How do I get my user map to be identical to a shipped map
Moderator: Moderators
-
BF2-Master
- Captain

- Posts: 469
- Joined: Thu Mar 02, 2006 7:08 pm
How do I get my user map to be identical to a shipped map
How do I get a shipped map to appear as my user map?
i.e. Utapau: Assault, Mygeeto: Invasion
I've been trying to use Coruscant assets for something I'm working on.
i.e. Utapau: Assault, Mygeeto: Invasion
I've been trying to use Coruscant assets for something I'm working on.
-
Lord-Bandu
RE: How do I get my user map to be identical to a shipped ma
i would guess that you open up the coruscant map in ZEroedit and save it as your worlds name. then copy over the msh,odf etc files to your odf msh etc folders .. copy the sky file and fx file . and tweak your lua to look like coruscants ...if need be
-
BF2-Master
- Captain

- Posts: 469
- Joined: Thu Mar 02, 2006 7:08 pm
RE: How do I get my user map to be identical to a shipped ma
I tried most of that. I copied the entire worlds folder from Cor, then I copied the .luas, edited them to my need, and renamed the .wld from cor1.wld to tem.wld
-
Lord-Bandu
RE: How do I get my user map to be identical to a shipped ma
open it up in ze and save it as tem.wld . You will get a load of other files aswell.
-
BF2-Master
- Captain

