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Objects and transferring/creating units (Solved)

Posted: Mon Mar 02, 2009 11:36 am
by teckstar96
I am working on a sniper training map, and i can not figure out how to add geonosis bunkers, a little forrest and some hig spots cus it is my first map ever. Can anybody please help me?

Re: Objekts

Posted: Mon Mar 02, 2009 11:43 am
by jedimaster745
Reading the documents would shed a lot of light on your problem, but i'll tell you anyway. if you want geonosis objects(for example), take the msh and odf folders found in modtools\assets\worlds\geo and put them into your data_abc\worlds\abc\world1. then when zeroeditor is open, go to the objects tab and locate the odf folder in your world1 folder and select the object you want to use. then look at the lefthand tab thing and youll see something that says select and place next to eachother. click place and when you move your cursor around in zeroeditor an object will be following. click your mouse to place the desired object. i hope that was clear enough. the documents are much clearer and can explain many things.

Re: Objekts

Posted: Mon Mar 02, 2009 11:54 am
by teckstar96
ty. that was quite helping, cus i think u was more clear than the docs

Re: Objekts

Posted: Mon Mar 02, 2009 12:51 pm
by Fiodis
Lol, in a single paragraph he summarized all of the objects tutorial. Except better.

Yes, adding objects is one of the easiest parts of modding. But I see you also asked about making high spots.

Open up ZE, zoom out a bit to where you want the hill (or ditch). Click the "height" tab and select "raise". Right-click to lower land, left-click to raise it.

Re: Objekts

Posted: Mon Mar 02, 2009 1:44 pm
by teckstar96
well, in my ze there are two height tabs. one below terrain wiew and one on edit mode. the first one makes the map red and the second is hight paint mode. what should i use, and where is the raise tab?

Re: Objekts

Posted: Mon Mar 02, 2009 2:12 pm
by Fiodis
Do not use the one that makes it red. Raise tab is in the left-hand menu you get when you open the "height" tab. The "Height" tab is on the top bar, somewhere near "Terrain" and "Color".

Re: Objekts

Posted: Mon Mar 02, 2009 3:00 pm
by teckstar96
i stil cant find it. there is only one ze version, right?

Re: Objekts

Posted: Mon Mar 02, 2009 3:55 pm
by Fiodis
Yes. Keep looking.

Re: Objekts

Posted: Mon Mar 02, 2009 4:07 pm
by teckstar96
i might be getting anoying, but can u plz take a picture with your mouse on the height tab or something?

Re: Objekts

Posted: Mon Mar 02, 2009 4:10 pm
by DarthD.U.C.K.
xD
just look on every button,im shure you will find it

Re: Objekts

Posted: Mon Mar 02, 2009 4:17 pm
by teckstar96
seriously! i have looked in every single button i could find. i have even been reading evry single description, and i stil cant find it. by the way: :clone: rule

Re: Objekts

Posted: Mon Mar 02, 2009 4:23 pm
by Maveritchell
teckstar96 wrote:seriously! i have looked in every single button i could find. i have even been reading evry single description, and i stil cant find it. by the way: :clone: rule
By default when you open Zeroeditor you are in height editing mode. The sidebar that comes up allows you to edit height. Other tabs in edit mode include:
Color, texture, water, foliage, object, path, region, portal, hintnode, barrier, planning, boundary, and light.

Re: Objekts

Posted: Mon Mar 02, 2009 5:33 pm
by teckstar96
oops! i saw it now. it seems like i have been blind all the time. sry for wasting ur time. ty to al

Re: Objekts and transferring/creating units

Posted: Tue Mar 03, 2009 4:21 pm
by teckstar96
I have moved a little on now, and want to add fordo dualwielding blaster pistols as hero for reps, and durge for cis. how do i do it?

Re: Objekts and transferring/creating units

Posted: Tue Mar 03, 2009 5:05 pm
by Fiodis
You start by using the "edit" button instead of the "respond" one.


Then, you take a peek at the "BF2 Jedi Creation" sihpped document, which explains setting up a custom side.

Then you look at the FAQ thread, which explains it even better.

Then you do a forum search, download the assets for Durge, Fordo, and double pistols, and add them in following the tutorials.