Mapping and 1.0
- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Mapping and 1.0
Hello, I'm just wondering what to do if im working on a map atm and I want to download 1.0 ? Can I simply make a backup of the map and then install 1.0 and then re-do the "setting up editor for PR" tutorial and then just paste the map folder into the new PR_edit ?
-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Mapping and 1.0
should be. you could with any other release.
AfSoccer "I just don't see the natural talent."

- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: Mapping and 1.0
setup will be a bit different I reckon. Your current pr_edit should work fine. Just when testing maps do it in 1.0.
- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: Mapping and 1.0
Oh ok so even if 1.0 deletes previous versions, it keep the Pr_edit folder?
But if I make a new pr_edit with the new 1.0 will there not be more objects and stuff to work with in the editor ?
But if I make a new pr_edit with the new 1.0 will there not be more objects and stuff to work with in the editor ?
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: Mapping and 1.0
not really. Besides it's a bit more difficult to set it up as the files are all in different locations. Best to wait until they update the thread. Hopefully a new lightmap source pack will also be available then 
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Mapping and 1.0
there are 2 major differences, all objects are in their zips (collated together a bit) in pr/content instead of pr/objects howver you'll want to unzip them into the objects folder
also look in your pr/bin/bin32 (OR 64 if you're on 64bit) and you'll find a lovely program called pr_build
this has lots of functions and lets you build your pr_edit with custom objects or your levels along with lots of lovely little tools you can play with, this is better than the old Pr level build script because it ensures things like no capital letters in serverside files etc (which bf2 hates)
also look in your pr/bin/bin32 (OR 64 if you're on 64bit) and you'll find a lovely program called pr_build
this has lots of functions and lets you build your pr_edit with custom objects or your levels along with lots of lovely little tools you can play with, this is better than the old Pr level build script because it ensures things like no capital letters in serverside files etc (which bf2 hates)
-
Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Mapping and 1.0
Actually, that's just for people with repo access from what I can see, sorry to say'[R-DEV wrote:Rudd;1926174']there are 2 major differences, all objects are in their zips (collated together a bit) in pr/content instead of pr/objects howver you'll want to unzip them into the objects folder
also look in your pr/bin/bin32 (OR 64 if you're on 64bit) and you'll find a lovely program called pr_build
this has lots of functions and lets you build your pr_edit with custom objects or your levels along with lots of lovely little tools you can play with, this is better than the old Pr level build script because it ensures things like no capital letters in serverside files etc (which bf2 hates)
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Mapping and 1.0
That's for all your fancy folk, us simple folk got to do it the hard way.[R-DEV]Rudd wrote:really? dang
AfSoccer "I just don't see the natural talent."



