How did rebel_scum and imp_strikeforce get the BF2 maps into BF1? There were a few they'd done but were not all finished? I'd much like to add some maps to my mod (sounds like hexwork a little, or did they modify the maps in BF2's ZeroEdit?)
Well if you make sure that swbf2-only features are removed from the map is swbf2 ZE, then it should work for copy and paste
Now that rebel_scum is back here again, you can also ask him yourself too
If I recall, scum has forgotten almost all his modding knowledge after his harddrive was wiped...but I guess it could be worth a shot
It's worth an ask. I'm sure something must be left behind, even a vague description. I just sent a PM to him, and even a vague answer will be good. I do now assume it's fiddling in BF2 ZeroEditor to get rid of things like lights.
It was probably ZE2 used to load the asset maps, strip away the non-compatible BF1 features, and possibly reload it into ZE1 for munging I'd wager. Of course, another way possibly would be to take the map placement of all map objects and just copy/paste that into a ZE1-created dummy project (all x,y,z coordinates are stored in a plain text file, not binary, so you can just load up the file into Notepad and see where everything is placed).
The problems would still remain with BF2 maps that use terrain or have collisions that don't work for BF1 for some reason. Polis Massa being a good example, you'd need to stick invisible collision objects in quite a few places to keep units from falling thru the ground to their deaths. I'd like to still see someone do the never-done/never-finished BF2 maps (Tantive, Felucia, Kamino2, etc), as I don't know if there's as much of a wow factor in replicating any of the maps already done by strike/scum as they did a pretty decent job given how tedious it was. Especially Felucia... I still have my 327th Star Corps units somewhere on my HD but never got around to trying to do a Felucia port myself. Not to mention a great map to have for a TFU mod project too.
Yeah, I realized the terrain problem early, and also, I think I may have figured out how to get Tantive IV working. One of the hallway sections (tan4_*something*_c I believe) crashes ZE when it re-loads the map.
You gave me a good idea Napseeker...hmm maybe this weekend I can attempt a port, actually, this Spring Break, since it's coming up..
Yes! I think my idea could work..I just need a map that everyone wants ported hmm
I just got a reply from rebel_scum. Sadly he has indeed forgotten how to port those maps.
Quote from: "ggctuk"I just got a reply from rebel_scum. Sadly he has indeed forgotten how to port those maps.
I may not be a modder, but I'm sure that someone still knows how to out there.
I probably do
![Smile! :)]({SMILIES_PATH}/smile.gif)
but I haven't been able to satisfactorily make a map that works... i did Polis Massa once, and it worked, but there were tons of collision issues and etc. Couldn't fix it.
Weren't there collisions that shipped with the editor?
Yes, there are, but they don't do any good, seeing as AFAIK, you can't open converted maps with BF1's ZeroEditor.
Some maps I guess can be actually physically "remade", since several maps are object-dependant mapsinstead of terrain-dependant maps. I would have liked to see BF2 Kashyyyk in BF1 though...
I'd actually like to see BF2 Kashyyyk playable on BF1 too, but more as a novelty than anything else. From what I've seen of the map (from within ZE2), the design of that map looks like the weakest out of all the BF2 maps.
I made a modified version of Kashyyyk Docks last year using some of the BF2 Kashyyyk assets in order to recreate the RotS beach battle more faithfully, and one thing I noticed right away is that whoever made the BF2 Kashyyyyk models really did a so-so job at texturing them; the BF1 assets are so much better looking. I had to drop using some models because they didn't blend well at all with the better BF1 pieces.
I'd be curious to know from any BF2 gamers how they'd rank the standard maps, I'd guess that Mustafar, Utapau, Tantive, and the Jedi Temple would rank near the top, while Kashyyyk, Polis, Kamino and possibly Dagobah would be near the bottom.
