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[?] Map editor
Posted: 2012-01-25 02:17
by QCRulzz
Hey guys, thought about my Port Said project I spoke about like 2 years ago and might be willing to give it an other try.
Basically my question is.... Is there a PR map pack available with the new buildings and textures? I remember some blogs with new fences etc etc. Is it available to the broad public or reserved to devs?
Also, if the BF2 original map editor compatible with Win7 64?
Re: Map editor question
Posted: 2012-01-25 02:23
by Shovel
QCRulzz wrote:Is there a PR map pack available with the new buildings and textures?
When you create a pr_edit folder (
This tutorial) you should be able to use all of the content.
QCRulzz wrote:Also, if the BF2 original map editor compatible with Win7 64?
Yes.
Re: Map editor question
Posted: 2012-01-25 02:29
by Rhino
- Moved to PR:BF2 Community Modding forums
Most of the statics you can use are all included in PR and/or vBF2. The fences I take it your referring to are these ones
here and are included inside the mod as they where released with PR v0.973
As for compatible with Win7, yes it is, I'm running it with Win7 now, you just need to run it in XP Compatible mode with admin privileges too.
Re: Map editor question
Posted: 2012-01-25 02:45
by QCRulzz
Thanks guys!
Re: Map editor question
Posted: 2012-01-30 06:05
by QCRulzz
Thing is, PR > Objects, I don't see the 14 folders, I see 48 rars files.... Should I extract the 2 files in the middle of this mess? Will it f*** it up?
the 2 files: Objects_client.zip" and "Objects_server.zip
Pic related.
Re: Map editor question
Posted: 2012-01-30 06:22
by Rhino
First of all, here at the top of this it says:
https://www.realitymod.com/forum/f189-m ... rs-up.html
'[R-DEV wrote:Rhino;366110']
NOTE TO BEGINNERS: We strongly recommend beginners to start mapping in
vBF2 even if you only plan on mapping for PR with a
small, simple, 256x2 test map (click to view recommend settings for a first test map) just to get to grips with how BF2 and the BF2 Editor works. Diving strait into PR mapping will only get you really confused with maps crashing when only trying to test them ingame as the first load of tutorials do not tell you how to set your map up for PR. Once you have learnt the basics and got a simple, small test map done which you can run around on and has a few terrain features, statics, roads, perhaps some overgrowth and undergrowth too etc, then its time for you to look into PR mapping.
But if your going to ignore that I suggest you read this tut again:
https://www.realitymod.com/forum/f189-m ... dding.html
mainly this bit:
'[R-DEV wrote:Rhino;254101']
4. Getting your content ready
So now we have our basic mod setup but we still need to do some work before this can be usable by the editor.
First lets get the vBF2 Objects working with it. The easiest way in the current BF2 editor version is to do this:
- go to: "C:\Program Files\EA GAMES\Battlefield 2\mods\bf2" and locate the following two zip files: "Objects_client.zip" and "Objects_server.zip". One at a time, extract each to "C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\objects".
- Now open: "C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\objects"
- Select all of the .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.

IMPORTANT NOTE: If your pr_edit\objects folder has zip files that have "patch" in the name, extract those last. For example, if you see "roads_client.zip" and a "roads_client_patch1.zip", extract the "roads_client.zip" first, then extract the patch.
What we have done here is allow the editor to read the PR object files as the editor dose not like looking inside .zips for files and can't edit them if they are in a .zip
Re: Map editor question
Posted: 2012-01-30 06:35
by pr|Zer0
regarding the XXX_client.zip, xxx_client_patch1.zip and xxx_patch2.zip, the order is client, client_patch1 and last is client_patch2 ??i m asking 'cause there are archives with patch 1 and patch 2 in there name. Editing the post in your quote could be useful, 'cause present archive structure it can be confusing for new guys. Also, the object spawner in your PR_edit archive, is still valid for new release??
Re: Map editor question
Posted: 2012-01-30 06:41
by Rhino
pr|Zer0 wrote:regarding the XXX_client.zip, xxx_client_patch1.zip and xxx_patch2.zip, the order is client, client_patch1 and last is client_patch2 ??i m asking 'cause there are archives with patch 1 and patch 2 in there name. Editing the post in your quote could be useful, 'cause present archive structure it can be confusing for new guys.
Should do it in the following order:
- Client/server.zip (no patch)
- Patch1
- Patch2
- Patch3
- ..etc
So the latest .zip overweights the oldest files.
pr|Zer0 wrote:Also, the object spawner in your PR_edit archive, is still valid for new release??
should use the one in your \mods\pr\readme\bf2editor\mods\pr_edit\
Re: Map editor question
Posted: 2012-01-30 09:13
by QCRulzz
I, I... I Skipped the thread with the tutorials actually.... Thanks for the fast answer though mates. Will try not to bother you all again before a couple of days

Re: Map editor question
Posted: 2012-01-31 16:38
by Fastjack
The link, for setting up the bf2 editor for pr oject reality is broken and this tutorial is not available atm.
What happens?
Re: Map editor question
Posted: 2012-01-31 17:49
by BloodyDeed
Re: Map editor question
Posted: 2012-01-31 18:08
by Fastjack
BloodyDeed,
i mean the "Setting up the BF2 Editor for PR mapping/modding" tut.
Idk why but it redirect me to the main forum. No tut shows up.
Edit: Nvm. fixed. in IE works perfect. My Firefox ave the problems