Jump to content
Official BF Editor Forums

LeViaTHaN74

Members
  • Content Count

    20
  • Joined

  • Last visited

Community Reputation

0 Neutral

About LeViaTHaN74

  • Rank
    Newbie
  1. Message me when you're done, and i'll stick the links in the first post. Cheers LeViaTHaN
  2. Same as I have unpacked the other maps. straight to the mapname directory with recursive sub-directories. Make sure you remove all the read-only attributes (use DOS, its easier) the command line is attrib -r -a -s -h /s
  3. I dont know, I find it frustrating as hell that the textures are'nt turning up in the side panel. If you find the solution, re-quote yourself, and paste the answer. Cheers
  4. http://img171.imageshack.us/img171/1535/bf2sidibh0.jpg This is using the method that everyone else on this thread has used. You must be doing something wrong, cos ALOT of people have done this, and not had a problem. I'd like to help you to NOT use my tools, but that seems a bit pointless. I've given full instructions. If you cannot follow simple instructions, I cannot help you any further. This following site\thread may be some use to you. http://battlefieldsingleplayer.planetbattl...amp;#entry57697 Depending on the version of winzip, maybe my batch commands arent working ? not sure, it seems to work for me and the others here. You may want to Extract the files manually, yourself using your OWN unpacker, so in saying that : If you locate the \Battlefield 2142\mods\bf2142\Objects you will see how I extract the files and to where. copy ..\Common_client.zip Common_client2.zip <--- copies the files from previous directory (down 1 level) copy ..\Common_server.zip Common_server2.zip <--- copies the files from previous directory (down 1 level) PKUNZIP -e -d -o COMMON*.ZIP *.* COMMON <--- Unpack all files AND directories, from both _Client.zip and _Server.zip files, with recursive subdirectories. To Destination COMMON PKUNZIP -e -d -o Effect*.zip *.* EFFECTS <--- Unpack all files AND directories, from both _Client.zip and _Server.zip files, with recursive subdirectories. To Destination EFFECTS PKUNZIP -e -d -o Kits_s*.zip *.* KITS <--- Unpack all files AND directories, from both _Client.zip and _Server.zip files, with recursive subdirectories. To Destination etc PKUNZIP -e -d -o Roads_*.zip *.* ROADS <--- Unpack all files AND directories, from both _Client.zip and _Server.zip files, with recursive subdirectories. etc PKUNZIP -e -d -o Soldie*.zip *.* SOLDIERS <--- Unpack all files AND directories, from both _Client.zip and _Server.zip files, with recursive subdirectories. etc PKUNZIP -e -d -o Static*.zip *.* STATIC~1 <--- Unpack all files AND directories, from both _Client.zip and _Server.zip files, with recursive subdirectories. etc PKUNZIP -e -d -o Vegita*.zip *.* VEGITA~1 <--- Unpack all files AND directories, from both _Client.zip and _Server.zip files, with recursive subdirectories. etc PKUNZIP -e -d -o Vehicl*.zip *.* VEHICLES <--- Unpack all files AND directories, from both _Client.zip and _Server.zip files, with recursive subdirectories. etc PKUNZIP -e -d -o Water_*.zip *.* WATER <--- Unpack all files AND directories, from both _Client.zip and _Server.zip files, with recursive subdirectories. etc PKUNZIP -e -d -o Weapon*.zip *.* WEAPONS <--- Unpack all files AND directories, from both _Client.zip and _Server.zip files, with recursive subdirectories. etc and this in the Battlefield 2142\mods\bf2142\Levels\Unpack.bat, PKUNZIP -e -d -o BELGRADE\CLIENT.ZIP BELGRADE <--- Unpack all files AND directories, from Client.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o BELGRADE\SERVER.ZIP BELGRADE <--- Unpack all files AND directories, from Server.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o CAMP_G~1\CLIENT.ZIP CAMP_G~1 <--- Unpack all files AND directories, from Client.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o CAMP_G~1\SERVER.ZIP CAMP_G~1 <--- Unpack all files AND directories, from Server.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o CERBER~1\CLIENT.ZIP CERBER~1 <--- Unpack all files AND directories, from Client.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o CERBER~1\SERVER.ZIP CERBER~1 <--- Unpack all files AND directories, from Server.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o FALL_O~1\CLIENT.ZIP FALL_O~1 <--- Unpack all files AND directories, from Client.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o FALL_O~1\SERVER.ZIP FALL_O~1 <--- Unpack all files AND directories, from Server.