- Posts: 469
- Joined: Thu Mar 02, 2006 7:08 pm
Edited Reply
Ok. I'll try that.
EDIT: It did not work.
Here's my PC_MungeLog, if it could help:
EDIT: It did not work.
Here's my PC_MungeLog, if it could help:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TEM\TEMc_con.lua:150: unfinished string near `"cis_hero_countdooku)'
ERROR[scriptmunge scripts\TEM\TEMc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TEM\TEMc_con.lua]:Could not read input file. [continuing]
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TEM\TEMc_ctf.lua:222: <name> expected near `"tem\TEM.lvl"'
ERROR[scriptmunge scripts\TEM\TEMc_ctf.lua]:Could not read input file.ERROR[scriptmunge scripts\TEM\TEMc_ctf.lua]:Could not read input file. [continuing]
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\TEM\TEMg_con.lua:200: <name> expected near `"tem\TEM.lvl"'
ERROR[scriptmunge scripts\TEM\TEMg_con.lua]:Could not read input file.ERROR[scriptmunge scripts\TEM\TEMg_con.lua]:Could not read input file. [continuing]
6 Errors 0 Warnings
-
Kenobi_wan_obi
RE: Edited Reply
Go to your lua script and look for the line " ReadDataFile(dc:modid\\modid.lvl)" or something like that it should be just after all the memory pools and change where it says modid(modid is whatever you named your map) to cor and remove the dc: so it should be something like ReadDataFile(cor\\cor1.lvl) roughly.
-
Lord-Bandu
RE: Edited Reply
Dont start with the cor.lua . make your own and add bits of the cor.lua to it .
I dont think you can have a modid the same as a shipped world.
It worked for me . All i did was make a new mod ,copy over the msh,obj ,munged,effects from kamino into mine, opened ZE then loaded the kamino world , delete the layers i didnt want and save it as my modid.
I copied the .fx and .sky from the kamino , renamed them to my modid and stuck em in my world folder.
You might have to re-place the CP's and spawn paths ,regions .... i had to.
I dont think you can have a modid the same as a shipped world.
It worked for me . All i did was make a new mod ,copy over the msh,obj ,munged,effects from kamino into mine, opened ZE then loaded the kamino world , delete the layers i didnt want and save it as my modid.
I copied the .fx and .sky from the kamino , renamed them to my modid and stuck em in my world folder.
You might have to re-place the CP's and spawn paths ,regions .... i had to.
-
Kenobi_wan_obi
RE: Edited Reply
You can have a shipped world as your one you just have to read the cor script in the assets and you'll see. the only things that you change in your script is the cp's and the world that is being called ie, dc:modid to cor, trust me it works
-
Captain_Mazda
RE: Edited Reply
Hey Bandu, can you help me with this?
I'm making a Hoth map to create a faster, better, and more realistic Hoth battle. I made the new map (HTH), copied the odfs, mshs, and Hoth's world1 and effects folders to HTH. However, basically only the terrain showed up in ZE. The only objects that were there were the ones in BASE. I wanted it this way, so I guess something strangely helpful happened, lol. I worked on it for a few hours and the map has a BASE, Conquest, and eli mode. However, when I run it in the game, only the map shows up. There are no spawns to choose. I've tried everything from fixing the REQ to renaming and deleting files. The effects work great, I can see the snow falling in the spawn screen, however, it is unplayable and I have no idea what to do. On top of that, after I munge, VisualMunge says it could not find the HTH.REQ file even though it is right there in my world1 folder. It looks something like this:
Munging HTH.REQ - Couldn't find file
Munging HTH.REQ - Couldn't find file
It basically repeats this message (not exact) twice. I also deleted all the hunt. and CTF modes. Any ideas?
I'm making a Hoth map to create a faster, better, and more realistic Hoth battle. I made the new map (HTH), copied the odfs, mshs, and Hoth's world1 and effects folders to HTH. However, basically only the terrain showed up in ZE. The only objects that were there were the ones in BASE. I wanted it this way, so I guess something strangely helpful happened, lol. I worked on it for a few hours and the map has a BASE, Conquest, and eli mode. However, when I run it in the game, only the map shows up. There are no spawns to choose. I've tried everything from fixing the REQ to renaming and deleting files. The effects work great, I can see the snow falling in the spawn screen, however, it is unplayable and I have no idea what to do. On top of that, after I munge, VisualMunge says it could not find the HTH.REQ file even though it is right there in my world1 folder. It looks something like this:
Munging HTH.REQ - Couldn't find file
Munging HTH.REQ - Couldn't find file
It basically repeats this message (not exact) twice. I also deleted all the hunt. and CTF modes. Any ideas?
-
Lord-Bandu
RE: Edited Reply
There was no spawns to choose from on my 1st go . I had to place new cps and paths.
As for the req problem , im not sure but you may have acidently deleted a ' or somethin .
As for the req problem , im not sure but you may have acidently deleted a ' or somethin .
-
Captain_Mazda
RE: Edited Reply
But I mean I've already placed my new spawns and CPs. Still nothing shows up.
-
Stager00
This might be elementary, but if you started with the shipped .lua its calling for "HOT\\HOT1.lvl" instead of the dc command for downloadable content. It should be more like (dc:modid\\modid.lvl, modid_con)
Oh, and in some worlds...you cant save and overwright the original filename. It just comes back. I had that prob with Utapau but not Geonosis. Re-name it to something different then do the dc in the .lua
Oh, and in some worlds...you cant save and overwright the original filename. It just comes back. I had that prob with Utapau but not Geonosis. Re-name it to something different then do the dc in the .lua
-
TAWArtemis
-
STV-1138
ive tried doing everything i can think of but i cant get it to work all i get is the flat/default map
and ive had to edit my lua in my common/scripts/modid folder for my commander bacara and clone lieutenant units to appear proppally because i modified to it for there to be only one clone commander on the battlefeild
thanks in advance!
and ive had to edit my lua in my common/scripts/modid folder for my commander bacara and clone lieutenant units to appear proppally because i modified to it for there to be only one clone commander on the battlefeild
thanks in advance!
-
STV-1138
sorry for double posting but heres my PC_mungelog...
yC:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\WEA\WEAc_con.lua:244: <eof> expected near `end'
ERROR[scriptmunge scripts\WEA\WEAc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\WEA\WEAc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\WEAc_con.req]:Expecting bracket, but none was found.
File : munged\pc\weac_con.script.req(1)...
ucft <--
ERROR[levelpack mission\WEAc_con.req]:Expecting bracket, but none was found.
File : munged\pc\weac_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
yC:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\WEA\WEAc_con.lua:244: <eof> expected near `end'
ERROR[scriptmunge scripts\WEA\WEAc_con.lua]:Could not read input file.ERROR[scriptmunge scripts\WEA\WEAc_con.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings
ERROR[levelpack mission\WEAc_con.req]:Expecting bracket, but none was found.
File : munged\pc\weac_con.script.req(1)...
ucft <--
ERROR[levelpack mission\WEAc_con.req]:Expecting bracket, but none was found.
File : munged\pc\weac_con.script.req(1)...
ucft <--
2 Errors 0 Warnings
-
BF2-Master
- Captain

