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How do you copy a map?
Posted: Wed Aug 30, 2006 3:27 pm
by Dragon93
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I want to test some units out but i don't want to use the default test map, usually when i copy a map from assets there is no where to spawn.
What do i have to do?
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- Dragon93
RE: How do you copy a map?
Posted: Wed Aug 30, 2006 3:59 pm
by Rekubot
What are you copying over? The whole folder or just the .WLD file? I think there was a topic about this a little while back, that should tell you how to copy the shipped maps.
RE: How do you copy a map?
Posted: Wed Aug 30, 2006 5:32 pm
by Hebes24
I just did this myself:
1. Copy the map's folder from assets\worlds, the
Whole folder. Paste it into data_***\worlds. Then rename the folder from the old name to the 3 letter mod ID name.
2. Now go into the world1(or 2) folder inside the new folder and rename
all the files inside, including the ***.sky file, but
not the sky textures and mshs, just the .sky file.
3. Then go into assets\scripts and find the scripts associated with the map you copied (you could alter the existing lua's, but it's much easier to do it this way) and paste them into your map's script folder, renaming them appropriately.
4. Then update the addme.lua, and the mission.req (in data_***\common) and the mode req's in common\mission. I suggest looking at how the req's are set up to make them, they're pretty simple.
5. Open the .wld file in ZE to make sure it comes up and looks OK. then save, munge and you should have an exact copy of the shipped map!

Posted: Wed Aug 30, 2006 8:13 pm
by archer01
If you want to make physical changes to the map itself (add/move items, etc) you have to use Hebes24's solution. However, if all you want to do is use one of the pre-existing maps with only unit/skin/script changes, then read on...
If all you want to do is use one of the pre-existing maps with only unit/skin/script changes, then only a single lua file is needed.
In the map's lua script you'll see a line that looks like this:
Code: Select all
ReadDataFile("dc:LKA\\LKA.lvl", "LKA_conquest")
That is the line that actually loads the map itself. Now lets say you want to use Geonosis's map instead, just change that one line to the following:
Code: Select all
ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")
Notice the lack of a "dc:" in there? Now that lua script will load the Geonosis map with the conquest setup instead of a mod map. All the rest of the lua scripting is exactly the same, except you may have to check the asset maps to find the names of some objects (CPs, regions, etc) in order to use them correctly.
After munging, you can even delete the ***.lvl from the addon folder since it isn't used. Once the lua for the map starts running, it will use the geo1.lvl from the game files instead. Only the mod map's core.lvl and mission.lvl are actually needed (core for localization, and mission for the lua scripts).
This is what I did for the Jedi Support mod I made.
Posted: Wed Aug 30, 2006 8:54 pm
by Ace_Azzameen_5
Would it be possible to load two main lvls, for example, one being a shipped map and another being a layer of new command posts, vehicle spawns and other objects?
Esentially, since the mrqs are the olnly things called by the lau, you'd have to load to modes at once, but I wonder if it could be rigged to work. It could really cut size for more complex redux maps.
Posted: Thu Aug 31, 2006 12:32 am
by archer01
I'm not sure what would happen if you tried that... The layer assets aren't what would worry me, it would be the terrain itself... The terrain seems to be implicitly loaded when a map's assets are loaded. So there is no telling what would happen.
Posted: Thu Aug 31, 2006 9:01 am
by Ace_Azzameen_5
Double Reinforced Terrain! I wonder if it's possible to have two terrains-that woay you could add terain without deleting existing terrain-just paint it real low where the existing terrain is. I should try this to see if it makes the game 's head explode, and if I feel up to it, try trouble shooting it.
Posted: Thu Aug 31, 2006 9:36 am
by Teancum
BTW, it's possible to do different terrain for different layers (look inside the LYR files) but you'd have to make different terrain in different projects, renaming, editing the LYR file (it's a text file), etc.
Posted: Thu Aug 31, 2006 2:47 pm
by Dragon93
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Archer01, i tried what you said and i change it in both LUAs, but when i played the map the game crashed, this is my log:
Code: Select all
ERROR[levelpack 23N.req]:Expecting bracket, but none was found.
File : munged\pc\23n_conquest.lvl.req(1)...
ucft <--
ERROR[levelpack 23N.req]:Expecting bracket, but none was found.
File : munged\pc\23n_conquest.lvl.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
ERROR[levelpack 23N.req]:Expecting bracket, but none was found.
File : munged\pc\23n_conquest.lvl.req(1)...
ucft <--
ERROR[levelpack 23N.req]:Expecting bracket, but none was found.
File : munged\pc\23n_conquest.lvl.req(1)...
ucft <--
[continuing]
2 Errors 0 Warnings
Posted: Thu Aug 31, 2006 5:57 pm
by archer01
There is something wrong with the syntax of your .req files (according to those errors). What did you name the reqs and what is their contents?
Posted: Fri Oct 27, 2006 5:43 am
by wazmol
sorry everyone to dig up an old topic but i must no one thing.
when you copy over the shipped scripts to your scripts do you have to edit the lua because it uses the original shipped map but i want it to use an edited version. do you have to change:
ReadDataFile("fel\\fel1.lvl", "fel1_conquest")
to
ReadDataFile("dc:fel\\fel1.lvl", "fel1_conquest")
or anything?
thanks alot and again sorry everyone
Re: RE: How do you copy a map?
Posted: Tue Jan 16, 2007 3:03 pm
by fusillade
Hebes24 wrote:I just did this myself:
1. Copy the map's folder from assets\worlds, the
Whole folder. Paste it into data_***\worlds. Then rename the folder from the old name to the 3 letter mod ID name.
2. Now go into the world1(or 2) folder inside the new folder and rename
all the files inside, including the ***.sky file, but
not the sky textures and mshs, just the .sky file.
3. Then go into assets\scripts and find the scripts associated with the map you copied (you could alter the existing lua's, but it's much easier to do it this way) and paste them into your map's script folder, renaming them appropriately.
4. Then update the addme.lua, and the mission.req (in data_***\common) and the mode req's in common\mission. I suggest looking at how the req's are set up to make them, they're pretty simple.
5. Open the .wld file in ZE to make sure it comes up and looks OK. then save, munge and you should have an exact copy of the shipped map!

I'm bringing this one out of the Grave. I desperately need some help. I did steps 1,2 and 3 no problem.
As for step 4 what should I be updating on on my addme.lua and mission.req? I'm not sure where I should be looking as to "how the req's are setup".
Also, in the world1 folder, shouldn't I edit the renamed ***.req to correspond with all my newly renamed files?
I'm trying to do this with Kamino. Any help would be awesome. I spent all morning searching the forums for a more precise answer, haven't found it yet....