Getting SWBFI maps to SWBFII

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Darth-Derkie
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Getting SWBFI maps to SWBFII

Post 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.
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RE: Getting SWBFI maps to SWBFII

Post by Qdin »

NICE!!!!!

Make us proud, DD!
OOM-9

Post 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.
reklan

Post by reklan »

Very well done mate...

looks excellent..
MasterDan

Post 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.
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Post 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...
Last edited by Darth-Derkie on Wed Feb 22, 2006 5:31 pm, edited 1 time in total.
Alex533

Post by Alex533 »

Terrain is too dark, the cave is the true colour. Thats just weird.
PAN-Kaiser

Post 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
Darth-Derkie
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Post 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. :(
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Post by Delta_57_Dash »

RELEASE! PLEASE!!!

OMG pandemic guy 0.0
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Post 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.
Darthlarrious

Post 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
Kaos66

Post 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
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Post 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.
Last edited by Astute on Wed Feb 22, 2006 7:09 pm, edited 1 time in total.
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Post 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.
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Post 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.
Venom

Post by Venom »

very good :)
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Post 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.
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Post 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... :(
forresal

Post by forresal »

Aw crap!! I'll never get the hang of this modding stuff....

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