[Help] setup editor for 0.9

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kumade
Posts: 130
Joined: 2009-04-05 21:17

[Help] setup editor for 0.9

Post by kumade »

Hi all.
I'm trying to setup bf-editor for v0.9.
According to this tutorial i need to
go to: "C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\objects\"
Select both the "Objects_client.zip" and the "Objects_server.zip" files, right click on them and click "Extract Here". This will take some time like above, and overwrite any files it asks you to.
But in 0.9 there are no such zips. What exactly should i extract? And after i extract some files, can i delete them to save some space :) ?
OkitaMakoto
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Re: How to properly setup editor for 0.9

Post by OkitaMakoto »

As far as I know, you just gotta extract to "here" pretty much all the zips in /objects

Its just now, there are more zips than earlier PR versions, smaller ones, divided up into smaller parts.

I'm not 100% sure though
AfterDune
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Re: How to properly setup editor for 0.9

Post by AfterDune »

Extract BF2's objects_client.zip and objects_server.zip in the pr_edit's objects folder. After that, extract all of PR's objects zipfiles, overwrite when it asks.

The tutorial covers everything, but the "new" way of the objects files is that it's all separated now. Just extract all those zipfiles and you're good :) .



DON'T delete PR's zipfiles in the objects directory, 'cause then you can't play your level anymore (pr_edit won't load well!).
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OkitaMakoto
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Re: How to properly setup editor for 0.9

Post by OkitaMakoto »

I quickly edited the stickied thread to reflect the changes to the objects folder. By my count there are 23 zips now instead of the original objects_server and objects_client zips.
kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: How to properly setup editor for 0.9

Post by kumade »

Thanks a lot. And as long as i started this thread, let me ask some more questions about editor :)
When i'm trying to create new terrain (map) of any size, i'm always get editor crush. Here are logs, i will be very appreciate if someone tells me what happens.
http://www.kumade.ru/images/other/log.zip


Map folder is exists after editor crush, and i can load this level after next editor start.
Last edited by kumade on 2010-03-27 23:27, edited 2 times in total.
Amok@ndy
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Re: How to properly setup editor for 0.9

Post by Amok@ndy »

thats a known issue of the editor if you set up your windows new it maybe will work or maybe not its just a big secret

usually those crashed maps are broken you can load them in the editor but sometime the lightmaps or the .desc files are wrecked and it will cause a crash

i always use my notebook to create maps because it works there dont ask me why ;)
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kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: How to properly setup editor for 0.9

Post by kumade »

Amok@ndy wrote:thats a known issue of the editor if you set up your windows new it maybe will work or maybe not its just a big secret

usually those crashed maps are broken you can load them in the editor but sometime the lightmaps or the .desc files are wrecked and it will cause a crash

i always use my notebook to create maps because it works there dont ask me why ;)
Thanks, i see. Well, looks like it doesnt generates *.desc file at all. I have copied it from another map.
Here it is:
<map>
<name>Polygon</name>
<briefing locid="MAPDESCRIPTION_fools_road">map description for modders maps not localized (english only)</briefing>
<music> common/sound/menu/music/map6.ogg </music>
<modes>
<mode type="gpm_cq">
<maptype players="16" type="headon" locid="GAMEMODE_DESCRIPTION_aasinfantry">Unlocalized test for this mode on this map</maptype>
<maptype players="64" type="headon" locid="GAMEMODE_DESCRIPTION_aasfullassets">Unlocalized test for this mode on this map</maptype>
</mode>
<mode type="gpm_skirmish">
<maptype players="16" type="skirmish" locid="GAMEMODE_DESCRIPTION_skirmish">Unlocalized test for this mode on this map</maptype>
</mode>
<mode type="gpm_coop">
<maptype ai="1" players="64" type="headon" locid="GAMEMODE_DESCRIPTION_coopfullassets"></maptype>
</mode>
</modes>
</map>
For me, looks like there is nothing special.

And i have copied init.con from kashan map :
rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\polygon\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run SoundDistances.con
run tmp.con v_arg1
Undergrowth.load Levels\polygon\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con

endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../factions_usa/usa.con
run ../../factions_mec/mec.con

rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera 0/0/0 4/4/4

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix ""
else
texturemanager.customTextureSuffix ""
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 1000

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 400
gameLogic.setDefaultNumberOfTicketsEx 16 2 400
gameLogic.setDefaultNumberOfTicketsEx 32 1 600
gameLogic.setDefaultNumberOfTicketsEx 32 2 600
gameLogic.setDefaultNumberOfTicketsEx 64 1 600
gameLogic.setDefaultNumberOfTicketsEx 64 2 600
gameLogic.setDefaultNumberOfTicketsEx 128 1 100
gameLogic.setDefaultNumberOfTicketsEx 128 2 100
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10

And anyway it stops map loading on 62%, while loading geometries. Music playing, cursor moves but nothing happens after it reaches 62%, no errors etc. How can i get error message or something?
And how did You create map by hand ? ;) By copying and changing init.con from another map?
Last edited by kumade on 2010-03-28 08:57, edited 2 times in total.
Amok@ndy
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Re: How to properly setup editor for 0.9

Post by Amok@ndy »

to get an error message you need to modify the Shortcut on your desktop
rightclick -> properties -> and set the parameter to "+fullscreen 0" without the quotes

cloning a map is not as easy the easiest way is to install bf2 on a laptop and create maps there and then copy it or ask someone else to create you a map
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Rhino
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Re: How to properly setup editor for 0.9

Post by Rhino »

'[R-DEV wrote:OkitaMakoto;1306305']I quickly edited the stickied thread to reflect the changes to the objects folder. By my count there are 23 zips now instead of the original objects_server and objects_client zips.
cheers, I dont have the time or the energy to constantly update all my tuts with each version hehe :)
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kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: How to properly setup editor for 0.9

Post by kumade »

Well, as long as i can't create my own map i have tried to insert my static objects in the existing one. Asad Khal was my choice. I followed Map Audit tutorial and opened this map in editor. I have removed some objects (like tents at IDF main), saved map and loaded it in game. And my changes works fine, there were no tents :)
Then i have inserted my static objects. Then save/create local. And this is what i get.
Image

how this can be? Big green box exists in editor but not in game. I have pulled out all my hairs because of this!

Ps. The box itself should be fine. I can browse it in object editor and level editor without any problems.
Rhino
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Re: How to properly setup editor for 0.9

Post by Rhino »

I take it the box is a custom object and as such you need to pack it into the object_client/server.zips in order for the game to be able to load the object.
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spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: How to properly setup editor for 0.9

Post by spawncaptain »

Are you sure that you load up your pr_edit folder instead of the original map?
kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: How to properly setup editor for 0.9

Post by kumade »

[R-DEV]Rhino wrote:I take it the box is a custom object and as such you need to pack it into the object_client/server.zips in order for the game to be able to load the object.
Yes, i thought about this, right after posted my message :) . And this solves the problem. Thanks anyway.

Image
Image

Well, now i think i need to resize it a little bit ;)
OkitaMakoto
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Joined: 2006-05-25 20:57

Re: How to properly setup editor for 0.9

Post by OkitaMakoto »

Haha reminds me of when IronTaxi made me some donkey carts for Ramiel... they got put in and where about as big as HALF THE CITY!!
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