[?] Same maps, different factions?
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saamohod
- Posts: 300
- Joined: 2011-01-12 16:15
[?] Same maps, different factions?
Can some one advise me, would it be possible to modify game maps in order to make them playable by different fancy factions? Why not play Muttrah City as Russians against Chinese for example? Particularly interested in skirmish maps.
Thanks in advance.
Thanks in advance.
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temexter
- Posts: 397
- Joined: 2009-11-23 15:50
Re: Same maps, different factions?
Just change the factions for map in Init.con in \levels\name_of_level_to_edit\server.zip as in example below:
If you use modified maps, i think you should ask permission from the developer of the map. Not sure if only changing factions.
Code: Select all
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------
run ../../Factions/faction_init.con 1 "xx"
run ../../Factions/faction_init.con 2 "yy"
rem -----------------------------------------------------------------------------
Last edited by temexter on 2012-01-04 20:20, edited 2 times in total.




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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: Same maps, different factions?
Generally, u can have different factions per layer but it is not possible to load a 3rd language for the team.
That means: If u create a layer with USMC vs MEC and another layer with USMC vs chinese, the chinese guys talking arabic.
Some factions sharing the same languages. British, Germans and IDF have his own language.
US Languages
That means: If u create a layer with USMC vs MEC and another layer with USMC vs chinese, the chinese guys talking arabic.
Some factions sharing the same languages. British, Germans and IDF have his own language.
US Languages
- USMC
- USArmy
- Canadians
- Taliban
- MEC
- Hamas
- Meinsurgents
- Russians
- Chinsurgents
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saamohod
- Posts: 300
- Joined: 2011-01-12 16:15
Re: Same maps, different factions?
Languages are not important for me. But different set of weapons on a favorite map will make my day. Thanks guys, I think I'm on the right way now.
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Wakain
- Posts: 1159
- Joined: 2009-11-23 21:58
Re: Same maps, different factions?
perhaps one of the dev's can tell my why in the above list whilst making use of the same sounddata per language (as in exact the same language, being respectively american-english and modern standard arabic, with btw the latter being a written language only, oh diceFastjack wrote: US LanguagesArabic Languages
- USMC
- USArmy
- Canadians
- Taliban
- MEC
- Hamas
- Meinsurgents
are different versions planned? like e.g. canadian-english and pashto?
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Same maps, different factions?
Yes, they use "rebels".
Chinese = CH
English = CF, USA, US
GBEnglish = GB
German = GER
Hebrew = IDF
MEC = HAMAS, MEC, TALIBAN
RU = RU
Rebels = CHinsurgent
Chinese = CH
English = CF, USA, US
GBEnglish = GB
German = GER
Hebrew = IDF
MEC = HAMAS, MEC, TALIBAN
RU = RU
Rebels = CHinsurgent

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saamohod
- Posts: 300
- Joined: 2011-01-12 16:15
Re: Same maps, different factions?
The suggested thing worked perfect - factions changed, voice appropriate. That means that IDF on Jabal al Burj were speaking Hebrew. The only thing is that people who wish to connect to such a server need to alter their game files the same way. I.e. the same factions must be written down in the Init.con file.
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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: Same maps, different factions?
Ok but tbh, it's listen same, to me. Sorry about that.Yes, they use "rebels"
Make an copy of ur original map that u want to modify and rename it.Can some one advise me, would it be possible to modify game maps in order to make them playable by different fancy factions
Reason for renaming is, if u modify an mapclone from the PR vanillamaps and it isn't renamed, it screws up the originalmap (same name) and ppl, that installed the mapclone cannot play anymore on other servers. Pb kicks for modified content or client crashs.
Read more here: https://www.realitymod.com/forum/f388-pr-bf2-community-modding/50932-customisation-pr-maps.html
Choose a name with the same amount of alphabetics/letters (read text - HexEditor Edit)
With renaming i mean, all the stuff that must be done to rename a map, like changing all the old mapnames to ur new mapnames in the mapfiles and not only the mapnamefolder.
What u need and what files must be modified of ur map:
An HexEditor Hex-Editor MX - Download - CHIP Online and the notepad.
1. Rename the mapfolder of ur choosen copy. Inside are the client and server.zip. Extract them at the same place (mapnamefolder) and hold the client and server.zip. We need them later to replace the modified files with the cloned originals. So u must not pack the client and server.zip manually or via editor or other helpful tools.
Go to Step 2.....
2. HexEditor Edit:
There is only one file, the terraindata.raw file that must be modified.
Open it with the HEX-Editor. U will find 4 entries that referenced to the old mapname. That must be changed or ur init.cons doesn't find the Colormaps, Detailmaps, Lowdetailmaps and lightmaps and crashs.