- Posts: 469
- Joined: Thu Mar 02, 2006 7:08 pm
- Teancum
- Jedi Admin

- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
-
dlinvader
yeah i been wanting to change the skins for the felica map (probably spelled wrong soryr just got home from work and tired) to that of the 327th colors, now when i do everything and munge it etc, when i go and test it there is nothing of fel there, just cp's no trees no nothing i tried renaming those files etc, and still to no avail any help would be greatly appreciated on this.
even help in telling me what directories to get stuff out of for a remake on the map would be great help im really new at this
even help in telling me what directories to get stuff out of for a remake on the map would be great help im really new at this
-
jkempster
i achieved this earlier, by doing basically what lord-bandu said but a bit different. here is what i did.
1.go to assets\worlds\tat\world2.
2.copied the tat2.wld
3.pasted into the mod maps world1 folder
4.deleted the old HM1.wld
5.renamed the tat2.wld to HM1.wld
6.went back to assets\worlds\tat
7.opened the odf folder and copied all thigns beggining with tat2, along with anything beginning with tat
8. pasted them all into the mods world1 folder
9. went back to assests and opened the msh folder, repeated same process
10. pasting all tat2 and tat into world1, including files in pc folder
11. now continue this till you've done all folders from tat
12. go back to world1, and u find various tat2.***
13. for example tat2.bar
14. rename them according to your 3 letter mod id
15. when doing this delete the ones already named what your naming tat2.***
i havnt dont all of these yet on mine just the wld and the bar as i didnt want to do my own barriers and the ai were annoying me when they walked into walls, though it was fun to drop time bombs on the stuck ones.
anyway then i opened zero editor and moved the cps ect so they were the same as the shipped maps. i dont know if one of the .wld, .bar ect is the cps but i do recommend doing all of them. i think one is lighting so my maps darker than the shipped one. oh well at least it works
ive been playin with the tools coz i just fixed my pc so they work again
hope i helped
1.go to assets\worlds\tat\world2.
2.copied the tat2.wld
3.pasted into the mod maps world1 folder
4.deleted the old HM1.wld
5.renamed the tat2.wld to HM1.wld
6.went back to assets\worlds\tat
7.opened the odf folder and copied all thigns beggining with tat2, along with anything beginning with tat
8. pasted them all into the mods world1 folder
9. went back to assests and opened the msh folder, repeated same process
10. pasting all tat2 and tat into world1, including files in pc folder
11. now continue this till you've done all folders from tat
12. go back to world1, and u find various tat2.***
13. for example tat2.bar
14. rename them according to your 3 letter mod id
15. when doing this delete the ones already named what your naming tat2.***
i havnt dont all of these yet on mine just the wld and the bar as i didnt want to do my own barriers and the ai were annoying me when they walked into walls, though it was fun to drop time bombs on the stuck ones.
anyway then i opened zero editor and moved the cps ect so they were the same as the shipped maps. i dont know if one of the .wld, .bar ect is the cps but i do recommend doing all of them. i think one is lighting so my maps darker than the shipped one. oh well at least it works
ive been playin with the tools coz i just fixed my pc so they work again
hope i helped
-
jango232