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o MINSK\CLIENT.ZIP MINSK <--- Unpack all files AND directories, from Client.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o MINSK\SERVER.ZIP MINSK <--- Unpack all files AND directories, from Server.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o SHUHIA~1\CLIENT.ZIP SHUHIA~1 <--- Unpack all files AND directories, from Client.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o SHUHIA~1\SERVER.ZIP SHUHIA~1 <--- Unpack all files AND directories, from Server.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o SIDI_P~1\CLIENT.ZIP SIDI_P~1 <--- Unpack all files AND directories, from Client.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o SIDI_P~1\SERVER.ZIP SIDI_P~1 <--- Unpack all files AND directories, from Server.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o SUEZ_C~1\CLIENT.ZIP SUEZ_C~1 <--- Unpack all files AND directories, from Client.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o SUEZ_C~1\SERVER.ZIP SUEZ_C~1 <--- Unpack all files AND directories, from Server.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o TUNIS_~1\CLIENT.ZIP TUNIS_~1 <--- Unpack all files AND directories, from Client.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o TUNIS_~1\SERVER.ZIP TUNIS_~1 <--- Unpack all files AND directories, from Server.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o VERDUN\CLIENT.ZIP VERDUN <--- Unpack all files AND directories, from Client.zip file, with recursive subdirectories. etc to Destination Mapname. PKUNZIP -e -d -o VERDUN\SERVER.ZIP VERDUN <--- Unpack all files AND directories, from Server.zip file, with recursive subdirectories. etc to Destination Mapname. You must remove ALL Read-only attributes on each individual file (another reason I chose a DOS unpacker) In a dos prompt, you can change to the directory and type "attrib -r -a -s -h" (no, im not teaching you DOS...) This will remove remove all the attributes of "read only, archive, system file, and hidden", which covers all bases. The weird directory names e.g. TUNIS_~1, if you did not know are Dos's way of interpreting Long file names. In Windows, the filenames appear correctly in their long form, but DOS cannot interpret Long filenames or Long Directory names due to an 8 character limit on the names. I really hope this helps, Because I dont have a massive amount of time on answering questions, unless these tools really dont work. I tested these tools thoroughly, and did not paste the link to them until I had done so (~ 2 days), so I dont understand just what is going on. Maybe its a different O/S problem ? Im Using Windows XP Pro with SP2, and it works great. Over and over, and over. I have even had people impressed enough they have requested if they can copy the tools and distribute them via other sites. I have had people request I continue my work on this editor, and make a full modified\working editor that does "everything" including instruction manual etc. So far my request for help on that has gained "1" response. Anyway, back on topic, If doing the above does NOT help, I'm not sure I can help you any further, because I dont see just WHAT is going on >_>
  5. http://img171.imageshack.us/img171/1535/bf2sidibh0.jpg This is using the method that everyone else on this thread has used. You must be doing something wrong, cos ALOT of people have done this, and not had a problem. I'd like to help you to NOT use my tools, but that seems a bit pointless. I've given full instructions. If you cannot follow simple instructions, I cannot help you any further. This site\thread may be some use to you. http://battlefieldsingleplayer.planetbattl...amp;#entry57697
  6. I was sure I put enough detail into that instruction, but hey, maybe not, Attempt #2 : 1) Also, in the Battlefield 2142\mods\bf2142\Levels\MAPNAME ( ALL maps) there is a file called init.con edit the line that says "run EDITOR/StaticObjects.con BF2Editor" and make it "run StaticObjects.con BF2Editor" Save it and exit. YOU MUST DO THIS ON EVERY MAP. 2) Copy a blank text file named "layers.con" into the" \Battlefield 2142\mods\bf2142\Levels\MAPNAME\EDITOR" Directory. If there is not a directory there, make one. - you mean like in my BF2\mods\bf2142\levels - right? No, otherwise I would have typed that... Battlefield 2142 does not follow the exact same directory structure as Battlefield 2. There was much speculation as to whether or not Battlefield 2142 was "Just a Battlefield 2 Mod". The answer is no, its not. Essentially its the same, based on the orginal engine, much like I.D. Software