Star wars battlefront 2 mod tools tutorial german
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This item will only be visible to you, admins, and anyone marked as a creator. Current visibility: Friends-only. This item will only be visible in searches to you, your friends, and admins. This guide provides the download link to Battlefront II's mod tools as well as a list of video tutorials by jedimoose32 , and some written ones by various authors. More tutorials will be added in time, and if you have any questions or suggestions of tutorials to add video or written please comment. Enjoy your new found skill in modding Battlefront II!
This item has been added to your Favorites. Created by. MightyOwl Offline. Languages: English. Guide Index. Mod Tools. Video Tutorials. Written Guides. New world creation Zeroeditor - Lighting and planning Adding water to a map Sky domes and models Adding vehicles - Hovers and Walkers New side creation Modifying a stock side Localisation Localization All listed with kind permission of jedimoose How to mod a mission lua [www. MiniMooFish 6 Aug, am.
Run the game, and your new map should show up in the Instant Action, and Multiplayer playlists. In Conquest, there are 4 CPs each with spawn paths, and capture regions , 2 for each team. You can ,of course, add more CPs, and move any of the CPs and their spawn points and capture regions wherever you like.
Also included are the flags for each team, and the capture region the cylindrical object that serves as the visual representation of the capture location for each team. Everything is arranged for you. You can, of course, change the scripts to suit your purposes add vehicles, additional characters if you want, etc. The naming convention for the scripts is as follows:. You can modify the game scripts directly in any text editor I suggest using a more advanced editor such as UltraEdit, or EditPad.
See above for the location of the scripts. This will load up the editor. It is important to note, that when creating your new world through VisualMunge, we create, and set up all the files needed to run your level, and have the game mode functionality work. You will, however, have to go into your world and add Planning Paths , Barriers , Boundaries, any Lighting you want to add, along with any new Objects or terrain features you want to add.
You can copy one object at a time, or you can just copy these entire folders into your new world folder. These files need to go in a corresponding folder inside your new mod folder. Select a box that you want to add a new texture to you can replace existing textures, or you can start by adding a new texture to a blank box.
The box will be blank if you choose a blank texture slot. Click the Browse button below the Texture box, browse to the texture you just copied into your world folder, and voila…your new texture is ready to be used. By default, the template map uses the sky file from Yavin.
Changing this is a fairly simple thing to do. 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. 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. For the sake of keeping things clean, and simple, always click Select All and make sure all the layers are 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.
Click that button, and it will take you into the layers dialog. Click on conquest and then close that window. Click the Browse button. 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. Click on it, and it will turn blue.
This means the CP is now selected. 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. 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 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, cp7, 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. On the Edit Mode toolbar, click on the Region button.
Notice the interface has changed slightly to show the region editing tools. 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. 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.
You should then copy that name into the Region ID box to avoid any confusion later on. To move a region, select it, as described above, and hold the C key. One red, green, and 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.
Now when a unit enters this region, they will begin capturing the CP. First, click on New Group in the region tool panel. Now just click where you want to place the region. Note: It should also be slightly sunken into the terrain. The region should already be selected. Press and hold the Z key. 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. First, click on the Path button under Edit Modes. First, click New Path.
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