Looking for advice on how best to add the convo-pack maps (Atleast the ones that were shipped) to a mod of my own, with new sides, vehicles, and changed command posts, and others?
Also is there an easy way to add a new side to someone else map? Without changing anything, just giving out the side to be added etc?
Thanks Alexis.
Adding SWBF1 Maps to a mod, and adding sides to a mod
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ARC1778
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Re: Adding SWBF1 Maps to a mod, and adding sides to a mod
For the first, you can copy the .lvl world files from the convo pack folder into your mod, and in your script find the line that reads the world file name and change it to the convopack world file name, and add "dc:" so your mod knows to look for the file in it's own addon folder.
If you intend to do this for conquest mode you'll need to know the names of the command posts from the world file, you can find them by opening the world file in a hex editor and search for different instances of com_bldg_controlzone and shortly below each instance of com_bldg_controlzone you will see the name issue to the cp by the maker of the map, most of the time it's something like cp3, cp8, etc.
And to go even deeper you'll need to know the names of world layers if the map has ctf objects and you want to use that map in a ctf mode. In the hex editor on the map file search for "wrld" and each instance will have a nearby name of that object layer.
If I may go a bit deeper; if you were to open tat2.lvl (stock Mos Eisley) and search for "wrld" you would eventually find an instance of wrld that's name tat2_collision. This specific data layer is what loads those invisible wall cubes that prevents you from jumping out of the map.
Your second request a little bit tougher but kinda works the same as I explained above;
Your map script needs to read their map world file while loading the sides of its own.
If you intend to do this for conquest mode you'll need to know the names of the command posts from the world file, you can find them by opening the world file in a hex editor and search for different instances of com_bldg_controlzone and shortly below each instance of com_bldg_controlzone you will see the name issue to the cp by the maker of the map, most of the time it's something like cp3, cp8, etc.
And to go even deeper you'll need to know the names of world layers if the map has ctf objects and you want to use that map in a ctf mode. In the hex editor on the map file search for "wrld" and each instance will have a nearby name of that object layer.
If I may go a bit deeper; if you were to open tat2.lvl (stock Mos Eisley) and search for "wrld" you would eventually find an instance of wrld that's name tat2_collision. This specific data layer is what loads those invisible wall cubes that prevents you from jumping out of the map.
Your second request a little bit tougher but kinda works the same as I explained above;
Your map script needs to read their map world file while loading the sides of its own.