did with all the variations of the Quake engines. You can not EASILY Mix and match Battlefield 2 and Battlefield 2142 stuff. It can be done, and I even know how..mostly, but I will not help you to do it. - how will that effect whats going on in my bf2 mods folder for the editor? sorry I just don't want BF2142 messed up when I play online. Errr, If you read this entire thread, one of the first sentences I said, is I RECOMMEND MAKING A COMPLETE BACKUP And like jeffreyrichey said above, "Battlefield 2142 does not referance bf2/mods/bf2142 at all so it shouldn't interfere with your game. Only when you modify the base 2142 content would it matter." He is absolutly correct. For your own sake, DONT use the one you are planning to use online. Copy the entire \Battlefield 2142 directory to another place, and put the editor etc in that. Modify THAT. not your original install. Seriously though, I really think you are going about this the wrong way. I recommend downloading these 2 files I have created, and you literally "Install BF2142" then, "Run Pt.1" and "Run Pt.2" then it works. I didnt create these files for people to pick and choose what "part" they want to use. Its meant to be used together, I did it like that for a reason...the reason ? it works. If all the info in this reply does not help, All I can suggest is you re-evaluate what you are doing and what you hope to achieve. These tools are not "the" answer to a 2142 editor, but its a step in that direction. I originally made them for myself, then others showed some interest, so I posted them here. Also, this thread was intended to be "about" these tools I have created, not how you can NOT use them..so, maybe you're in the wrong thread ? I hope for your sake you are not using this as a "starting point" for mapping. It is imperative that you learn how to make\edit maps in Battlefield 2 BEFORE you even attempt this. Anyway, I hope my above reply helped. Cheers
  7. Nope, your way is fine. just unpack what you want, and make sure you remove the read-only attributes from all the files. Also, in the \Battlefield 2142\mods\bf2142\Levels\levelname (all maps) there is a file called init.con edit the line that says "run EDITOR/StaticObjects.con BF2Editor" and make it "run StaticObjects.con BF2Editor" Copy a blank text file named "layers.con" into the \Battlefield 2142\mods\bf2142\Levels\Belgrade\EDITOR directory. provided you unpacked everything correctly, it should load levels in. the 2 "revised" files work first time, every time.
  8. Well, as yet i havent got snow and ice onto the terrain, although I have noticed that some other people on this forum have..so I must be missing something, or maybe theres another .con file i have to modify. If I can work that out, or if someone else knows how, PLEASE post the answer here. I've managed to make some pretty spectacular maps, using bf2142 objects in bf2 maps, but basically, we wanna make 2142 maps, right ? So Maybe the answer here is patience (waiting for something that may never come) or just persistence. Im also curious as to why they made the Battlefield 2 expansions with elevators etc, yet this "new" game, we have to go up a million stairs to get to the top of the building... Theres alot of questions at foot here, that just dont add up..like.. the solid buildings, the lack of vehicles (compared to bf2), the lack of maps, the lack of editor....just to name a few. But I'm not here to rant about my disappointment, im just here to try and help those that expected MORE from EA and DICE. Maybe the next game, they will just offer us the game engine "provided as is" without an editor "provided as is", and tell us to make the maps ourselves with no technical support. *sigh*
  9. If anyone wants me to post the editor stuff that i created somewhere, let me know, and ill re-upload it to rapidshare & torrent. Lev.
  10. I think i might know the error you're talking about. On occasion I have noticed the editor doesn't like loading a map a second time, or load a second map if you already have one loaded into the editor. If you want to load another level, or something seems to be missing, make your modifications, save it, exit the editor and re-start it.
  11. Thanks for your support guys, ive put an abnormal amount of time into this, and will no doubt dedicate alot more abnormal amount of hours into fixing bugs\releasing fixes (via rtp's probably) After we have got this all working properly, i will be releasing tools (I've already made them) to port maps from Battlefield 2 into 2142. Once again, I won't be supplying modified EA\DICE code, so as to not infringe copyright and the EULA. Its harder to do, but should keep them off our backs.
