Borleias Map
Moderator: Moderators
Borleias Map
Hi dudes... Im making a massive map for the battle from Borleias (a map like the helm´s deep)
I´ve finished the map terrain and the objects and droids and turrets
but i don´t know how make all the other things: Comand post, Lights, regions, army points, music...
Please someone could help me???
I´ve finished the map terrain and the objects and droids and turrets
but i don´t know how make all the other things: Comand post, Lights, regions, army points, music...
Please someone could help me???
- Teancum
- Jedi Admin
- Posts: 11080
- Joined: Wed Sep 07, 2005 11:42 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Indiana
RE: Borleias Map
Moved to the Work In Progress section.
RE: Borleias Map
Command Posts:
Adding new CPs to your map
Since most of you will want to have more than just the 4 default CPs in conquest, here is a quick tutorial on how to add more CPs to your map.
The key things that every CP needs in Conquest:
SpawnPath – This is where you will spawn if you select this CP
CaptureRegion – The region that you need to be inside in order to capture the CP
ControlRegion – This region controls vehicle spawns, more on this later
The first thing you need to do is open the editor, and open your new world. Continuing with the example of ABC, go to \BF2_ModTools\data_abc\ and run zeroeditor.exe from here. Once the editor is loaded, click the LOAD button, and browse to your map (\BF2_MofTools\data_abc\worlds\ABC\world1\ABC.wld)
The first thing you’ll see when you go to load up your map is the Load Layers dialog. For the sake of keeping things clean, and simple, always click Select All and make sure all the layers are loaded. You can hide layers later if you want to, but it’s best if they are all always loaded.
As an aside, there is a checkbox at the bottom called Build accurate object collision. What this does, is builds auto-generated collision for all the objects, based on the actual mesh. I would recommend using this, as it makes placing, selecting, and manipulating objects MUCH easier. Otherwise, the editor will use a bounding box for collision which makes selecting objects a pain, and it makes placing objects on top of other objects much more difficult.
Once you’ve clicked Select All and check the box to build accurate object collision, click OK.
Now, at the top-middle of the screen, you’ll see a section called Active Layer, with a button underneath it that says CHANGE. Click that button, and it will take you into the layers dialog. Click on conquest and then close that window.
Now you’re going to want to go into Object edit mode.
Click on the Object edit mode button.
On the left side of the screen, you’ll see:
Click the Browse button. Browse to the following location: \BF2_ModTools\data_abc\common\odfs, and select com_bldg_controlezone
The browse dialog will automatically close, and you be back in your editor view. Drag your mouse around the 3D view, and notice there is now a small object that is always under your mouse cursor. This is the CP object. Simply click on a spot on the terrain and it will place a new CP object in your level.
Now that the CP is placed, we need to set up the name of the CP, and a few other things like what spawn path it will use, and what capture region it will use.
Click on the Select button on the upper-left part of the Object edit panel. Move your mouse cursor over the CP object you just placed, and you’ll see it turns green when the mouse cursor is over it. Click on it, and it will turn blue. This means the CP is now selected.
Now that you have the CP selected, we need to change it’s name. I recommend keeping with the naming scheme that we used in the template files, so your new CP should be named cp5 (as we already have CPs 1 through 4 that were automatically placed when you created your level). I also recommend always using lower case in anything you type in any of these fields, just because it eliminates the possibility of having mis-matched capitalization across associated objects.
So let’s name this CP, cp5. Simply click on the auto-generated name in the name field, which will highlight the name, type your new name, and hit enter.
Next, click on the 0 in the Team field, enter a 1, or 2, and hit enter. This makes this CP belong to team 1, or 2, whichever you select, at the beginning of the match.
The Label field isn’t really important, so you can just leave it blank.
Notice also, that once the CP is selected, you’ll notice some new information has appeared in the Object Instance box on the right side of the Zero interface.
The fields we want to modify are the CaptureRegion, ControlRegion, and SpawnPath fields.
