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[Question] Importing non PR objects

Posted: 2008-01-16 16:34
by ~KILL~Pirate
I am working on a Karbala map and before I get too far into it and discover after hours of work that this isnt compatible. Is it possible to import objects such as buildings etc.... into my PR Map without conflict or potential issues. I have two maps that I made and are packed up for other Mods that me and my friends played on a private server. I want to take some objects I made for these maps and import them into my new PR map. Is this possible without any future problems or issues in playing on PR servers and the PR mod programming itself.

Posted: 2008-01-16 16:45
by OkitaMakoto
It will, I believe, have to have its own objects[client?] zip similar to Al Basrah where its independent objects are held. Because, if you put those files into your PR editor by means of the same locations as the standard PR objects, then if your map is picked up by the DEV team, they will have to add in your files to where you had them in the editor. If that makes any sense..sorry :)

So, if you can make a zip similar to Al Basrah[it used to have its own, I think it still might]

And as to it messing up your own online play... no, it shouldnt, seeing as you should have made a pr_edit folder for editing off. Did you do that? If not, Im not sure if having extra stuff in the extracted objects folders will make a difference... not sure...

Sorry if this was confusing, Im not sure on a lot, but figured id throw out what i know in case it helps :) id be happy to explain more if there was anything you ddint understand from my rambling :)

Posted: 2008-01-16 17:09
by ~KILL~Pirate
Sorry for the double thread post, not sure how that happened. Yes I am using PR_edit for my map and just finished the USMC staging area. When I load bfeditor I can choose the mod that the Map I made is in but since I am using PR_edit mod for initial load, importing that way isntt an option. So basicly, do i need to extract the objects zip file from old Map into PR_edit file in order to import the objects I need? Is it possible to load the mod that map/objects are in instead of PR_edit mod on initial load in bf2editor, then load my map im working on and add the objects I need then save Karbala map and close bf2editor, then reload PR_edit mod and continue work without any issues if this makes sense...

Posted: 2008-01-16 21:33
by OkitaMakoto
Umm, I dont think that last part will work. Sounds like a stretch.

What I would do, is get hold of the objects you want to add in and look into adding them to a map specific objects folder, because if you put them into pr_edit's objects folder, it wont work outside of the editor [wont work when packed and attempted to be played on normal PR].

Of course, alot of this depends on who you want to play with on this map. DO you want it to possibly be picked up by PR? or just based off PR for you and a few friends? If you want it to be eventually in PR, then i would suggest finding out how to add it in to your map specific objects zip. Im not sure how to do that.

If youre only looking to play it with a few friends, then you could just make it in your pr_edit [after dropping the objects you want into your pr_edit/objects/... whatever folder and putting them in your new map], finish your map, and then once you pack your map, rezip the pr_edit objects folder so that you can get that to your friends too so you'd almost be playing on your own little tweaked mod for LAN play.

If you want it to eventually be in PR though, as I said, you'd be best either putting it into the pr objects folder and then once/if your map is chosen to be added, the PR mapping team would make sure your objects either got added to the correct location and then fixed to work in your map, or they would make a map specific objects folder for you in your maps folder in pr/levels/*yourmap*.

I hope this all made sense. I dont know the best plan of action, as adding objects on your own is a bit out of my area. I know when IronTaxi gives me a new object, he makes sure it is put in the correct place in both the current PR build AND tells me where to drop the object to so it reads in the editor.

hope this helped...

Posted: 2008-01-17 00:22
by IronTaxi
as far as your pr_edit directory loading the non PR objects.. the easiest thing to do would be to just extract them into pr_edit from the other mods files...

ie...copy them into PR... im assuming you are saying they are custom made objects?

if that the case you would have to localize them as Okita suggested and albasrah is good to look at as an example..

if the map gets picked up..then we would simply add the objects to PR..not a big deal..

that would be the easiest way..

regardless of how you approach it you should be able to add the objects to your map without any problems ..

Posted: 2008-01-17 01:05
by ~KILL~Pirate
Thanks Okita and IronTaxi... Yes, I would love the map to be considered for PR if it meets the standards and approval of everyone. Yes, they are custom objects that I made with with gmax, and so basiclly just extract objects into PR-edit as its own folder such as Al Basrah objects. I think I got now and will play around with it tonight and see if I can get it working. Thanks guys for the help...

I have another question as well and will ask here instead of starting a new thread. How does the out of bounds (desertion) area work on PR mapping and how much buffer is needed on edges for mapping purposes?

Posted: 2008-01-17 01:13
by OkitaMakoto
How does it work: You lay out a combat zone [its a little button up top] by placing one point after another to border your area, but don't worry about it for a LONG time.

How much buffer: not quite sure. I know some people get annoyed that many maps don't have enough room before the edge of the ap and so they can't get their [now gone] minimap far enough over to see the edge. However, when you pull up your map [as you MUST do now] it shouldn't be a problem. I'd just say stay a little bit in from it, unless you don't want to, in which case, don't :) It wont be a big deal.

That's just one man's opinion however. I'm the noob, a trained noob, but still a noob.

Posted: 2008-01-17 01:40
by IronTaxi
i make them as big as i can while keeping within the playable area of the map..

persoanlly i dont mind seeing the surrounding map terrain either so i push it right ot the edge..

rhino likes to crop his more and avoid the surrounding terrain...

but be vary wary of creating choke points with combat areas...its very unnatural and pisses me off as im always looking for flanking routes and hate when the are articially restricted to enhance frag value..hehe

Posted: 2008-01-17 05:20
by ~KILL~Pirate
Thanks again guys, I think I will take IronTaxi's advice and push it too the edge and mod the entire map for playability and in the end, make the out of bounds as small as possible...

Posted: 2008-01-17 19:36
by ~KILL~Pirate
I have another question that was brought up, what objects are allowed and not alowed in a PR map, ie vbf2 and special forces expansion pack objects etc....

Posted: 2008-01-17 21:06
by OkitaMakoto
I want to say they're all allowed... I know PR uses Special Forces statics, but I guess i cant say for certain about other expansion pack's objects. Also, they wont lightmap correctly, but I guess you could use another program for that...

Wait for IronTaxi's response, he can tell you more, and more certainly too :)