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Old 01-31-2007, 10:21 AM   #1
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Arrow [Tutorial] Setting up the BF2 Editor for PR mapping/modding

Since its been over over a year and a half since I last updated this topic, which was for v0.6 its been long overdue a update so here it is.

Description:
This tutorial is so you can setup a modification that is more or less a clone of the PR mod but can be used for map editing, map testing and general modding without conflicting with your main PR and BF2 files so you can still play in public servers with normal PR or BF2.


Tools Required:

1. Getting Started
First you need the most recent versions of BF2, the BF2 Editor and PR installed on your machine before you can continue.

For this Tut I'm going to be using BF2 v1.41, BF2 Editor v3 and PR v0.809

This tutorial should be more or less compatible with other versions of BF2, PR and the BF2 editor but may vary slightly, will try to keep this tut upto date as best as possible with any major changes, thou you should use the most upto date versions of each available to you.


2. Cloning the mod
Once you have done that, we can now get down to business.

First go to: "C:\Program Files\EA GAMES\Battlefield 2\mods\" (default install path, may vary)
You will see in that folder a "bf2" folder and a "pr" folder, and maybe more if you have other mods installed but we only need the bf2 and pr folders.

Copy and paste the "pr" folder into the same folder so you end up with a "copy of pr" folder. It may take a few mins for it to clone the pr mod folder since it is quite large...



3. Creating "pr_edit"
Now rename your "copy of pr" folder to "pr_edit"



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:
  1. go to: "C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\objects\"
  2. Select both the "Objects_client.zip" and the "Objects_server.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.
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
It can how ever run the vBF2 objects out of the object .zips in the bf2 mod folder, then if they are changed it saves the changed file into pr_edit.


5. Setting up your Lightmap Samples
In the final stages of crating a polished map, it is necessary to generate lightmaps for your terrain and static objects. Lightmaps in a nutshell are pre-calculated light so the client ingame dose not need to have his CPU maxed out working where all the shadows are going to be etc. To be able to generate lightmaps for your static objects, you will need to have lightmap samples for them (unless you want to generate your lightmaps in 3DsMax and not in the BF2 Editor but that is some pretty advanced stuff there). So unless you do not plan on generating any lightmaps for any maps (ie, you only want to do coding or gameplayobject tweaking), you will need to install these lightmap samples.

First you need the stock BF2 Lightmap Samples. you can get them here: http://www.files.doomlab.com/Library...mapsamples.zip (read the readme for info on how to install them).
Once you have them installed, you can then download and install the PR Lightmap Samples. PR's Lightmap Samples are setup in a different way from the stock BF2 Lightmap samples, but its just as easy to install them.
  1. First download the PR lightmap samples here: http://www.gloryhoundz.com/prmm/down...les_082008.zip (~500mbs) (post below if the link brakes)
  2. Once downloaded, extract the .zip to: "C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\" and overwrite anything it asks you to.

6. Setting up your editor

Now we need to set up the editor to work with our new pr_edit so you can load all the statics etc.

First its best if you install these files that will help you crate maps for PR by making the editor more compatible with PR's settings etc. Download this .rar and extract it to: "C:\Program Files\EA GAMES\Battlefield 2\" (overwrite any files it asks you to).
Inside it are a few editor files and little extras to help you
Download: http://www.gloryhoundz.com/prmm/users/rhino/PR_EDIT.rar

Now after you have done that, start the editor and when it gets to the "Select Startup MOD" Screen, click on "pr_edit" and press ok.

Should load up pretty fast as, at the moment, it's not set to load up much.

Now we need to go to the mod manager to tell it what we want it to load. In the toolbar of the bf2 editor go to: Mod > Mod Manager...


In the Mod Manager click on the tab "Editor Content" and in there check every box in the list. If it has a white box next to it it is unchecked and will not load, if it has a green box it is checked and will load the content related to it. (IE: Common, Dynamic Objects, Effects, etc.)

Then click ok, will take a few mins to sort it out.

7. Advanced Tips
Now your editor is basically set up to map for PR without conflicting with your other files etc.

If you have already started a map, and want to now work on it with your new pr_edit mod, all you need to do is copy the map folder from "/*mod name*/levels/" and copy the map from there to "/pr_edit/levels/" then load up the editor and you will be able to load it etc

If you add new custom statics or w/e you want in your map, simply put them into your pr_edit mod in the right place, and if you also want to test with them pack them up into the .zips

Pack includes a "reminder" which is a little pin, that wont show up ingame etc. Place these on bugs etc or things that you need to redo or w/e, then you can browse though all the reminder pins in your map when you want to sort out the bugs.


