Adding ODF's crashes ZE [Solved]

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Tears2Roses
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Adding ODF's crashes ZE [Solved]

Post by Tears2Roses »

Ok, so for my map I want to add a bunker to it. So I go to

Code: Select all

BF2_modtools\assets\worlds\geo\geo_bldg_bunker\
and copy and paste it to

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BF2_modtools\data_***\worlds\***\world1\
Then I run ZE, click objects, browse, find geo_bldg_bunker and open it. Then on ZE's lefthand menu I click place, click anywhere on ZE and it crashes. I was able to add kashyyyk's stairs when I had the entire MSH and ODF folders in

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bf2_modtools\data_***\worlds\***\world1\
Any ideas as to what causes ZE to crash? by crash I mean " stops working ". I can re-open ZE and it works fine. I have no problem copying tga's from another map to add texture to my world

EDIT: In the FAQ\everything you need to know section, I tried opening Dan's odf guide for dummies, but it just comes up with a page of comments, and no guide.

EDIT2: I got the guide, and think that it could be the wrong type of ODF, or whatever. But, That doesnt really help me figure out how to place stairs, walls, and mos eisly/simmilar buildings. Any help on that anyone?
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Re: adding ODF's crashes ZE

Post by Firefang »

First, you have to create a folder called odf in BF2_modtools\data_***\worlds\***. Then paste the copied odf into that folder. Then open the odf and look for the line called GeometryName = "mshname". Now you need the msh. Go to BF2_modtools\assets\worlds\geo\msh and find the appropriate msh (in this case geo_bldg_bunker).
Now, make another folder in BF2_modtools\data_***\worlds\*** called msh. Paste the copied msh file into that folder. Now go back to BF2_modtools\assets\worlds\geo\msh and copy the geo_bldg_bunker.msh.option file to BF2_modtools\data_***\worlds\***\msh. The last thing you need is the textures. To save you the trouble of looking them up or guessing, the four textures (tga's) are called geo_bldg_spire_01.tga, geo_main_3.tga, geo_bldg_spire_02.tga, and geo_bldg_spire_02_lowrez.tga. Paste all these into BF2_modtools\data_***\worlds\***\msh.
Now open Zeroeditor and load the odf. An object should apear with it.
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Re: adding ODF's crashes ZE

Post by Marth8880 »

Firefang wrote:First, you have to create a folder called odf in BF2_modtools\data_***\worlds\***.
You don't *have* to create a "MSH" or "ODF" folder, it is just more organized; you can put everything (other than effects, obviously) in "world1"; I did it with Pioneer Trails.
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Re: adding ODF's crashes ZE

Post by Tears2Roses »

Firefang wrote:First, you have to create a folder called odf in BF2_modtools\data_***\worlds\***. Then paste the copied odf into that folder. Then open the odf and look for the line called GeometryName = "mshname". Now you need the msh. Go to BF2_modtools\assets\worlds\geo\msh and find the appropriate msh (in this case geo_bldg_bunker).
Now, make another folder in BF2_modtools\data_***\worlds\*** called msh. Paste the copied msh file into that folder. Now go back to BF2_modtools\assets\worlds\geo\msh and copy the geo_bldg_bunker.msh.option file to BF2_modtools\data_***\worlds\***\msh. The last thing you need is the textures. To save you the trouble of looking them up or guessing, the four textures (tga's) are called geo_bldg_spire_01.tga, geo_main_3.tga, geo_bldg_spire_02.tga, and geo_bldg_spire_02_lowrez.tga. Paste all these into BF2_modtools\data_***\worlds\***\msh.
Now open Zeroeditor and load the odf. An object should apear with it.
Thanks a lot. Now, can I use any .tga to make it a different colour/texture, or can I use the colour tool to that?

EDIT: my TGA's show up as Microsoft Picture It! Documents, does anyone else see there tga's as this? also, there are many more than 4, and even with the textures you mentioned my objects still show up grey. They are there, just colourless.
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Re: adding ODF's crashes ZE

Post by nmycon »

Tears2Roses wrote:...
my TGA's show up as Microsoft Picture It! Documents, does anyone else see there tga's as this? also, there are many more than 4, and even with the textures you mentioned my objects still show up grey. They are there, just colourless.
They're not showing up as Picture It! documents, thats just the default program on your PC set to open targa files. You can change this if yo have any other image editing programs like PhotoShop or GIMP.


Picture It! isnt exactly the best program to use when editing BF2 textures. I run in to problems even with GIMP, parts of the texture show up gray, its because the program doesnt know how to handle the alpha layer. I've only gotten them to work in PhotoShop.

However, if you download SWBFViewer, you can export a MSH to WRL, it will save a GIF of the texture and everything will look fine, then you can reconvert the texture to TGA.
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Re: Adding ODF's crashes ZE

Post by Tears2Roses »

Thanks for all the help guys, im good on this now.
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