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Convert BF1 map to BF2

Posted: Tue Dec 15, 2009 4:01 pm
by vonfrank
I know that i'm new around here and i've been asking alot of questions recently, but i just got Battlefront 2 for PC after having Battlefront 1 for years and I'm eager to get to work modding Battlefront 2 :D

What do i have to do to convert a map from Battlefront 1 to Battlefront 2. I know that i will have to tranfer the assets to a BF2 mod tools project, but is there anything else i have to do?

Re: Convert BF1 map to BF2

Posted: Tue Dec 15, 2009 4:31 pm
by AceMastermind
vonfrank wrote:What do i have to do to convert a map from Battlefront 1 to Battlefront 2...
Maybe this FAQ topic will help:
http://www.gametoast.com/forums/viewtop ... =27&t=3574

Re: Convert BF1 map to BF2

Posted: Tue Dec 15, 2009 4:34 pm
by FragMe!
From the FAQ http://www.gametoast.com/forums/viewtop ... =27&t=3574

Also there is a mod that already has the BF1 maps converted to BFII, it's quite popular, unless of course you wanted more modification to those maps than that.

DOH but I am sending anyway

Re: Convert BF1 map to BF2

Posted: Tue Dec 15, 2009 10:52 pm
by vonfrank
Thanks! :D

i hope it works :yes:

EDIT
well unfortunately im facing the same problem that many people on that thread were complaining about. The game loads but there are no CPs and therefore, I cant spawn

Re: Convert BF1 map to BF2

Posted: Tue Dec 15, 2009 10:55 pm
by myers73
im guessing the CPs need to be added to the LUA and or placed in ZE

Re: Convert BF1 map to BF2

Posted: Tue Dec 15, 2009 10:56 pm
by AQT
Did you set up your LUA scripts properly?

Re: Convert BF1 map to BF2

Posted: Wed Dec 16, 2009 3:38 pm
by Jendo7
I've found if you do a manual clean ,it sometimes works the second time you munge.

Re: Convert BF1 map to BF2

Posted: Thu Dec 17, 2009 10:16 pm
by vonfrank
I followed the instructions on doing a manual clean but i still have no Command Posts

here is the LUA
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "Cp1"}
cp2 = CommandPost:New{name = "Cp2"}
cp3 = CommandPost:New{name = "Cp3"}
cp4 = CommandPost:New{name = "Cp4"}
cp5 = CommandPost:New{name = "Cp5"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)

conquest:Start()

SetUberMode(1);

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",90) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_fly_gunship")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_jangofett",
"cis_hover_aat")

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04",
"jed_master_01",
"jed_master_02",
"jed_master_03",
"jed_runner")

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")

SetupTeams{
rep = {
team = REP,
units = 100,
reinforcements = 1000,
soldier = { "rep_inf_ep2_rifleman",40, 50},
assault = { "rep_inf_ep2_rocketeer",10, 20},
engineer = { "rep_inf_ep2_engineer",10, 20},
sniper = { "jed_knight_01",10, 20},
officer = {"jed_knight_02",10, 20},
special = { "jed_master_01",10, 20},

},
cis = {
team = CIS,
units = 200,
reinforcements = 2000,
soldier = { "cis_inf_marine",55, 65},
assault = { "cis_inf_rifleman",25, 35},
engineer = { "cis_inf_engineer",20, 30},
sniper = { "cis_inf_sniper",20, 30},
officer = { "gen_inf_geonosian",30, 40},
special = { "cis_inf_droideka",20, 30},
}
}

SetHeroClass(CIS, "cis_hero_jangofett")
SetHeroClass(REP, "rep_hero_macewindu")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 20) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 175)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 90)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:GEA\\GEA.lvl", "GEA_conquest")
ReadDataFile("dc:GEA\\geoa.lvl", "geoa_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

Re: Convert BF1 map to BF2

Posted: Fri Dec 18, 2009 8:10 pm
by Jendo7
You really should post your bfront2 log errors from your map with the BF2_modtools.exe that you should place inside Lucasarts/Star Wars Battlefront II/GameData. Just play your map from within this directory and it will generate a bfront2 error log.

Re: Convert BF1 map to BF2

Posted: Mon Dec 21, 2009 2:49 pm
by vonfrank
unfortunately i need to put in the disc to get a console report and since i have a downloaded version of the game, i have no disc.. :(

im almost certain that it is a problem with the LUA, but i dont really know what.

Re: Convert BF1 map to BF2

Posted: Mon Dec 21, 2009 3:08 pm
by DarthD.U.C.K.
you can find a version of the debuger that works without cd in the everything you need thread

Re: Convert BF1 map to BF2

Posted: Tue Dec 22, 2009 10:07 pm
by vonfrank
ok i found the no cd debug version and it worked, thanks :D

here is a part of the report that i think is the problem
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk geoa_conquest in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\GEA\Data\_lvl_pc\GEA\geoa.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:GEA\geoa.lvl

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(3776)
Command Post "cp1" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'

Re: Convert BF1 map to BF2

Posted: Wed Dec 23, 2009 1:38 am
by computergeek
Looks like your lua is messed up. Post it please

Re: Convert BF1 map to BF2

Posted: Wed Dec 23, 2009 1:45 am
by RogueKnight
He already did.

Re: Convert BF1 map to BF2

Posted: Wed Dec 23, 2009 3:20 am
by AQT
Error points at this line:

Code: Select all

ReadDataFile("dc:GEA\\geoa.lvl", "geoa_conquest")
Did you rename anything in the world1/2 folder? You shouldn't have if you did. Is your Conquest layer set up properly? If the map you are trying to convert is Geonosis: Spire then that line should look something like this:

Code: Select all

ReadDataFile("dc:[insert-modID]\\geo1.lvl", "geo1_conquest")

Re: Convert BF1 map to BF2

Posted: Wed Dec 23, 2009 11:32 pm
by vonfrank
it's not Goeonosis Sipre, It's My Geonosis: Arena map fro Battlefront 1 that is up on filefront, i'm trying to make it for BF2 as well.

the world file is called geoa.wld so according to the tutorial,
ReadDataFile("dc:GEA\\geoa.lvl", "geoa_conquest")
is correct, i think :?

Re: Convert BF1 map to BF2

Posted: Thu Dec 24, 2009 12:19 am
by AQT
Is your WLD name also the same as your REQ name? Do you have any animated props in your map?

Re: Convert BF1 map to BF2

Posted: Thu Dec 24, 2009 1:41 pm
by vonfrank
yeah, everything is called geoa

Re: Convert BF1 map to BF2

Posted: Thu Dec 24, 2009 6:11 pm
by AQT
It's very possible that your Conquest layer was not set up properly. Can you post the REQ file in your world1 folder?

Re: Convert BF1 map to BF2

Posted: Sun Dec 27, 2009 4:29 pm
by vonfrank
here is the REQ
Hidden/Spoiler:
ucft
{
REQN
{
"config"
}

REQN
{
"class"
}

REQN
{
"texture"
"geoa_map"
}


REQN
{
"texture"
"platform=pc"

}

REQN
{
"path"
"geoa"
}
REQN
{
"congraph"
"geoa"
}
REQN
{
"envfx"
-- "geoa"
}
REQN
{
"world"
""
}
REQN
{
"prop"
-- "geoa"
}
REQN
{
"boundary"
"geoa"
}
REQN
{
"config"
-- "flyerspray"
-- "walkerstomp"
-- "hailfire_wake"
-- "dustwake"
}

REQN
{
"lvl"
"geoa_Conquest"
}
}