[Help] with BFeditor

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Pantera
Posts: 11059
Joined: 2006-02-16 11:27

Post by Pantera »

No need to help, i fixed it...."Thanks" for the help guys! (pft)
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carrion dealer
Posts: 18
Joined: 2006-11-20 04:13

Post by carrion dealer »

How did you fix it?
carrion dealer
Posts: 18
Joined: 2006-11-20 04:13

Post by carrion dealer »

duckhunt i did what you said and that map still won't work in pr.Any ideas?
duckhunt
Retired PR Developer
Posts: 3314
Joined: 2005-08-28 18:20

Post by duckhunt »

pm me your msn or something.

Or try this.

Goto mymod/objects/staticobjects

put everything there into pr/objects/objects_client.zip/staticobjects
V3N0N_br
Posts: 592
Joined: 2005-08-14 16:12

Post by V3N0N_br »

You can also add SF stuff or Custom objects by including them in your map, so you don't need to modify PR files. This is better if you want to set your map as a beta download version before actually releasing it.

Works the following:

-Copy any .con file in your map folder, and rename it "tmp.con" (without quotes)> Open it and erase all lines;
-Go to SF folder (battlefield 2\mods\xpak) and extract the objects you wish from both objects_server.zip and objects_client.zip

For example, if you want the "Submarine static from SF, you have to open objects_server.zip, go to \StaticObjects\xpak_objects\military\uniqueobjects\xp1_submarine and extract all the content to the folder named "Objects" (if you don't have it, just create one) inside your map folder
that would be Battlefield 2\mods\bf2\levels\My_map_name\Objects
Then, do the same procedure with the objects_client.zip

-Open the tmp.con file inside your map folder. Add the following lines:

Code: Select all

rem Static objects 
run Objects\StaticObjects\xpak_objects\military\uniqueobjects\xp1_submarine\xp1_submarine.con
NOTE: Pay attention that in the end of the line, you have to add the .con file name of the static you want to add.
Do the same procedure to all custom objects you like and have inside your map objects folder. Whenever you start BF2 and there's an error message asking for a texture, there will be the path for that texture inside SF's objects_client.zip, so just go after it and extract it for the same path inside YOUR MAP's Objects folder.


Just for you to have a base, in my map this is the tmp.con I'm running.

Code: Select all

rem Staticobjects
run objects\staticobjects\xpak_objects\middle-east\xp1_anglestairs\xp1_anglestairs.con
run objects\staticobjects\xpak_objects\middle-east\xp1_belltower\xp1_belltower.con
run objects\staticobjects\xpak_objects\middle-east\xp1_jointstairs\xp1_jointstairs.con
run objects\staticobjects\xpak_objects\middle-east\xp1_steps\xp1_steps.con
run objects\staticobjects\xpak_objects\middle-east\xp1_stonewall_corner_45deg\xp1_stonewall_corner_45deg.con
run objects\staticobjects\xpak_objects\middle-east\xp1_stonewall_straight\xp1_stonewall_straight.con
run objects\staticobjects\xpak_objects\middle-east\xp1_stonewall_straight_15m\xp1_stonewall_straight_15m.con
run objects\staticobjects\xpak_objects\middle-east\xp1_tower\xp1_tower.con
run objects\staticobjects\xpak_objects\middle-east\xp1_villagebuild1\xp1_villagebuild1.con
run objects\staticobjects\xpak_objects\middle-east\xp1_villagebuild2\xp1_villagebuild2.con
run objects\staticobjects\xpak_objects\middle-east\xp1_villagebuild3\xp1_villagebuild3.con
run objects\staticobjects\xpak_objects\middle-east\xp1_walkway\xp1_walkway.con
run objects\staticobjects\xpak_objects\common\xp1_longbridge\xp1_longbridge.con
run objects\staticobjects\xpak_objects\industry\xp1_dock_45degouter\xp1_dock_45degouter.con
run objects\staticobjects\xpak_objects\industry\xp1_dock_45deginner\xp1_dock_45deginner.con
run objects\staticobjects\xpak_objects\common\xp1_ladder_tower_1\xp1_ladder_tower_1.con
run objects\staticobjects\xpak_objects\common\xp1_ladder_tower_2\xp1_ladder_tower_2.con
run objects\staticobjects\xpak_objects\common\xp1_ladder_tower_3\xp1_ladder_tower_3.con
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