Sofar i know, u can only exchange the letters (decimalnumber) to other ones and u cant add more letters (if u want a bigger name). So choose a name with the same amount of Alphabetics/letters.
Another Hind: Its not really important to give the map an good name in the levelsfolder or con/raw.files. For excample: if u have an originalname of total 8 letters, rename it to testmap1.
Its only important to give him a good name inside of the desc file! here an excample with the old "fallujah_sp <- originalname" prsp mappack.
Code: Select all
<map>
<name>Fallujah District</name>
<briefing locid="MAPDESCRIPTION_fallujah_west">map description for modders maps not localized (english only)</briefing>
<music> common/sound/menu/music/map16.ogg </music>
<modes>
<mode type="gpm_coop">
<maptype ai="1" players="64" type="headon" locid="GAMEMODE_DESCRIPTION_coopfullassets">Unlocalized test for this mode on this map</maptype>
<maptype ai="1" players="32" type="headon" locid="GAMEMODE_DESCRIPTION_coopfullassets">Unlocalized test for this mode on this map</maptype>
</mode>
</modes>
</map>
3. Notepad Edits & Hind: use generally the CTRL-H option of notepad. So u minimize problems with typeerrors or forget a line in a file.
- Envmaps folder/EnvironmentMapInfo. Inside u can find the originalmapname. Rename it to your mapname. Done.
- Info folder/nameofthemap desc file. Rename the desc file. Open the desc file and change the originalmapname, Done.
- Lightmaps folder/objects/LighmapAtlas. Open it. Here u find much entries with the originalname. !CTRL-H option! Done.
- Overgrowth folder/Overgrowth.con file and OvergrowthAtlas.tai. Open, rename, Done
- CompiledRoads.con file. Open, rename, Done.
- Highdata.con file. Open, rename, Done.
- Sky.con file. Open, rename, Done.
- Terrain.con file. Open, rename, Done.
- UndergrowthAtlas.tai. Open, rename, Done.
- Maybe existing Server/ClientArchives.con files. Open, rename, Done.
- Special - see text below : Init_f1, Init_f2, Init_f3. Open, rename, Done.
Setting up a map with different factions per layer
Copy the original init.con 3times and rename each like init_f1, init_f2 and init_f3.
Setup the factions in each one. Drag and drop the new init.cons into the maps server.zip.
Select an gamemode, like gpm_coop, gpm_cq or gpm_skirmish.
Select a map with 3 different layers (16/32/64) in one gamemode (If it exist, idk).
Now u modify the GPO for each layer, setup the factions and vehicles and assets u want to use for each specifiec layer.
Add one of this lines on top to each GPO.
run ../../../Init_f1.con --> add this line at top, into the GPO of Layer16
run ../../../Init_f2.con --> add this line at top, into the GPO of Layer32
run ../../../Init_f3.con --> add this line at top, into the GPO of Layer64
Sofar so good. At this point, ur able to play the cloned map. atm, idk what side effects/bugs occurring but no really bad things like CTD's.
If i forget something important please correct or add it.
alstublieft
Last edited by Fastjack on 2012-01-05 19:25, edited 1 time in total.
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rPoXoTauJIo
- PR:BF2 Developer
- Posts: 1979
- Joined: 2011-07-20 10:02
Re: Same maps, different factions?
Another way: create renamed copy of map, change what you want according with rules of customization
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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: Same maps, different factions?
Or sorPoXoTauJIo wrote:Another way: create renamed copy of map, change what you want according with rules of customization
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Same maps, different factions?
The small, tiny, little problem with that is that you end up with one map taking up the file space of two maps, with hardly any differences between them.rPoXoTauJIo wrote:Another way: create renamed copy of map, change what you want according with rules of customization
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Fastjack
- PR:BF2 Contributor
- Posts: 525
- Joined: 2011-09-04 19:47
Re: Same maps, different factions?
That's true. Only really interresting for the coopmodeone map taking up the file space of two maps, with hardly any differences between them
Doing this only for playing different factions/GPO's and avoiding the language issue for deployment makes no sense.
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LITOralis.nMd
- Retired PR Developer
- Posts: 5658
- Joined: 2010-04-10 16:15
Re: [?] Same maps, different factions?
Sorry to necro this thread but
why can't we use NTFS5 reparse junctions to duplicate maps without doubling disk space usage?
why can't we use NTFS5 reparse junctions to duplicate maps without doubling disk space usage?
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masterdodo20
- Posts: 9
- Joined: 2021-02-24 02:54
Re: Same maps, different factions?
whats the Dutch then?AfterDune wrote:Yes, they use "rebels".
Chinese = CH
English = CF, USA, US
GBEnglish = GB
German = GER
Hebrew = IDF
MEC = HAMAS, MEC, TALIBAN
RU = RU
Rebels = CHinsurgent


