Battlefront 1 conversion tutorial
Posted: Fri Feb 24, 2006 12:25 pm
1-Create a new project
2-Browse to your data_mapname/worlds/mapname/world1 folder and delete everything. You won't need this stuff
3-Go to your old project, browse to dataMapname/Worlds/Mapname and select all then copy.
4-Go back to your new project, browse to data_mapname/worlds/mapname and paste.
5-Move mapname.req into your World1 folder (or World2 folder as the case may be - it won't matter)
6-Go into the World1 folder, select all then right click go to properties and uncheck 'read only'. This makes our files writable.
7-We don't want to screw up our terrain on accident, so right click on mapname.TER, hit properties and check 'read only;. Now if we mess with terrain in Zero, it will stay the same as it was when we save.
8-Open ZeroEdit, load your map from the new project folder.
9-Import all layers if there are any.
10-Under layers, hit Change.
11-Hit 'New', then right click on the new layer (usually layer000) and rename it to conquest.
12-Select the [Base] layer.
13-Hit Objects and select your first CP
14-In your layers window, hit 'Move Data Into Layer' and move it into the conquest layer.
15-Repeat steps 13-14 for all of your CPs and vehicle spawns.
16-Now hit regions and move all CP related regions (your control and capture regions) to the conquest layer in the same manner.
17-Hit Paths and do the same for all CP related paths (your spawn paths)
18-In the layers window, select [Base]
19-Close the layers window and save (to be safe). Don't exit ZeroEdit yet.
20-Under Game Modes, hit 'Configure'
21-In the left window, select conquest and hit Remove
22-In the middle window, hit Add, select the new entry and change the name to conquest
23-Select conquest (if it's not selected already)
24-In the right window, hit 'Add', then add conquest and hit OK.
25-Hit the 'Update World REQ and Mode MRQs' button at the bottom, which updates the world and layer reqs
26-Save in ZeroEdit, then exit
27-Edit the LUAs just like you did in BF1. This time though, they add a _con to the name, and the name is a bit different still. So instead of "mapnamegcw.lua" it is now "mapnameg_con.lua" and instead of "mapnamecw.lua" it is now "mapnamec_con.lua".
28-Open your [mapname][era]_con.lua file, scroll 2/3 down until you see a line like this:
Example - ReadDataFile("YV2/"YV2.lvl", "YV2_conquest")
this isn't it exactly it because it's from memory, but you'll see what I mean. Replace it with this:
Example - ReadDataFile("YV2/"yav2.lvl", "yav2_conquest")
I replace the second and third YV2 with yav2, which is the actual .wld file name. Now I'll explain what each part means.
ReadDataFile("YV2/"yav2.lvl", "yav2_conquest")
YV2 -- this is the folder that BF2 looks for
yav2.lvl -- this is the actual map it looks for. In this instance, we used yav2.wld, which became yav2.lvl when munged
yav2_conquest -- this calls the conquest gametype. everything before _conquest should be named the same as your .wld file
29-Munge and Rock'n'Roll!
Common errors:
Q: My map loads okay, but when I select a CP and hit spawn, it crashes, what's wrong?
A: I'm still developing theories on this, but I'm pretty sure it's due to faulty terrain. If you run your original project in BF1 SPtest.exe, play the game for 20 or so minutes and see if 'bla bla fell thru terrain at x, y'. If it does or doesn't, let me know so I can see if this is really the problem. I'm pretty sure this is due to bad terrain, though.
2-Browse to your data_mapname/worlds/mapname/world1 folder and delete everything. You won't need this stuff
3-Go to your old project, browse to dataMapname/Worlds/Mapname and select all then copy.
4-Go back to your new project, browse to data_mapname/worlds/mapname and paste.
5-Move mapname.req into your World1 folder (or World2 folder as the case may be - it won't matter)
6-Go into the World1 folder, select all then right click go to properties and uncheck 'read only'. This makes our files writable.
7-We don't want to screw up our terrain on accident, so right click on mapname.TER, hit properties and check 'read only;. Now if we mess with terrain in Zero, it will stay the same as it was when we save.
8-Open ZeroEdit, load your map from the new project folder.
9-Import all layers if there are any.
10-Under layers, hit Change.
11-Hit 'New', then right click on the new layer (usually layer000) and rename it to conquest.
12-Select the [Base] layer.
13-Hit Objects and select your first CP
14-In your layers window, hit 'Move Data Into Layer' and move it into the conquest layer.
15-Repeat steps 13-14 for all of your CPs and vehicle spawns.
16-Now hit regions and move all CP related regions (your control and capture regions) to the conquest layer in the same manner.
17-Hit Paths and do the same for all CP related paths (your spawn paths)
18-In the layers window, select [Base]
19-Close the layers window and save (to be safe). Don't exit ZeroEdit yet.
20-Under Game Modes, hit 'Configure'
21-In the left window, select conquest and hit Remove
22-In the middle window, hit Add, select the new entry and change the name to conquest
23-Select conquest (if it's not selected already)
24-In the right window, hit 'Add', then add conquest and hit OK.
25-Hit the 'Update World REQ and Mode MRQs' button at the bottom, which updates the world and layer reqs
26-Save in ZeroEdit, then exit
27-Edit the LUAs just like you did in BF1. This time though, they add a _con to the name, and the name is a bit different still. So instead of "mapnamegcw.lua" it is now "mapnameg_con.lua" and instead of "mapnamecw.lua" it is now "mapnamec_con.lua".
28-Open your [mapname][era]_con.lua file, scroll 2/3 down until you see a line like this:
Example - ReadDataFile("YV2/"YV2.lvl", "YV2_conquest")
this isn't it exactly it because it's from memory, but you'll see what I mean. Replace it with this:
Example - ReadDataFile("YV2/"yav2.lvl", "yav2_conquest")
I replace the second and third YV2 with yav2, which is the actual .wld file name. Now I'll explain what each part means.
ReadDataFile("YV2/"yav2.lvl", "yav2_conquest")
YV2 -- this is the folder that BF2 looks for
yav2.lvl -- this is the actual map it looks for. In this instance, we used yav2.wld, which became yav2.lvl when munged
yav2_conquest -- this calls the conquest gametype. everything before _conquest should be named the same as your .wld file
29-Munge and Rock'n'Roll!
Common errors:
Q: My map loads okay, but when I select a CP and hit spawn, it crashes, what's wrong?
A: I'm still developing theories on this, but I'm pretty sure it's due to faulty terrain. If you run your original project in BF1 SPtest.exe, play the game for 20 or so minutes and see if 'bla bla fell thru terrain at x, y'. If it does or doesn't, let me know so I can see if this is really the problem. I'm pretty sure this is due to bad terrain, though.