Author Topic: FH2 Modding Q&A  (Read 143846 times)

Offline Pejsaty

  • Jr. Member
  • **
  • Posts: 207
    • View Profile
Re: FH2 Modding Q&A
« Reply #510 on: 29-04-2013, 23:04:03 »
Ok ok...i did download that mapppacking script (including python) a week ago or so. :D

All I really need to know is that how to put the init.con in the maps/levels folder correctly.

The init.con is created automatically by the editor...

Well, I had to copy from other map, or maybe I'm misleading it with another con file.... But I'm 90% sure...

Offline Roughbeak

  • Science of Hooting, PhD
  • Developer
  • ******
  • Posts: 1.438
    • View Profile
Re: FH2 Modding Q&A
« Reply #511 on: 29-04-2013, 23:04:58 »
I keep getting the same problem in post #501. :-\
I did extract the zipped files, if there is something obvious...well.
« Last Edit: 29-04-2013, 23:04:41 by Roughbeak »

Offline Pejsaty

  • Jr. Member
  • **
  • Posts: 207
    • View Profile
Re: FH2 Modding Q&A
« Reply #512 on: 30-04-2013, 00:04:51 »
Ah, now I noticed that you want to use already existing map... Can you make a screenshot of your map folder?

Offline Roughbeak

  • Science of Hooting, PhD
  • Developer
  • ******
  • Posts: 1.438
    • View Profile
Re: FH2 Modding Q&A
« Reply #513 on: 30-04-2013, 00:04:29 »
Right now i am just getting a feel for it.

If you have any pointers or tips to make these work on the BF2 Editor let me know!


This is the FH2Z folder


And...the map/level folder
« Last Edit: 16-05-2014, 18:05:43 by Roughbeak »

Offline gavrant

  • (Almost) retired dev
  • Moderator
  • ***
  • Posts: 598
    • View Profile
Re: FH2 Modding Q&A
« Reply #514 on: 30-04-2013, 01:04:17 »
Roughbeak, first of all, you should unpack .zips in the root of  the mods\FH2Z (modding) folder (the first screenshot). The tutorial how to do that properly:
http://forgottenhope.warumdarum.de/tutorials/

Secondly, to open, for example, Anctoville in the editor, unpack every .zip in the mods\FH2Z (modding)\levels\anctoville_1944 folder straight to that folder. There you'll find init.con, tmp.con, etc. After unpacking, if the Editor sub-folder is missing in the mods\FH2Z (modding)\levels\anctoville_1944 folder, create it by hand and copy all the files and subfolders from GameModes\gpm_coop\64 sub-folder of the map (or whatever gamemode and size you're going to edit). In that case you should also create Layer.con file in Editor sub-folder which should look like this:
Code: [Select]
rem ******** 2 ********
LayerManager.AddUserLayer "PCOs" 4 2 1 1
LayerManager.SetLocked 0
LayerManager.SetDisabled 0
LayerManager.AddGameModeFilter "gpm_cq"
LayerManager.AddGameModeFilter "sp1"
LayerManager.AddGameModeFilter "gpm_bk"
LayerManager.AddGameModeFilter "gpm_sl"
LayerManager.AddPlayerFilter "16"
LayerManager.AddPlayerFilter "32"
LayerManager.AddPlayerFilter "64"
Change LayerManager.AddGameModeFilter and LayerManager.AddPlayerFilter lines to the gamemode and size you want to edit.
« Last Edit: 30-04-2013, 12:04:49 by gavrant »

Offline Pejsaty

  • Jr. Member
  • **
  • Posts: 207
    • View Profile
Re: FH2 Modding Q&A
« Reply #515 on: 30-04-2013, 12:04:24 »
I wanted to see how your Crete folder looked like after unpacking, Roughbeak!

Offline Turkish007

  • Masterspammer
  • ****
  • Posts: 4.060
  • Mini-mod necromancer
    • View Profile
Re: FH2 Modding Q&A
« Reply #516 on: 30-04-2013, 16:04:39 »
what is the spawner code of the civilian coupé? I cant spot it in any maps so I dont know the code.

Offline Pejsaty

  • Jr. Member
  • **
  • Posts: 207
    • View Profile
Re: FH2 Modding Q&A
« Reply #517 on: 30-04-2013, 16:04:52 »
civtruck?

Offline Turkish007

  • Masterspammer
  • ****
  • Posts: 4.060
  • Mini-mod necromancer
    • View Profile
Re: FH2 Modding Q&A
« Reply #518 on: 30-04-2013, 16:04:12 »
No, the coupé. This one:


Offline Pejsaty

  • Jr. Member
  • **
  • Posts: 207
    • View Profile
Re: FH2 Modding Q&A
« Reply #519 on: 30-04-2013, 16:04:20 »
civcoupe_black, civcoupe_red, civcoupe_green, civcoupe_rust

Offline Turkish007

  • Masterspammer
  • ****
  • Posts: 4.060
  • Mini-mod necromancer
    • View Profile
Re: FH2 Modding Q&A
« Reply #520 on: 30-04-2013, 16:04:59 »
Thanks :D

Offline Roughbeak

  • Science of Hooting, PhD
  • Developer
  • ******
  • Posts: 1.438
    • View Profile
Re: FH2 Modding Q&A
« Reply #521 on: 30-04-2013, 18:04:22 »
Alright i unzipped them..but it still did not work :P

FH2Zombie (modding) folder


Crete level




« Last Edit: 16-05-2014, 18:05:13 by Roughbeak »

Offline Pejsaty

  • Jr. Member
  • **
  • Posts: 207
    • View Profile
Re: FH2 Modding Q&A
« Reply #522 on: 30-04-2013, 18:04:30 »
Now everything is clear - you shouldn't have folders "client" and "server" - their content must be together in Crete folder!

Offline Roughbeak

  • Science of Hooting, PhD
  • Developer
  • ******
  • Posts: 1.438
    • View Profile
Re: FH2 Modding Q&A
« Reply #523 on: 30-04-2013, 20:04:06 »
Oh, i see. Just a little problem in the "7 Zip" file manager for the "FH2Z (modding)", it is not the same as in the computer/bf2/mods/fh2z (modding). :P
I have tried the "copy and paste" but did not work.

@Pejasty did you mean put the "zipped" files into the "non zipped" files?

7 Zip version


Computer version

« Last Edit: 16-05-2014, 18:05:42 by Roughbeak »

Offline Pejsaty

  • Jr. Member
  • **
  • Posts: 207
    • View Profile
Re: FH2 Modding Q&A
« Reply #524 on: 30-04-2013, 20:04:13 »
Omg, this is how it should look like: