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Old 07-24-2009, 10:31 PM   #11
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Default Re: [Map Tutorial] Map Audit

Once the audit is done, how do you get it to function as a seperate folder to teh original?

lets say I audited Kashan, and I've got the audit under the name audit_kashan

I've done http://www.realitymod.com/forum/f189...alisation.html

so all the flags function under correct names etc.

what do I do next to get the game to understand this map is independant of the original? because so far I can only get the damned thing to work if I have the folder under the name of the original map, which has obvious implications.

is it something to do with the gsid?


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Old 07-24-2009, 11:21 PM   #12
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Default Re: [Map Tutorial] Map Audit

you have to Rename all the files in the folder.

Basically taking UltraEdit and Renaming all files.

I am not an expert but yah. I did it with Fallujah.
X-Fire me for info


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Old 07-25-2009, 04:54 AM   #13
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Default Re: [Map Tutorial] Map Audit

Quote:
Originally Posted by Dr2B Rudd View Post
Once the audit is done, how do you get it to function as a seperate folder to teh original?

lets say I audited Kashan, and I've got the audit under the name audit_kashan

I've done http://www.realitymod.com/forum/f189...alisation.html

so all the flags function under correct names etc.

what do I do next to get the game to understand this map is independant of the original? because so far I can only get the damned thing to work if I have the folder under the name of the original map, which has obvious implications.

is it something to do with the gsid?
Restart your computer

Open up your map in editor, so for tad sae open tad Sae.

Go to terrain.

Close all programs, everything, as this is a pretty memory intensive operation and can crash your editor.

Save your map as whatever name you want (No Capital LeTtErS!)

Ensure you save all, so select all the boxes.

Sit back relax, and enjoy the profit!


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Old 07-27-2009, 09:12 PM   #14
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Default Re: [Map Tutorial] Map Audit

VICTORY IS MINE!

ty Dr_Rank for the help! it was indeed what you said

For anyone needing the same help-

when you do matrox's thing you might need to modify your terraindata.raw using a program like this

Free Hex Editor Neo - Freeware Binary File Editing Software Utility Download this Tool

its really easy, just set it to insert mode and use the find command to find all instances of the mapname, change it to teh new folder namd and victory is yours.

QUESTION TIME!

I'm so nearly done on my current project. I am now wondering about custom map content.

e.g. in the op_barracuda folder there is a staticobjects folder in teh client.zip and server.zip

I assume these are custom textures for the trenches, as denoted by the name of the .dds files inside.

So my question is, what controls these being loaded instead of the normal textures?


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Last edited by [R-CON]Rudd; 07-27-2009 at 09:59 PM..
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Old 07-28-2009, 02:56 AM   #15
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Default Re: [Map Tutorial] Map Audit

In the Init.con file, it probably says something like "barracuda" or "woodland" in the texture suffix line(s).
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Old 07-28-2009, 06:46 AM   #16
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Default Re: [Map Tutorial] Map Audit

Quote:
Originally Posted by Dr2B Rudd View Post
VICTORY IS MINE!

ty Dr_Rank for the help! it was indeed what you said

For anyone needing the same help-

when you do matrox's thing you might need to modify your terraindata.raw using a program like this

Free Hex Editor Neo - Freeware Binary File Editing Software Utility Download this Tool

its really easy, just set it to insert mode and use the find command to find all instances of the mapname, change it to teh new folder namd and victory is yours.

QUESTION TIME!

I'm so nearly done on my current project. I am now wondering about custom map content.

e.g. in the op_barracuda folder there is a staticobjects folder in teh client.zip and server.zip

I assume these are custom textures for the trenches, as denoted by the name of the .dds files inside.

So my question is, what controls these being loaded instead of the normal textures?

doing the save as with the terrain editor will make the changes in the terraindata.raw for you


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Old 07-28-2009, 07:05 AM   #17
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Default Re: [Map Tutorial] Map Audit

yeah, I was getting messages during the copying along the lines og "tx1x00 is in an unsupported format" blah blah blah

whiich resulted certain files pointing towards the op_barracuda folder, hiding the mistake since my op_barracuda folder seemed happy to let it work.

But then I reliased what was going on when I removed my op_barracuda folder for a test

it said

http://img31.imageshack.us/img31/108...amnthebugs.png

so, I got to work getting the terrain.con pointing at my audit folder

but it was very confused, either it would load the map but no color or detail textures or it would give the above error.

So I had to modify the terraindata.raw myself as Dr_Rank suggested (<3)

I suspect this is because I still haven't got around to making my xp partition for the bf2 editor, ie. this is probably a vista issue. (and I think Robbi encountered the same with Win7)

Quote:
In the Init.con file, it probably says something like "barracuda" or "woodland" in the texture suffix line(s).
yeah I get that, but why are ther 4 texture files for trench statics in the op_barracuda folder then?


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Old 07-28-2009, 07:31 AM   #18
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Default Re: [Map Tutorial] Map Audit

ye, most likley didn't work since you didn't have the correct editor files.


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Old 10-14-2009, 09:30 AM   #19

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Default Re: [Map Tutorial] Map Audit

how I can set special kits, who takes from supply ?
If I want take for example "crewman kit" I have got, but I can t see weapon...
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Old 10-14-2009, 09:45 AM   #20

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Default Re: [Map Tutorial] Map Audit

you add the spawners.con in your init.con ?
add this to your init.con
run ../../objects/common/spawners/spawners_common.con

and this depends on the teams you have on your map
run ../../objects/common/spawners/spawners_us.con
run ../../objects/common/spawners/spawners_mec.con
run ../../objects/common/spawners/spawners_gb.con
run ../../objects/common/spawners/spawners_ch.con
run ../../objects/common/spawners/spawners_meinsurgent.con
run ../../objects/common/spawners/spawners_chinsurgent.con
run ../../objects/common/spawners/spawners_taliban.con


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