In the CaptureRegion field, enter cp5_capture
In the ControlRegion field, enter cp5_control
In the SpawnPath field, enter cp5_spawn
Note: The CaptureRegion is the region that you need to be standing in in order to capture the CP. The ControlRegion is a region that controls the spawning of vehicles associated with a CP. Vehicle Spawns are placed inside the Control Region, and once they leave the Control Region, if they are abandoned, they will eventually self-destruct, and respawn.
Repeat the above process with however many CPs you want to add to your map. Continue the naming scheme of cp6, cp6, etc. And make sure to use cp6_capture, cp6_control, etc. You can, if you like, start some CPs on team 0. This will make them Neutral at the beginning of the match. You need to have at least one CP start team 1, and team 2 at the beginning so the teams both have an initial CP to spawn in at.
Now that you have your CPs in your level, with all the appropriate namings, and associations set up, we’ll move on to creating the spawn paths, and capture/control regions.
On the Edit Mode toolbar, click on the Region button. Notice the interface has changed slightly to show the region editing tools.
On the left side of the Zero Editor interface, you’ll now see the following tool panel:
First, click on the New Group button. Then click on the Cylinder button under the Shape section. This will allow you to place a cylindrical region in your level. As with Object Mode, simply move your cursor to where you want to place your region (the regions should be placed in the same location as the CP that they are going to be used for), and left-click.
Once your region is placed in the world, click on Select Region under the Action section. Move your cursor over the region you just placed and click on it to select it.
You’ll notice that just as with objects, a name is automatically filled in, in the Region ID boxes.
At the top of the screen, next to the top Region ID box (there are 2 Region ID boxes, one on the tool panel as you can see in the image on the left, and one at the top of the screen to the right of the tool panel) there is a box titled Class Properties. I know this is confusing, but this is where you need to type the name of your region (I know it’s weird, but trust me, it works )
Click in the Class Properties box, and enter the name “cp5_capture” (without the quotes). You should then copy that name into the Region ID box to avoid any confusion later on. It will also make the region easier to select from it’s Region ID in the list.
Now that you have the region created, you’ll want to move it so that it is centered over cp5 that we created earlier. To move a region, select it, as described above, and hold the C key. You’ll see a set of axis appear on the object. One red, green, and blue. While you’re holding the C key, you can move the region by using the Left Mouse Button to move on the X-axis (red), the Right Mouse Button to move on the Y-axis(green), and Middle Mouse Button to move up and down on the Z-axis (blue). Position the region so that it is centered over cp5 and sunken slightly into the ground to make sure there are no places you could stand and have your feet not be inside the region.
That’s that. Now when a unit enters this region, they will begin capturing the CP.
The next thing we’re going to do, is create the Control Region for this CP.
First, click on New Group in the region tool panel. This time, we’re going to make a box region, so under Shape, click Box.
Now just click where you want to place the region. Note: It should also be slightly sunken into the terrain
Select the region (click on Select Region and then click to select) and enter the name “cp2_control” into the Class Properties and Region ID fields, the same as we did on the Capture Region.
Now we’re going to need to scale the region up a bit. The region should already be selected. Press and hold the Z key. You’ll see a set of axis identical to the ones that you saw when moving objects, and regions. But now, the Left, Middle, and Right mouse buttons will scale the region on each axis. Scale the region up about twice as big as it is to begin with. On the X and Y axis, while leaving the height the same. Center this new region over the CP as well.
Now, you have a cylindrical Capture Region and a rectangular Control Region. The Control Region is used for vehicle spawns, which I’ll explain later on.
Now that we have our CPs set up, and the capture and control regions in place, we’ll need to place our spawn points so that we can spawn in at our new CPs.
First, click on the Path button under Edit Modes. You’ll see a new panel on the right that looks like this:
(insert pic)
First, click New Path. The first thing we’ll do is rename the path to “cp5_spawn”. To do this, click on the auto-generated name in the Path Name box, and type “cp5_spawn” (no quotes) and hit enter.
Now, to place path points, just click on the terrain where you want to place your node. Each CP should have at least 6 or 8 spawn points. Click on the terrain, and place 6 nodes on the ground around cp5.
Notice that there are a set of axis visible on each path node. There is a blue, red and green axis. Players will spawn into the world facing in the direction of the green axis. To rotate this axis, first click on the Move button under the Action tab, and then click on the node you want to rotate.