  12. Thats an easy one which is covered in the bf2 editor tutorials. I assume you mean loading the objects\scenery etc. to load textures etc into the editor : 1) load the editor 2) click on the bf2142 mod (takes ages to load) 3) at the menu at the top, select "mod", then "mod manager", then the "editor content" tab 4) click every box you want to load into the editor. 5) click "ok" then "yes" if prompted to make the mod.desc file writeable. 6) takes another millennium to load ( I went and got the kids ready for bedtime) 7) to load a level, in the top left, select "level editor" from the drop box 8) 2nd icon over from the drop box is "load level" 9) click level you want to load from the displayed list, and click ok. Note to everybody: I'm not going to teach users how to use the battlefield 2 editor, thats already been done to death, and I'm still figuring it out myself. If its crashing to desktop, hey, this is the "battlefield 2 1.03 editor" we're playing with here, not a BF2142 final editor. I wanted to share with others what I have learnt. Whilst its not perfect, its a starting point, and between each other, i'm sure we can figure out just what the hell EA have done. As you people come up with helpful suggestions related to getting this thing working properly, (not criticism), then please post it in this thread. As I discover things myself, I will post them here as well. Thanks people LeViaTHaN
  13. 26/06/2008 - Update : 17/03/2007 - Update : After a few months of tossing this project aside, another user has re-sparked my interest. So I am in the process of re-releasing these files with some fixes. These fixes are : - Fixed some objects\materials not being unpacked using the batch file. - Reference to the staticobjects.con file was wrong in the init.con files (all of them) _____________________________________________________________ ** BEFORE STARTING - I RECOMMEND MAKING BACK UP OF THE ENTIRE \BATTLEFIELD 2142 DIRECTORY!** You must install: winzip 11 - *links above* winzip command line addon *links above* You can delete these after all the following processes are finished if you want. Double click bf2142_ed_unofficial_1_01 Part 1.exe http://rapidshare.com/files/21445878/bf214...Part_1.exe.html (63747 KB) <- includes editor and batch files. Browse to your\battlefield 2142 directory and click "Unzip" Unpacking the Objects: In the \battlefield 2\mods\2142\objects folder, there is a file called "unpack.bat" This unpacks all the objects\materials needed for this editor. When the unpacker gets to "vehicles" it may get a crc error. press "o" then "n" Unpacking the Levels: In the \battlefield 2\mods\2142\Levels folder, there is a unpack_levels.bat This will unpack all the level contents, and removing the read only attributes, allowing you to edit the map. Double click bf2142_ed_unofficial_1_01 Part 2.exe http://rapidshare.com/files/21465326/bf214...Part_2.exe.html (342 KB) <- patched files - can only be run after above steps.... Browse to your\battlefield 2142 directory and click "Unzip" The only annoyance you will face is the incessant prompts from winzip, asking you to continue. Unfortunately this is out of my control, as winzip is NOT freeware, and is the only program that supports long paths\filenames in DOS. I assure you, this doesnt happen in the registered version. FFF I hope this has been helpful in getting the many frustrated people to load\edit maps in this editor Any more helpful comments would be appreciated, especially to resolve the 2 remaining issues. http://bfeditor.org/forums/index.php?act=S...st=0#entry55806 Known problems to date: -I have a problem displaying the detailed ground textures The ground is dark when close up in detail texture mode. (probably related to the missing ground textures.) -Spawn points - It doesnt seem to recognise the spawn points. editing of the .con files is probably in order LeViaTHaN June '08
  14. - good, there is a solution, so u can start already Oh, I have - but for much cleaner implementation, we better wait for the bf2142-editor, it can't be too long from now till the release Thats true, it'd certainly make things alot easier, but if EA decides not to release one, people like myself are definitely gonna make tools to make porting etc easier. - How many weeks after the bf2 release, the bf2-editor was released? Weeks ? Wasn't it months ?
×
×
  • Create New...