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#21 | |
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#22 | |
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Mapping Manager
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Is there new text to use because when I cut and paste the GB vs. PLA in my init.con, I get this kit selection screen: ![]() Plus, I notice only 5 kits. Thanks | |
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#23 |
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PR Mapper Team
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#24 |
![]() Join Date: Dec 2010
Location: montreal
Posts: 121
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I'd hate to revive this thread but if I want to convert a singleplayer maps from vanilla bf2 or other mods, do I need to navmesh everything or just following those steps would work as the maps are already navmeshed?
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#25 | |
![]() Join Date: Nov 2009
Location: Amsterdam
Posts: 937
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the former doesn't require a new navmesh, the latter does. | |
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#26 |
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Retired PR Developer
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to get a vbf2/whatever SP map working in PR it should simply be a matter of putting the correct information in the init.con afaik to load the correct team files
then go in to the gamemode folders and swap BF2 assets for PR assets with teh _bf2 suffix so the Bots understand how to work them. as Wakain says, moving actual locations of stuff is a big no no, as that will require navmeshing etc |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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#27 | |
![]() Join Date: Dec 2010
Location: montreal
Posts: 121
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#28 |
![]() Join Date: Dec 2010
Location: montreal
Posts: 121
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Another question: if I take the sp maps of other mods (i.e. AIX, FH2, Assault mod, etc.) and convert them to pr can I release them here on a personal thread like scout sniper ( http://www.realitymod.com/forum/f311...ap-audits.html )or do I need the other mod's dev's permission?
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#29 |
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PR:BF2 Developer
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you need the permissions of the map creator to post it here, else it would be stolen work
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#30 |
![]() Join Date: Dec 2010
Location: montreal
Posts: 121
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ok, that's fair.l thanks.
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| audit, map, tutorial |
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