join a server if he doesn't have 1 map that's in rotation, will the add on folder be limited to 20 maps and anything else anyone can think of.

It would be useful if there was a way of an auto download feature, if you tried to join a server and you were missing a map/patch/update. I think Battlefield has this feature. If this was possible the mod maps would be a great success and would infinately extend the life of SWBF2.

Posted: Fri Feb 24, 2006 3:31 pm
by TAW_pinx
Another *probably* hopeless wish:

Kaiser, would Pandemic/LA be able to share ALL of the data folders that were used when creating the shipped maps for both SWBF I and II? Ex) data_BES for Cloud City, etc.? I'm just thinking that this would make it easier to convert...

Posted: Sat Feb 25, 2006 1:38 am
by Slayer_Hunter_J
I cant believe no one has said this yet (even though it is unlikely). Wouldnt it be nice if the kit fisto and assa..ajja...the other jedi's stuff were included.

Posted: Sun Feb 26, 2006 4:23 pm
by Rends
What we miss is are adding sound docs.
One for adding sounds shipped with the game (vehicle missing sound in different eras or maps) and one for adding custom sounds and music.

the old sound tutorials from Fred for SWBf1 doesn´t work any longer.

Posted: Sun Feb 26, 2006 4:42 pm
by PaNzErgsp
Whenever I have Zeroeditor open along with 2 or more windows with it, I can only get 4 FPS in zeroeditor and its really laggy in zeroeditor only. I can work with 90 FPS in zeroeditor only when I have 2 windows open including it or less. I was just wondering if you had heard of this problem before.

Posted: Sun Feb 26, 2006 6:42 pm
by Astute
These are great tools, the possiblities are endless with them. Would be better if BF2_modtools.exe worked with the dvd version, because its making it really difficult to debug maps.

Posted: Mon Feb 27, 2006 2:42 pm
by C-26
Any chance of having a MSH Viewer so we can see the models/skins clearly without having to run the game. Plus wireframe.tgas for all the models? It would make skinning much easier :D

Posted: Mon Feb 27, 2006 2:52 pm
by Teancum
Oooh.. a MSH viewer. Brilliant. I wonder why nobody thought of that before.

Posted: Mon Feb 27, 2006 5:40 pm
by swbf_lase
Would'nt it be nice if a fellow clan member could help me fix zeroeditor. I have the dvd version.

Posted: Tue Feb 28, 2006 11:19 am
by Leviathan
Off-topic : swbf', thanks not to duplicate the same request on different threads...
Indeed, by centralizing our resources and knowledges, you'll have more chances to work out your current problem once for all... :wink:

Posted: Tue Feb 28, 2006 1:33 pm
by Skrinl
Wouldn't it be nice if they made an add on for 3ds max that does the same thing as the softimage xsi bf add on!

Posted: Tue Feb 28, 2006 1:45 pm
by Assasin_Clone
Wouldn't it be nice a Saleucami map?

Posted: Tue Feb 28, 2006 1:46 pm
by Assasin_Clone
Wouldn't it be nice if we can play with republic gunships in utapau? like in the trailer?

Posted: Tue Feb 28, 2006 2:29 pm
by Leviathan
Off-topic : Assasin', since you're one respected GameToast member, I'd like to tell you something which might avoid you further problems with "High-rank" members : Posting several messages successively and without interruption is not that liked here... :roll:

I hope you'll hear my plea... :wink:

Posted: Mon Mar 06, 2006 8:32 am
by Rends
It would be nice if visual munge wouldn´t copy so much unused stuff into a custom map.
The current custom maps (even if they are converted from SWBF1) are 3-4 times bigger than SWBF1 maps.

Example My Coruscant City use 29MB for the SWBF1 version but 107 MB for SWBF2.

One thing i notice is that the TUR side (34MB) was also included even if it isn´t used on my map.
Ok i havn´t changed the TUr in the LUA and marked it out but there must be more stuff wich isn´t necessary or?

Posted: Mon Mar 13, 2006 6:54 pm
by theguarder
It would be nice if we could get a zeroeditor whitch works for more people.

It would be nice if we coulld get a keymapping for zeroeditor and the possibility of changing the default keys.

It would be nice if Particle editor wouldnt crash that mutch.

Posted: Tue Mar 14, 2006 11:46 am
by [RDH]Zerted
It would be nice if the poster above me looked at the files in BF2_ModTools\data_ABD\Editor\Config\input (where ABC is your map id). The files there contain many key mappings. Though I haven't changed any of them, so I'm not completely sure what changing them will do.

Posted: Tue Mar 14, 2006 12:13 pm
by theguarder
What i meant was a program (like in SWBF1 and 2) that can make you change the default keys to other... and that thing in the input folder doesnt do anything more than confuse me, and i think some of it is made for the game not zeroeditor.

And btw a better keymap is in the ZeroEditor_guide.doc