Actaully, that's what I've been doing with Docks too, only I added more vehicles (I don't know if the Snail Tank can be added, I have made ODF files for it but it uses a different, BF2-only tread system). I've only used the BF2 platforms though to 'outline' the docks like in the film, and I didn't stick just to BF1 assets but used some of dragonum's Kashyyyk assets too. I considered removing the bushes from the back of the Docks and having something like Kachircho's entrance there, and Yoda's Star Destroyer out back.
Quote from: "Napseeker"I'd be curious to know from any BF2 gamers how they'd rank the standard maps, I'd guess that Mustafar, Utapau, Tantive, and the Jedi Temple would rank near the top, while Kashyyyk, Polis, Kamino and possibly Dagobah would be near the bottom.
What's ranking? How impressive the map is? How much fun it is to play?
Coruscant and Mustafar are both pretty visually impressive and fun to play, but by the same token, Kamino and Polis Massa are both really well-designed maps, too. Coruscant and Mygeeto are two of the best-designed maps from I think both a visual and gameplay perspective. None of the maps are what I'd call "poor" from a design perspective*, although Dagobah is notably a bear to play.
*Space maps not included.
From what I see online, the main maps are Mustafar, Coruscant, Mos Elisey, Jabba, and Pollis Massa.
Quote from: "The_Pi"From what I see online, the main maps are Mustafar, Coruscant, Mos Elisey, Jabba, and Pollis Massa.
Don't forget Tantive IV.
@ggctuk: I do have the snail tank in my modded KDocks map, but I don't remember if the treads worked or not (probably not, I don't think I spent much time porting it other than just to get the weapons working properly). The Spider Droid was also there courtesy of psychofred, but unless I did something wrong, it's an incredibly slow moving vehicle regardless of what speed I set it to in the ODF. Overall, mine is probably more simplistic than yours is - I just wanted the beach battle so I blocked off the upper part of the beach (where the huts are) with some cover and had everybody spawning on the beach only.
Never released it mainly because I rotated the walkways to the platforms just a little and found that I couldn't tweak the paths for the AI to match the rotated walkway (the AI miss the entry point and fall off into the water below). Or wait, was it the barriers that I had trouble rotating to match? It's been a while... can't remember which, just _something_ in ZE was near impossible to adjust to keep those bots from falling off; it would look like I got it rotated correctly from one angle, then totally "off" from another angle in the editor. Quite tedious to have to munge the map, play it to find the tweak didn't work, then go back to edit, munge, play, repeat. SWBF needs a built-in map editor in the game so you can make those tweaks without leaving the game itself.
@Mav: yeah, I meant just "fun to play" or at least, whatever maps people find themselves coming back to play over and over again for whatever reason. Mos Eisley is pretty enjoyable too, although I found Jabba's palace to be a bit too claustrophobic for my tastes!
Sooo... back on topic... any ideas? Teancum of GT has said that for Naboo Prototype I would have to reverse-port the BF2 source he used (since it originally came from BF1).
well just strip non compatible bits away and remake the odfs into bf1 ones without changing the name
It doesn't really work that way, the only way I know to get the SWBF2 maps to go in ZE is to either make it from scratch, or re-create the terrain from scratch and remove all references to the lighting system SWBF2 uses
duh, that's why I couldn't get Tantive to work! I was skipping the all-important lighting removal
Looked into the naboo2.wld (Theed, the map thats basically the same between both games) files for both swbf1 and swbf2, only differences are;
Terrain load order and in the SWBF2 wld file the .lgt load for the lighting. (camera differences should be camera position at time of save).
Other than that its basically the same.
Opened up the terrain in a hex editor for naboo2 and the initial data sets are the same, but further down it changes, so the terrain for swbf2 is handled differently. Should have to do with the fact that Zeroedit for SWBF2 has the ability to work in layers for different game modes, which can lead to different terrain features loaded via layers.
Biggest hurdles are terrain and obj collision. Collision is the harder of the two due to its tediousness. Terrain can be recreated abit easier.