Help w/ a Converting a Secret Weapons map to is82 mod

Ask questions, discuss ideas, get answers
Post Reply
GoodDayToDie!!
Posts: 221
Joined: Mon Dec 13, 2010 7:59 am
Location: Bat Country, California
Contact:

Help w/ a Converting a Secret Weapons map to is82 mod

Post by GoodDayToDie!! »

*yes i renamed thread:)*

Jello all,

I just started working on converting SW's Eagles Nest into the Interstate82 mod. Let's see, I replaced the bulk of the files and folders over to my new map like the Heightmap.raw, StaticObjects.con, Textures, Materialmap.raw, PreCache.con, ObjectLightmaps folder, and the Init folder.( I think that was all)

Any who, Everything shows up in game(new interstate copy) except for the Eagles Nest, the tunnel below the Nest, and a guard building(3-5 of these). Any thoughts on how I can get them to show up in map?

Map opens in editor42 but I prefer battlecraft......

Lastly, I went to open this new copy in battlecraft and it crashes to desktop...Only for this map. Any thoughts on how I can get this staged correctly to start placing my own "custom" objects?

This map is going to be a "race" through eagles nest with a few challenges/obstacles along the way.

Happy 4/20
Last edited by GoodDayToDie!! on Mon Apr 23, 2012 4:03 pm, edited 1 time in total.
Image
User avatar
fo0k
Posts: 1433
Joined: Fri Oct 16, 2009 4:21 pm
Location: UK

Re: "New" Map: Interstate82: Eagles Nest

Post by fo0k »

so does Eagles have custom objects in it? i.e. any objects folders or standardmesh folders?

not converted anything from SW but I guess others here have,
GoodDayToDie!!
Posts: 221
Joined: Mon Dec 13, 2010 7:59 am
Location: Bat Country, California
Contact:

Re: "New" Map: Interstate82: Eagles Nest

Post by GoodDayToDie!! »

Nope. It does not. It will when I'm done with it though:)



**edit 4/24/12...**

que tumble weeds...... :(
Image
User avatar
Swaffy
Posts: 1715
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: Help w/ a Converting a Secret Weapons map to is82 mod

Post by Swaffy »

It might be trying to load object spawns that don't exist. Make sure your object spawns and their templates correspond correctly.
That's all the ammo I have.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
GoodDayToDie!!
Posts: 221
Joined: Mon Dec 13, 2010 7:59 am
Location: Bat Country, California
Contact:

Re: Help w/ a Converting a Secret Weapons map to is82 mod

Post by GoodDayToDie!! »

Thanks Swaffster,

Yeah, they're just static objects......


That put the idea in my head to add the objects missing into my interstate82 .lst file, example: EagleNest_villa_M1=StandardMesh(EagleNest_villa_M1)

But that didn't work so I removed the M1 and that didn't work either. Granted, there is no StandardMesh folder in my map for it to relate to.......kaputt.
Image
Shrooms
Posts: 70
Joined: Wed Aug 11, 2010 12:35 am

Re: Help w/ a Converting a Secret Weapons map to is82 mod

Post by Shrooms »

Secret weapons has objects that is not in regular bf1942. You need to have the object files packed in your map. Take them from the objects.rfa, standardmesh.rfa, and texture.rfa of the sw expansion. You have custom objects in your other maps, use the same procedure.

For having the objects show in battlecraft, this is how you edit your interstate.lst

objectname=Standardmesh(meshname)

To find the object name, open up the objects.con of the object. Look at the beginning where it says ObjectTemplate.create, now after that it may say simpleobject, or playercontrolobject or bundle, whatever. Next it will have the objectname, for instance,
ObjectTemplate.create PlayerControlObject Tiger

The name that's bold and underlined is your objectname.

Now look for the next most line that say's ObjectTemplate.geometry
This line points to the objects geometries.con file, for the tiger in bf1942 the next most line is:

ObjectTemplate.geometry Tiger_Hull_M1

Now open up geometries.con of the same object and look for
GeometryTemplate.create StandardMesh Tiger_Hull_M1
under this line, you will find
GeometryTemplate.file Tiger_Hull_M1

the bold and underlined word is your meshname.

now just fill in for
objectname=Standardmesh(meshname)

shall now be

Tiger=StandardMesh(Tiger_Hull_M1)
GoodDayToDie!!
Posts: 221
Joined: Mon Dec 13, 2010 7:59 am
Location: Bat Country, California
Contact:

Re: Help w/ a Converting a Secret Weapons map to is82 mod

Post by GoodDayToDie!! »

Thank you Shrooms, You beat me to the punch!

Yes I followed that procedure and WHAM!! My Eagles Nest is good to go!

However, is it possible to edit this map in battlecraft? Or am I forced to use editor42?


Again, thank you guys for taking the time to consider and respond.....
Image
Post Reply