Hope this helps you make some new maps for PR!

( Last Updated: 4-9-08 )


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Last edited by [R-DEV]Rhino; 09-04-2008 at 03:53 AM..
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Old 02-03-2007, 12:16 PM   #2
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another thing that i have always done is to unload all of the pieces of the editor i dont need... fro example the effects,material,animation editors...i basically need the terrain and static/primary editor only so unload all others and the loading time goes way down...

i believe its in the mod manager..


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Old 02-03-2007, 12:28 PM   #3
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Quote:
Originally Posted by TheDarkOverlord
The background is different because I tried reinstalling the editor (it was crashing before). It had the Merlin background before and the install did not change any other files. I tried re-downloading the PR_EDIT.rar and it still crashes with the same error, though I have the Merlin background now.
you must be doing something wrong. fully delete the pr_edit folder, uninstall the editor, delete all files that are left over from it, then reinstall the editor and go though the process again. If it still dose not work, post back.


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Old 02-18-2007, 09:20 AM   #4
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Quote:
Originally Posted by [R-DEV]Rhino
It is not a problem with this tut....

you have simpley not defeined any detail textures for your map.
erm which meens what m8 sry

i have set low detail textures in the editor and then generated them but that doesnt work. I wasnt saying there was a problem with this tut but shouldn't you have put "You need to defein detail textures for you map or they wont show up in game" in the tut? If thats the case, and if that is the case then how do i go about doing that because i cant remember as its been over a year since i last done a map. Thanks m8


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Old 02-18-2007, 09:22 AM   #5
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lol, work though the EA tuts: http://bfeditor.org/wiki/index.php/C..._Basic_Terrain


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Old 02-26-2007, 02:51 PM   #6
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hummm thought this was posted. do this should get your map working.

Kit Request Spawner Set-up
The new kit request spawner setup is much easier than it was in 0.4
Now instead of having to go into every gameplayobjects.con file and adding in the spawning objects, you just need to add 1 line of code into the init.con file.

add this line of code:
Code:
run ../../objects/Kits/kit_spawner_defs.con
under the "run TriggerableTemplates.con" bit in your init.con file so it looks like this:
Quote:
rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\operation_ghost_train\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run Weather.con
run TriggerableTemplates.con BF2Editor

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\operation_ghost_train\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run Weather.con
run TriggerableTemplates.con
run ../../objects/Kits/kit_spawner_defs.con

endIf
After you do this you will need to make your init.con file read only by right clicking on it, after saving it and going properties. in the properties window you need to check the read-only box and push ok. When saving objects in the editor it will pop up a error saying its a read only file and ask you if you want to make it rightable again, click no or it will take out that bit of code above.


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Old 02-26-2007, 03:56 PM   #7
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fix the error, error by error. you are doing some wired things with your map so i cant help you. if you do this tut excatly you will have no probs with it, it will be a prob with your map, or something your map speicaly needs that you have not included with the mod.


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Old 03-03-2007, 07:33 PM   #8
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i cant run my 1024x4 map

it crash when is comprobating the client data .
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Old 03-03-2007, 08:17 PM   #9
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Quote:
Originally Posted by 77SiCaRiO77
i cant run my 1024x4 map

it crash when is comprobating the client data .
i wish ppl wouldn't post map bugs here....


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Old 03-11-2007, 07:47 AM   #10
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I get a lot of read text when loading up pr_edit, is this normal?

Quote:
Originally Posted by example
Ignored Warning[Base] : Template with name: S_HGR_Wood_collision already exists. Setting existing one as active.
Ignored Warning[Base] : Template with name: S_HGR_Gravel_collision already exists. Setting existing one as active.
Ignored Warning[Base] : Template with name: S_HGR_Water_collision already exists. Setting existing one as active.
Ignored Warning[Base] : Template with name: S_HGR_Concrete_collision already exists. Setting existing one as active.
Ignored Warning[Base] : Template with name: S_Defibrillator_Shock already exists. Setting existing one as active.
Ignored Warning[Base] : Template with name: S_GroundContact_Dirt already exists. Setting existing one as active.
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