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Messages - VanFanel1980mx

#16
Interestingly enough I am having the same issue now, I edited out some stuff using Notepad++ and suddenly my munge is "broken" somehow, it doesn't apply changes I make to the level, I re-made the level from scratch and I am having the same issue, it munges and copies everything but is not changing anything I make on zeroeditor, if reinstalling doesn't work I may need to clean the PC's registry or something.

EDIT: Fixed for now, I messed up with the CPs and didn't move them properly so this may have been a false alarm.
#17
The data fixed bats did the trick for me, I wonder why they didn't work for you.
#18
Exactly, nothing is being copied, well, maybe not even munging.
#19
The addon folder in your game folder, if you had the same problem as I did nothing was copied over to the game, only the three letter folder.
#20
SWBF2 Modding / Re: Make the mod work
January 22, 2016, 01:10:12 PM
Maybe edit a copy of the map by adding your custom units to the mission files.
#21
check your addon folder, I am pretty sure it didn't munge for some reason, I fixed it with those files, btw, did you also put the fixed bat files on your mod folder? you should.
#22
Quote from: Ascertes on January 19, 2016, 02:24:57 PM
Alright, I'll see if any of the suggestions put forward work. I'll let you know when I find anything.

To answer your questions:

1) Yes it is, can you tell? :blink:

2) No I haven't.

3) Windows 8.

4) Very short.



Also, where do I extract the files when I unzip the folder for the VisualMunge fix?
If the munge time is very short you may need the fixed bat files, for some reason the installed ones don't do their job, replace the original files in "data" with the contents of the archive below, these files will be copied onto every mod folder you create from then on and it should munge as it should.

http://www.mediafire.com/download/al6xtz949bz719h/data.7z

I think someone posted them already but this one would serve as mirror just in case.
#23
Have you checked all map layers?
#24
SWBF2 Modding / Re: Zero Editor AI
January 14, 2016, 11:09:30 PM
Have you edited some hint nodes in Zero Editor? units are kind of dumb when it comes to turrets though.
#25
SWBF2 Modding / Re: How to change side Name ?
January 14, 2016, 11:05:41 PM
You have to edit strings with editlocalize.bat search for your custom or shipped side in all categories, you will come across the faction names, then you will just have to rename them.
#26
SWBF2 Modding / Re: Custom SIDE Issues
January 14, 2016, 10:56:26 PM
Quote from: Ginev on September 22, 2015, 01:49:48 PM
I know this topic is 30 days old but i think this is the right place to post this:

...

Ok i know how to add custom units.Its almost the same in Battlefont 1.But here for BF2 is a little different and i stuck on the final part where i rather than replacing old unit with my custom i decided to add it on a new spawn button.This is part of my luaC file:
When i munge ingame there is a new spawn button for the REP side but Anakin Skywalker is occupyed that slot.I dont see my custom soldier.Where is the problem?If someone know please help. :)
If you haven't solved the problem I can tell you something useful in these cases, as someone pointed out before, when you test with AddUnitClass you have to declare it before the Hero line.
#27
SWBF2 Modding / Re: Command Post's ?
January 14, 2016, 10:52:33 PM
Quote from: Led on December 12, 2015, 12:41:35 PM
He wants to put Clones vs Empire on Coruscant.  He has made some edits to the LUA, but the spawn CPs are not available for him to spawn.  Can anyone help?
Did he edit them in Zero Editor?
#28
SWBF2 Modding / Re: BIG NEWS! IT WORKS!
January 14, 2016, 05:51:41 PM
Quote from: Led on January 14, 2016, 05:38:07 PM
OK, now tell us what you did to make it work  :)
Check the first post in this thread.
#29
SWBF2 Modding / BIG NEWS! IT WORKS!
January 14, 2016, 05:34:49 PM
BIG NEWS!! first post Updated!
#30
SWBF2 Modding / Re: SWBF2 ZE issue
January 14, 2016, 01:04:27 PM
Welp, the fix didn't work for me, I would wonder how it works since it doesn't alter Zero Editor itself, I hope there is a workaround eventually, I can still make custom Sides I guess but it will be painful to not have a custom map to test them.