Once you have the node selected, press and hold the X key to go into rotate mode. Click and drag with your Middle Mouse Button to rotate the green axis into the position that you want players to face when they spawn in. Repeat this process for each node.
Just to keep everything all in one place, I’ll go over quickly how to make your new CPs actually count in conquest. You’ll need to open up your abcc_con.lua and abcg_con.lua which is located in \BF2_ModTools\data_abc\common\scripts\ABC\. At the top you’ll see this function:
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
All you have to do to get your new CPs working in conquest, is to add entries for cp5, cp6, etc…for however many CPs you add to your level. So let’s say you added cp5 and cp6. You’re new ScriptPostLoad function will look like this (I’ve put in bold the additions that I made):
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
EnableSPHeroRules()
end
…and that’s it. You’re new CPs are now functional. Note: if you don’t make these changes to your script, you’re new CPs will show up just fine in the game, and will be capturable, but they will not contribute to the conquest functionality, meaning that if CPs 1-4 are all captured, the game will still end even if CPs 5 and 6 haven’t been. Get it?
(That's from the docs pgs 9-15)
Adding new CPs to your map
Since most of you will want to have more than just the 4 default CPs in conquest, here is a quick tutorial on how to add more CPs to your map.
The key things that every CP needs in Conquest:
SpawnPath – This is where you will spawn if you select this CP
CaptureRegion – The region that you need to be inside in order to capture the CP
ControlRegion – This region controls vehicle spawns, more on this later
The first thing you need to do is open the editor, and open your new world. Continuing with the example of ABC, go to \BF2_ModTools\data_abc\ and run zeroeditor.exe from here. Once the editor is loaded, click the LOAD button, and browse to your map (\BF2_MofTools\data_abc\worlds\ABC\world1\ABC.wld)
The first thing you’ll see when you go to load up your map is the Load Layers dialog. For the sake of keeping things clean, and simple, always click Select All and make sure all the layers are loaded. You can hide layers later if you want to, but it’s best if they are all always loaded.
As an aside, there is a checkbox at the bottom called Build accurate object collision. What this does, is builds auto-generated collision for all the objects, based on the actual mesh. I would recommend using this, as it makes placing, selecting, and manipulating objects MUCH easier. Otherwise, the editor will use a bounding box for collision which makes selecting objects a pain, and it makes placing objects on top of other objects much more difficult.
Once you’ve clicked Select All and check the box to build accurate object collision, click OK.
Now, at the top-middle of the screen, you’ll see a section called Active Layer, with a button underneath it that says CHANGE. Click that button, and it will take you into the layers dialog. Click on conquest and then close that window.
Now you’re going to want to go into Object edit mode.
Click on the Object edit mode button.
On the left side of the screen, you’ll see:
Click the Browse button. Browse to the following location: \BF2_ModTools\data_abc\common\odfs, and select com_bldg_controlezone
The browse dialog will automatically close, and you be back in your editor view. Drag your mouse around the 3D view, and notice there is now a small object that is always under your mouse cursor. This is the CP object. Simply click on a spot on the terrain and it will place a new CP object in your level.
Now that the CP is placed, we need to set up the name of the CP, and a few other things like what spawn path it will use, and what capture region it will use.
Click on the Select button on the upper-left part of the Object edit panel. Move your mouse cursor over the CP object you just placed, and you’ll see it turns green when the mouse cursor is over it. Click on it, and it will turn blue. This means the CP is now selected.
Now that you have the CP selected, we need to change it’s name. I recommend keeping with the naming scheme that we used in the template files, so your new CP should be named cp5 (as we already have CPs 1 through 4 that were automatically placed when you created your level). I also recommend always using lower case in anything you type in any of these fields, just because it eliminates the possibility of having mis-matched capitalization across associated objects.
So let’s name this CP, cp5. Simply click on the auto-generated name in the name field, which will highlight the name, type your new name, and hit enter.
Next, click on the 0 in the Team field, enter a 1, or 2, and hit enter. This makes this CP belong to team 1, or 2, whichever you select, at the beginning of the match.
The Label field isn’t really important, so you can just leave it blank.
Notice also, that once the CP is selected, you’ll notice some new information has appeared in the Object Instance box on the right side of the Zero interface.
The fields we want to modify are the CaptureRegion, ControlRegion, and SpawnPath fields.
In the CaptureRegion field, enter cp5_capture
In the ControlRegion field, enter cp5_control
In the SpawnPath field, enter cp5_spawn
Note: The CaptureRegion is the region that you need to be standing in in order to capture the CP. The ControlRegion is a region that controls the spawning of vehicles associated with a CP. Vehicle Spawns are placed inside the Control Region, and once they leave the Control Region, if they are abandoned, they will eventually self-destruct, and respawn.
Repeat the above process with however many CPs you want to add to your map. Continue the naming scheme of cp6, cp6, etc. And make sure to use cp6_capture, cp6_control, etc. You can, if you like, start some CPs on team 0. This will make them Neutral at the beginning of the match. You need to have at least one CP start team 1, and team 2 at the beginning so the teams both have an initial CP to spawn in at.
Now that you have your CPs in your level, with all the appropriate namings, and associations set up, we’ll move on to creating the spawn paths, and capture/control regions.
On the Edit Mode toolbar, click on the Region button. Notice the interface has changed slightly to show the region editing tools.
On the left side of the Zero Editor interface, you’ll now see the following tool panel:
First, click on the New Group button. Then click on the Cylinder button under the Shape section. This will allow you to place a cylindrical region in your level. As with Object Mode, simply move your cursor to where you want to place your region (the regions should be placed in the same location as the CP that they are going to be used for), and left-click.
Once your region is placed in the world, click on Select Region under the Action section. Move your cursor over the region you just placed and click on it to select it.
You’ll notice that just as with objects, a name is automatically filled in, in the Region ID boxes.
At the top of the screen, next to the top Region ID box (there are 2 Region ID boxes, one on the tool panel as you can see in the image on the left, and one at the top of the screen to the right of the tool panel) there is a box titled Class Properties. I know this is confusing, but this is where you need to type the name of your region (I know it’s weird, but trust me, it works )
Click in the Class Properties box, and enter the name “cp5_capture” (without the quotes). You should then copy that name into the Region ID box to avoid any confusion later on. It will also make the region easier to select from it’s Region ID in the list.
Now that you have the region created, you’ll want to move it so that it is centered over cp5 that we created earlier. To move a region, select it, as described above, and hold the C key. You’ll see a set of axis appear on the object. One red, green, and blue. While you’re holding the C key, you can move the region by using the Left Mouse Button to move on the X-axis (red), the Right Mouse Button to move on the Y-axis(green), and Middle Mouse Button to move up and down on the Z-axis (blue). Position the region so that it is centered over cp5 and sunken slightly into the ground to make sure there are no places you could stand and have your feet not be inside the region.
That’s that. Now when a unit enters this region, they will begin capturing the CP.
The next thing we’re going to do, is create the Control Region for this CP.
First, click on New Group in the region tool panel. This time, we’re going to make a box region, so under Shape, click Box.
Now just click where you want to place the region. Note: It should also be slightly sunken into the terrain
Select the region (click on Select Region and then click to select) and enter the name “cp2_control” into the Class Properties and Region ID fields, the same as we did on the Capture Region.
Now we’re going to need to scale the region up a bit. The region should already be selected. Press and hold the Z key. You’ll see a set of axis identical to the ones that you saw when moving objects, and regions. But now, the Left, Middle, and Right mouse buttons will scale the region on each axis. Scale the region up about twice as big as it is to begin with. On the X and Y axis, while leaving the height the same. Center this new region over the CP as well.
Now, you have a cylindrical Capture Region and a rectangular Control Region. The Control Region is used for vehicle spawns, which I’ll explain later on.
Now that we have our CPs set up, and the capture and control regions in place, we’ll need to place our spawn points so that we can spawn in at our new CPs.
