This process is so similar to the SWBF1 editing shipped maps. I hope I haven't forgotten anything, but if I have just post it here Just replace them with the ones you have now or rename the originals and paste there the new ones. If it's TAT, for example, you'll have the tat2.lvl and tat3.lvl files in that folder. Go to the \BF2_ModTools\data_LEL\_LVL_PC\ folder and look for the map(s) you edited. The Material name is automatically appended with the correct prefix, and the transparency is displayed in the viewport. It is also highly recommended that you install this to the default directory as other directory names could. Choose your map (TAT, or the map u edited) and click on munge, after it gets munged a window telling u to run BF2 will pop up. Alpha Selection in BF2 Materials Alpha Transparency Modes (No Alpha, Alpha Blend and Alpha Test) can now be selected for each BF2 Material (BundledMesh and StaticMesh Materials). You must have Star Wars Battlefront II version installed BEFORE running the Mod Tools. Once you've finished editing your map, just go to the \BF2_ModTools\data_LEL\_BUILD\ and run Modtools VisualMunge.exeĥ. Basically now u can edit whatever u want, so edit the textures, sky, terrain or whateverĤ. Description This is the download for the fix of the munge tools for the game Battlefront II, to help those looking to make a new map for the game and help the community as a whole for it. Copy folder into your mod worlds folder (\data_LEL\worlds\TAT\)ģ. In the coming weeks you can expect to see more advanced. Once installed, start going through the tutorials. I just cannot believe it - the mod tools have been delayed once again oh yeah, interim 1.01 patch next week, plus less buggy linux servers ASAP. To get started, download the beta version of the Mod Development Toolkit. in the following folder \BF2_ModTools\assets\worlds\TATĢ. Here you can download all the neccesary tools for developing your own mods based on Battlefield 1942 as well as tutorials and examples on how to use these tools. Browse to the world that you want to edit such as MOS, DEA. Note 2) The name I gave to my created map is LEL, so my folder for modding swbf2 stuff is called data_LELġ. Note 1) Before I start, first of all you have to create a map in \BF2_ModTools\data\_BUILD by running Modtools VisualMunge and then creating ur map, after that just. As some friends asked me for basic tutorial, there u go:
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |