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Getting SWBFI maps to SWBFII

Posted: Wed Feb 22, 2006 2:30 pm
by Darth-Derkie
I'm currently working on getting Rhen Var Harbour in SWBFII. This is what I have achieved so far: Image

I'm now going to read what I need to do to add new CP's. :wink: If that is different than the old tools.

RE: Getting SWBFI maps to SWBFII

Posted: Wed Feb 22, 2006 2:40 pm
by Qdin
NICE!!!!!

Make us proud, DD!

Posted: Wed Feb 22, 2006 3:07 pm
by OOM-9
only thing that has changed CP wise is that there are now 'layers' for different game types.

If you are just making a conquest version then you will find no trouble.

Posted: Wed Feb 22, 2006 4:20 pm
by reklan
Very well done mate...

looks excellent..

Posted: Wed Feb 22, 2006 4:25 pm
by MasterDan
I agree. Looks VERY nice. When I release the Rhen Var map that was hidden within the game, it still probably wont look as nice. That looks nicer than some of the released maps.

PS: anyone figured out how to access that RHN2.LVL framework yet? :(

I cant figure it out.

Posted: Wed Feb 22, 2006 5:26 pm
by Darth-Derkie
Ok, I got it to work.
Image

BUT, or the terrain is too dark, or the cave is too white.

Image

I didn't place all objects myself though. I just copied all files over from the assets folder from the SWBFI mod tools. So I need to create the modes manually, but I don't know how. I hope it is explained in the documentation files...

Posted: Wed Feb 22, 2006 5:28 pm
by Alex533
Terrain is too dark, the cave is the true colour. Thats just weird.

Posted: Wed Feb 22, 2006 6:12 pm
by PAN-Kaiser
Check out the lighting system doc in the documents folder. It should help you straighten out your lighting situation there. :)

The lighting system is one thing that changed significantly from BF1

--

Sean Soucy
Lead Level Designer - Battlefront Team
Pandemic Studios LLC

Posted: Wed Feb 22, 2006 6:30 pm
by Darth-Derkie
Ok thanks :)

Hm... well I found my answers in the ZeroEditor_Gamemodes documentation. But, I have a really hard time getting getting spawn points in the cave, it seems it is almost impossible!

Well, it is impossible, when the spawn points "touch" the cave they will jump under the cave object or above it. :(

Posted: Wed Feb 22, 2006 6:31 pm
by Delta_57_Dash
RELEASE! PLEASE!!!

OMG pandemic guy 0.0

Posted: Wed Feb 22, 2006 6:39 pm
by Astute
Nice work, just so happens that i've made some progress porting rhen var citadel. I have however run into a problem with the spawns. While i have all of the spawns from the original level, 4 more magically appear far out above the landscape when i start up the level. This causes the bots to spawn from these instead of the main ones in the citadel, and fall to there doom. I'm guessing this has to do with scripting or something.. but i'm not sure where to look in the documentation.

Posted: Wed Feb 22, 2006 6:47 pm
by Darthlarrious
i've had the same problem, i tried to create a simple arena for the CelebDM mode, but those 4 spawn points magically apear, making it near impossible.

Metal On

Darthlarrious

Posted: Wed Feb 22, 2006 6:54 pm
by Kaos66
i have to agree those four command posts keep popin up whenevr i play mi map but i found them on the zeroeditor just it wont let u get rid of them

Posted: Wed Feb 22, 2006 7:00 pm
by Astute
Hmm.. well i looked into something and it turns out that it was never updating to begin with. I took out the folder for the map just to see if it would create a new folder, and it did. However, now when i boot up the map its just a black screen, but it allows me to select my side.

Hmmm... works in zeroeditor but no luck in game. Here i'll stop, i'm starting to steal the topic.

Posted: Wed Feb 22, 2006 7:00 pm
by Darth-Derkie
Delta_57_Dash wrote:RELEASE! PLEASE!!!

OMG pandemic guy 0.0
I'm not done yet!! Lol. I need to place a lot of cp's for different game modes, and I need to place vehicles.

Posted: Wed Feb 22, 2006 8:07 pm
by Rends
About the magicly added 4 CPs. I have them also on my Coruscant converted maps and i´m pretty sure that those are the 4 conquest mode default CPs.
And while we have the base layer only yet we need to create the other layers for conquest, ctf1,ctf2 ... and than add or delete the CPs then.

Posted: Wed Feb 22, 2006 8:12 pm
by Venom
very good :)

Posted: Wed Feb 22, 2006 8:21 pm
by Teancum
@ Rends -- Those are the Conquest default CP's. If you go to mapname/world1 you'll see a file called mapname_conquest.lyr. In there are our magic CP's.

Posted: Thu Feb 23, 2006 11:13 am
by Darth-Derkie
I have all cp's set up for all modes, I have the AT-TE and the republic fightertank spawning, but not the AAT for some weird reason. I hope they fix that BF2_modtools.exe soon... With that I can easily see what's causing the AAT's not to spawn.

Here's a pic:
Image

And if you have 2 cp's and the AT-TE not destroyed, your reinforcements will still bleed... :(

Posted: Thu Feb 23, 2006 11:20 am
by forresal
Aw crap!! I'll never get the hang of this modding stuff....

DD that looks great! Keep up the good work!!