First, click on the Path button under Edit Modes. You’ll see a new panel on the right that looks like this:
(insert pic)
First, click New Path. The first thing we’ll do is rename the path to “cp5_spawn”. To do this, click on the auto-generated name in the Path Name box, and type “cp5_spawn” (no quotes) and hit enter.
Now, to place path points, just click on the terrain where you want to place your node. Each CP should have at least 6 or 8 spawn points. Click on the terrain, and place 6 nodes on the ground around cp5.
Notice that there are a set of axis visible on each path node. There is a blue, red and green axis. Players will spawn into the world facing in the direction of the green axis. To rotate this axis, first click on the Move button under the Action tab, and then click on the node you want to rotate.
Once you have the node selected, press and hold the X key to go into rotate mode. Click and drag with your Middle Mouse Button to rotate the green axis into the position that you want players to face when they spawn in. Repeat this process for each node.
Just to keep everything all in one place, I’ll go over quickly how to make your new CPs actually count in conquest. You’ll need to open up your abcc_con.lua and abcg_con.lua which is located in \BF2_ModTools\data_abc\common\scripts\ABC\. At the top you’ll see this function:
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
All you have to do to get your new CPs working in conquest, is to add entries for cp5, cp6, etc…for however many CPs you add to your level. So let’s say you added cp5 and cp6. You’re new ScriptPostLoad function will look like this (I’ve put in bold the additions that I made):
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:Start()
EnableSPHeroRules()
end
…and that’s it. You’re new CPs are now functional. Note: if you don’t make these changes to your script, you’re new CPs will show up just fine in the game, and will be capturable, but they will not contribute to the conquest functionality, meaning that if CPs 1-4 are all captured, the game will still end even if CPs 5 and 6 haven’t been. Get it?
(That's from the docs pgs 9-15)
RE: Borleias Map
This project looks promising
-
- Old School Staff
- Posts: 2059
- Joined: Wed Feb 23, 2005 9:54 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
There are some screenshots of my map in construction....
ENJOY
Infront of the fortress
the Fortress
The fortres inside
The bridge to the fortress
An image of the subterranial Base (Kamino, Tantive IV)
Another of the base
The last corridor of the base
Impresive, My own ship creation, the Droid control drop ship on the sky
Better view of the massive ship
ENJOY
Infront of the fortress
the Fortress
The fortres inside
The bridge to the fortress
An image of the subterranial Base (Kamino, Tantive IV)
Another of the base
The last corridor of the base
Impresive, My own ship creation, the Droid control drop ship on the sky
Better view of the massive ship
yep it will be all they will be the great mother of all battles
but i havent got any idea to make all of that... im a green beginenr and i need a lot of help but if i learn more it will be
Republic 98TH LEGION:
800 points
all the turrets of the fortres
3 ARC 170 and one LAAT
CIS Domination forces
3000 points
8 tank droids
4 spider droids
4 tri-fighter droids
one droid gunship
If i know (i already have the idea and teh skins) i will make a clone hero...
Commander Dkega in honour of the ldier of my clan.
but i havent got any idea to make all of that... im a green beginenr and i need a lot of help but if i learn more it will be
Republic 98TH LEGION:
800 points
all the turrets of the fortres
3 ARC 170 and one LAAT
CIS Domination forces
3000 points
8 tank droids
4 spider droids
4 tri-fighter droids
one droid gunship
If i know (i already have the idea and teh skins) i will make a clone hero...
Commander Dkega in honour of the ldier of my clan.
-
- Sith
- Posts: 1396
- Joined: Tue Jun 07, 2005 11:50 am
Borleias was a planet that Rogue Squardon attacked to make an entry way to stage an attack on Coruscant to take it from the Empire. It was later a subject of dispute between the Yuuzhan Vong and the fledging New Republic. Wedge Antilles and Rogue Squadron were involved both times. One of my favorite quotes in Star Wars is in Enemy Lines I: Rebel Dream of the NJO series and is about Borleias:
"Rogue Squadron to Borleias. We're back. We kicked your butt twenty years ago. Now we're here to do it again."
-- Colonel Gavin Darklighter
"Rogue Squadron to Borleias. We're back. We kicked your butt twenty years ago. Now we're here to do it again."
-- Colonel Gavin Darklighter