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Battlefront 2 mod tools help

Posted: Sat Jun 30, 2012 11:07 am
by sniper9191413
hi, i have the mod tools for battlefront 2 and ran into a problem. I know how to make a basic map, lower ground etc. but when i place objects into the map it does not show up when i play the game. what is wrong? thanks.

Re: battlefront 2 mod tools help

Posted: Sat Jun 30, 2012 2:11 pm
by Marth8880
Umm... Could you explain exactly, step-by-step, what you have done?

Re: battlefront 2 mod tools help

Posted: Sat Jun 30, 2012 2:40 pm
by Cleb
Are you using objects from the assets? Because if you did, then you need to copy only the file folders (not including the world1, world2, etc. folders) within the asset's world folder and paste it inside your world's folder, then munge it. I think you copied the whole world folder, not its contents. I think you did that because thats what I did for a while before I figured it out.

Re: battlefront 2 mod tools help

Posted: Sat Jun 30, 2012 4:54 pm
by Fiodis
Actually, Cleb, you don't even have to copy over the entire folders, just the files you need. Anyway, there's really no way to tell what the problem is here until the OP lets us know the steps he followed to place his objects.

Re: battlefront 2 mod tools help

Posted: Sat Jun 30, 2012 5:28 pm
by sniper9191413
what i did was go into assets. then worlds then i copied a world and pasted it in my worlds file of the map i created. do i need to only copy the odf folder?

Re: battlefront 2 mod tools help

Posted: Sat Jun 30, 2012 6:07 pm
by Cleb
Fiodis wrote:you don't even have to copy over the entire folders, just the files you need.
I knew that, but I just copy the whole thing over because there are too many files in the msh folder to sort through to find the right one. Besides, I'm lazy. :sleep:
Fiodis wrote:Anyway, there's really no way to tell what the problem is here until the OP lets us know the steps he followed to place his objects.
Just thought I'd make a prediction, and I was right! :shock:

@sniper9191413: you have to go into the worlds folder so you see folders named odf, msh, munged, etc. and copy all those folders (excluding the folders called world1, world2, ect. You only really need those if your editing a shipped map.) into data_ABC/Worlds/ABC folder. Or, as Fiodis said, you could copy individual assets.

ABC means your world's 3-letter name that you typed when you first munged.

Hope that helped! :wink:

Re: battlefront 2 mod tools help

Posted: Sat Jun 30, 2012 6:41 pm
by Fiodis
Cleb wrote:Or, as Fiodis said, you could copy individual assets.
That's really much better practice, and something I'd recommend you get the hang of from the start. It's pretty simple, really:

1) Go to your world's three-letter folder in BF2_ModTools\data_***\Worlds\***
2) Create four new folders, and name them odf, msh, effects, and MUNGED.
3) Go to the asset folder of the world you want to borrow some prop from, then go into that world's odf folder.
4) Find the odf file for the prop you want, and copy just that one file into your own world's odf folder (in BF2_ModTools\data_***\Worlds\***).
5) Open the file and see what GeometryName is.
6) Go back to the world you took the odf from, and this time go into the msh folder.
7) Find the msh file with the same name as the GeometryName in your odf file. Find also the .msh.option file with the same name if there is one.
8) You guessed it. Copy that file into your own world's msh folder.
9) Open up the msh file with Notepad.
10) Hit ctrl f to search, then search for tga
11) Every time you find a reference to filename.tga (filename being whatever), look for that tga file in the world's msh folder
12) Copy that tga file (and any .tga.option file with the same name) into your own world's msh folder
13) Load up the odfs in ZE, and place away.

It seems like a lot of steps, but they're all simple and boil down to iterations of "find this, copy it, paste it here".

Re: battlefront 2 mod tools help

Posted: Sun Jul 01, 2012 4:15 pm
by Bob
^this is exactly how you do it. Copying only the needed folders instead of all may be a bit more of work, but it's good practise and lowers your mod/maps file size, wich makes it upload/download faster and saves place on the hard drive.

Re: battlefront 2 mod tools help

Posted: Sun Jul 01, 2012 7:03 pm
by sniper9191413
thanks, but i have 2 more questions. how do you make the traps work, for example, trap doors or the deathstar garbage room. also, how do you make kill zones, for things like lava?

Re: battlefront 2 mod tools help

Posted: Sun Jul 01, 2012 7:37 pm
by AQT
sniper9191413 wrote:also, how do you make kill zones, for things like lava?

