.wld to .lvl
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- Zelvac
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.wld to .lvl
Hello,
sorry for my English I am French. I used ZeroEditor to create a new map for battlefront 2, and when I save all registers in .wld, how can I play my map? Must it not format my card either .lvl?
How to save in .lvl / or convert .wld to .lvl
Please help me.
sorry for my English I am French. I used ZeroEditor to create a new map for battlefront 2, and when I save all registers in .wld, how can I play my map? Must it not format my card either .lvl?
How to save in .lvl / or convert .wld to .lvl
Please help me.
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theultimat
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Re: .wld to .lvl
It's all in the "Getting Started" documentation. Here's the bit I believe you're looking for:
Getting Started documentation wrote:...
Browse to \BF2ModTools\data_abc\_Build
Run ModTools VisualMunge.exe from inside this folder.
...
The term “munge” is the term that we use for basically compiling your data for use in the game. We’ll get to actually modifying your new world in a bit, first I’m going to cover munging, and running your new level in the game.
So, by now you should have opened VisualMunge from inside your new mod folder, and you’ll notice that all the Munge options have been enabled, and the Create World options disabled. Your new level will automatically show up in the Worlds drop-down menu, and the only other option that should be selected by default is Common. You can leave everything as is when you run the program. Note: you MUST have your world selected in the worlds list in order for everything to munge and copy correctly.
Click Munge.
Once VisualMunge finishes working it’s magic, you’re all done. You have a level that you can run, and play in the game. Visual Munge copies all the necessary files for running your level into your Battlefront II folder in the following location: \Star Wars Battlefront II\GameData\Addon\ABC (where ABC is the 3-letter name that you gave to your level). Run the game, and your new map should show up in the Instant Action, and Multiplayer playlists.
- Zelvac
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Re: .wld to .lvl
I understand a little. I opened VisualMunge but "Munge" is off / Create a New World is on - look:

What must I do to "Munge" is on ?
What must I do to "Munge" is on ?
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theultimat
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Re: .wld to .lvl
You need to run the visual munge in your map's _BUILD folder. Then you should be able to do it as is said.
- Zelvac
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Re: .wld to .lvl
I placed VisualMunge in the folder: \ ModsToolBf2 \ assets \ worlds \ ABC but when I run it there is nothing on the menu: Munge> worlds, look
:
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theultimat
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Re: .wld to .lvl
Just wondering, but did you even read the documentations? If not, I would really, really reccommend it, as it tells you how to make a map correctly. I also have no idea what you're doing with your map in the assets - it should be in the map's folder.
Anyway, try giving the Getting Started.doc file a read in the documentation folder of the modtools, and follow that. If you're still having problems, report back here. Good luck.
Anyway, try giving the Getting Started.doc file a read in the documentation folder of the modtools, and follow that. If you're still having problems, report back here. Good luck.
- [TFA]Padawan_Fighter
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Re: .wld to .lvl
Il semble que vous avez ce tout à fait tort.
Tout d'abord, vous devez aller en BF2_Modtools, puis exécutez ModTools VisualMunge.exe. Une fois que vous avez fini d'utiliser cela, il apparaîtra alors dans data_ABC (ABC signifie le nom de trois lettres vous lui avez donné). Une fois que vous avez terminé l'édition data_ABC (mais vous n'avez pas vraiment besoin de modifier), vous devez ensuite aller à son propre dossier de données, ce qui serait data_ABC/data/BUILD and run ModTools VisualMunge.exe à partir de là . Il est déjà là, pas besoin de copier et coller. Puis, tout ce que vous avez vraiment faire, c'est cliquer sur Munge.
Aucun copier, coller, ou de la mise nécessaire, faites juste ce que je dis, et vous serez amende.
J'espère que cela aidera.
Excusez-moi pour mon mauvais français, j'ai dû utiliser un traducteur.
Tout d'abord, vous devez aller en BF2_Modtools, puis exécutez ModTools VisualMunge.exe. Une fois que vous avez fini d'utiliser cela, il apparaîtra alors dans data_ABC (ABC signifie le nom de trois lettres vous lui avez donné). Une fois que vous avez terminé l'édition data_ABC (mais vous n'avez pas vraiment besoin de modifier), vous devez ensuite aller à son propre dossier de données, ce qui serait data_ABC/data/BUILD and run ModTools VisualMunge.exe à partir de là . Il est déjà là, pas besoin de copier et coller. Puis, tout ce que vous avez vraiment faire, c'est cliquer sur Munge.
Aucun copier, coller, ou de la mise nécessaire, faites juste ce que je dis, et vous serez amende.
J'espère que cela aidera.
Excusez-moi pour mon mauvais français, j'ai dû utiliser un traducteur.
- Anakin
- Master of the Force

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Re: .wld to .lvl
ähm i'm very sorry but i'Ve got a problem withe new map, too.
If i munged my map and started it there is no map where i can select which cp i want to go in, so i couldn't start
If i munged my map and started it there is no map where i can select which cp i want to go in, so i couldn't start
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Darth_Spiderpig
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Re: .wld to .lvl
@ Anakin: Clean and remunge. That should help. 
- Anakin
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Re: .wld to .lvl
no
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Darth_Spiderpig
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Re: .wld to .lvl
Hidden/Spoiler:
