Noob in need of help - Where to start?
Moderator: Moderators
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Krayt88
Noob in need of help - Where to start?
Hey guys. Krayt88 here. I recently downloaded the mod tools for SWBF but i gotta say: i am a complete Noob to modding. now i have some good ideas for a map (at least i think they are) but now i dont even know how to put them down. i mean i am completly helpless here. i dont even know how to put down an object but i know you guys are the best so i come to you for help for obious reasons. anyway if you guys could help me out i would really apriciate it. my email adress is [email protected] and my xfire name is krayt88 if you could get in contact with me.
- EraOfDesann
- Jedi Admin

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Don't worry, we've all been noobs to modding so it's no big deal. Luckily for you, a tutorial was just released. It tells you all of the basic stuff and was made by a good portion of the modders here. Link- http://www.halfhearts.com/swbft.zip
I hope that that will help you get started. If you have any questions feel more than welcome to ask anyone here for help!
I hope that that will help you get started. If you have any questions feel more than welcome to ask anyone here for help!
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RDST
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deathmaster
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RDST
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MasterNoth
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Krayt88
hey thanks for the link to the tutorial. i havnt looked over it all yet but it seems sweet. but now i got another noobish question. in the tutorial it shows how to set the ground terrain for geonosis but for my map i would like the naboo plains ground so my question is: what files do i use to get the naboo plains ground texture?
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MasterNoth
Simple! You go into \BFBuilder\Assets\Shipped Worlds\Naboo\world1 (I believe this is Plains, not Theed) and find the filenames. Usually, the filenames are based on the ModID (In this case, nab1) and then numbers. Ex: nab1_main_1.tga Also, ground textures come with tga.option files MOST of the time. They aren't necessary, as I've seen them without, but if they are there, grab em!
Now that you know what files to grab, COPY them to your ModID/World1 folder. Then call for them in ZeroEdit, assign them to a Tile and you're done! Paint away!
Now that you know what files to grab, COPY them to your ModID/World1 folder. Then call for them in ZeroEdit, assign them to a Tile and you're done! Paint away!
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Krayt88
ok cool thanks noth. but now that that is settled i have another problem LOL. i have done a little work, setting down objects, working with CPs, etc. but when i save where exactly am i supposed to save to? i have saved to the worlds1 file within my data file and when i open the BFBuilder HTML Aplication and try to open it only Mod 1 and Mod 2 show up. i have also tried opening zero editor and load it up from there but it just loads up a default terrain map with none of the objects i previously put down. now i looked over the tutorial and cant find anything about it in there but i dont know if im even looking in the right places. so what am i doing wrong?
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Darth-Derkie
- 1st Lieutenant

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Krayt88
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Darth-Derkie
- 1st Lieutenant

- Posts: 453
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MasterNoth
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Delta_57_Dash
- Jedi

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Krayt88
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MasterNoth
You need to assign more variables to your Command Posts. You need to increase the amount of "interest" your AI have in them. Another thing to consider is whether or not you have too many men on the field. If you have more than, say 100, then they might just stand around. I'll be adding more to the tutorial soon to assist in these answers.Krayt88 wrote:ok so my level is starting to work but when i test it the AI do nothing they just sit there. whats wrong with that?
This has to do with Localization. It's not covered yet in the tutorial, and does take a little to explain. I have something from Rends (I believe) that is going in the next update. But, for now, look here: Tutorial: Localize ToolKrayt88 wrote:also when testing the error of "CP3Label is not localized" comes up. what does this mean and how do i fix it?
Not really. It's best to use something to assist you at this point, so best to stick with BFBuilder.Krayt88 wrote:also is there a way i can munge with out opening the BFBuilder.hta?
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Krayt88
