I would also do a couple other things to start:
1.) If you don't already, download this: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1519
This is an improved version of the BFBuilder Pro file, with some friendly additions by myself, including stock map imports.
2.) Do NOT use the "EDIT TAT1" or whatever the button says from any version of BFBuilder. ZeroEditor will not load all the layers of a stock map through this method (command line only supports base world loading). You must open DataTAT1 folder and ZeroEditor from there. If it doesn't launch, try one or two more times, there's a well documented startup error that resolves by starting again. Click load and traverse the directory structure like this: BFBuilder\DataTAT1\Worlds\TAT1\World1\tat1.wld. If you open this file, it will have a prompt asking what layers to load, and you want ALL of them (or everything except sound).
3.) Once you have the map loaded, the CPs will still be missing. At the top, there is the "Active Layer" field. Click Change. Mostly, CPs/vehicle spawns are kept in the "Design" layer of the map. Swap to this layer, and then you can see how the originals are set up, and try swapping out vehicles using the tutorial given.
1.) If you don't already, download this: http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1519
This is an improved version of the BFBuilder Pro file, with some friendly additions by myself, including stock map imports.
2.) Do NOT use the "EDIT TAT1" or whatever the button says from any version of BFBuilder. ZeroEditor will not load all the layers of a stock map through this method (command line only supports base world loading). You must open DataTAT1 folder and ZeroEditor from there. If it doesn't launch, try one or two more times, there's a well documented startup error that resolves by starting again. Click load and traverse the directory structure like this: BFBuilder\DataTAT1\Worlds\TAT1\World1\tat1.wld. If you open this file, it will have a prompt asking what layers to load, and you want ALL of them (or everything except sound).
3.) Once you have the map loaded, the CPs will still be missing. At the top, there is the "Active Layer" field. Click Change. Mostly, CPs/vehicle spawns are kept in the "Design" layer of the map. Swap to this layer, and then you can see how the originals are set up, and try swapping out vehicles using the tutorial given.