Re: battlefront 2 mod tools help

Posted: Mon Jul 02, 2012 10:13 am
by Fiodis
"Traps" vary wildly; they boil down to creative ways of killing people. The trap door in Jabba's Palace, I think, might just be a normal automatic door; we have tutorials here on how to set one up. The Death Star compactor's a bit more complex and involves ZE animations and some LUA code. I recommend you look at this tutorial, as well as the stock documentation, to figure out how to make ZE animations. Then look at the Death Star luas for the associated lua code.

I think you'll be better off, though, just making a ZE-animated trap door that opens into lava, or something simple that doesn't use much LUA code. You will need OnEnterRegion and PlayAnimation for that.

battlefront 2 modding

Posted: Fri Jul 06, 2012 8:38 am
by sniper9191413
how do you chanege the hero for the map you make instead of anakin/maul
how do you move or delete the 4 cps that start automatically on the map
how do you add thick fog like the mygeeto map
how do you make the battlefield higher like when you are flying a ship you cant go high.
how do you make a ship takeoff higher? like when you press the take off button and the ship rises before you can fly away.
how do you make a destroyable cp?

Re: battlefront 2 modding

Posted: Fri Jul 06, 2012 9:27 am
by Anakin
Welcome to gametoast.
You should really try to use the search funktion, and use the FAQ/Everyting you need thread. Read some tutorials, so you know the words we use here. If i tell you make a new map, edit it, and select the right layer, select the CP and press del, you really should know, what i'm talking about.

The Fly hight you set up in your Lua file, and the Heros you set up there too.

so first read this tuts

http://www.gametoast.com/forums/viewtop ... 64&t=19725

forums/viewtopic.php?f=27&t=13806

Re: battlefront 2 mod tools help

Posted: Fri Jul 06, 2012 4:25 pm
by sniper9191413
problem: now no one spawns except for me when i test the map. How do i make THICK fog like mygeeto. i use the fog and skyfog props but it isnt thick enough. also HOW DO I MOVE A PRESET COMMAND POST!!! i am making a crazy awesome map and it looks awesome. i am making general grievous' lair as seen in star wars the clone wars, but i need help to finish it. how do you make a destroyable command post. please answer these questions. i already looked for tutorials!!! i also tried shadow under regions but nothing shows up. i dont know if i put it in the lua script right

Re: battlefront 2 mod tools help

Posted: Fri Jul 06, 2012 5:26 pm
by Cleb
sniper9191413 wrote:problem: now no one spawns except for me when i test the map.
What did you do?
sniper9191413 wrote:HOW DO I MOVE A PRESET COMMAND POST!!!
In Zeroedit, you hold C while any object is selected and use the left, right, and middle (usualy the mouse wheel) to move it along the x, y, and z axis.
sniper9191413 wrote:how do you make a destroyable command post
Im not sure that's possible in swbf2, but I'm not that experienced a modder so someone else might know the answer. :wink:

Re: battlefront 2 mod tools help

Posted: Fri Jul 06, 2012 5:32 pm
by sniper9191413
one last thing, can i play this on xbox 360? the read me said something about xbox live

EDIT
it doesnt let me select a command post

Double posting is against the RULES; please EDIT your post instead -Staff

Re: battlefront 2 mod tools help

Posted: Fri Jul 06, 2012 5:50 pm
by Marth8880
Cleb wrote:
sniper9191413 wrote:HOW DO I MOVE A PRESET COMMAND POST!!!
In Zeroedit, you hold C while any object is selected and use the left, right, and middle (usualy the mouse wheel) to move it along the x, y, and z axis.
You have to be in the proper layer, remember. In Zero Editor, click on the "Change" button under "Active Layer":
Hidden/Spoiler:
Image
Then, click on the "Conquest" layer in the window that pops up:
Hidden/Spoiler:
Image
Cleb wrote:
sniper9191413 wrote:how do you make a destroyable command post
Im not sure that's possible in swbf2, but I'm not that experienced a modder so someone else might know the answer. :wink:
See Hoth shield generator.


EDIT:

Play what on the Xbox 360? Star Wars Battlefront II? If so, then yes, as long as you have the update that implements an Xbox emulator for most original Xbox games. However, Xbox Live support has been dismantled for the original Xbox, so you will not be able to play online.

bf2 modding error

Posted: Fri Jul 06, 2012 6:20 pm
by sniper9191413
hi, i made a map but something happened. everytime i play it i spawn but no ai spawn. whats the problem?

Re: bf2 modding error

Posted: Fri Jul 06, 2012 6:27 pm
by Marth8880
Please post your LUA. Also, have you tried a manual clean? :o

Re: battlefront 2 mod tools help

Posted: Sun Jul 08, 2012 2:51 pm
by Fiodis
Somewhat late, but if you move a CP, make sure to move the associated regions and paths as well.