*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
Help w/ a Converting a Secret Weapons map to is82 mod
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Help w/ a Converting a Secret Weapons map to is82 mod
Last edited by GoodDayToDie!! on Mon Apr 23, 2012 4:03 pm, edited 1 time in total.

Re: "New" Map: Interstate82: Eagles Nest
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,
not converted anything from SW but I guess others here have,
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Re: "New" Map: Interstate82: Eagles Nest
Nope. It does not. It will when I'm done with it though:)
**edit 4/24/12...**
que tumble weeds......
**edit 4/24/12...**
que tumble weeds......


Re: Help w/ a Converting a Secret Weapons map to is82 mod
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.
That's all the ammo I have.
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
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Re: Help w/ a Converting a Secret Weapons map to is82 mod
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.
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.

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