How to install bf2 editor on windows 7
It's been 4 years since the last one and the link was also dead. Tags bf2 , editor , mapping or modding , setting , tutorial Thread Tools. All times are GMT. The time now is Powered by: vBulletin. User Name. Remember Me? Project Reality. Mark Forums Read. Modding Tutorials Information and tutorials related to modding BF2. Thread Tools. CreateDefaultPlayerFilter "" 5 Save the file and open the editor. Now when you create a new layer , the editor will show the following window, giving you all the options you need for PRmaps: 8.
Advanced Tips Now your editor is basically set up to map for PR without conflicting with your other files etc. Those shortcuts have been set up for the default location, so depending on your computer configuration you may have to right click on the shortcuts and change the location in the properties window so it points to the correct folder.
A complete list with good Mapping tutorials can be found here. Hope this helps you make some new maps for PR! Last Updated: June, - Updated samples for 1. Find More Posts by Rhino. View Rhino's IP Address.
Find More Posts by IronTaxi. Find More Posts by Mineral. View Mineral's IP Address. Find More Posts by Suchar. View Suchar's IP Address. Find More Posts by friendly. View friendly's IP Address. Originally Posted by friendly These are my old notes for reinstalling it that still seem relevant: 5.
Please login or register. Did you miss your activation email? Choose an install location then click Install. At the 'Completing the BattleField 2 - Battlelog. Afterwards click 'Apply' then 'Close'.
Wait for PunkBuster to update. When you see the 'Finished with update. See the Launcher Options section below to enable online play. Extract the rar. Mount itw-bf2d. B6T Install run setup. Launch BF2. You can reuse the name from your Revive account. Click 'Create Account', select the new account, and login. When the editor is started the user ends up in an environment similar to the one below. In the top left corner there is a dropdown-list with all the plug-ins that the user can activate.
These are the different editors and usually by default the TerrainEditor is active. When selecting a different editor the appearance of the tool can be slightly altered, however the basics are the same. Next to the editor selection dropdown-list, the basic new, load and save can be found. These only apply to the active editor.
There is however a SaveAll function in the File-menu and as a button next to Save that performs a save in all editors. When activating a plug-in a menu with the same name as the plug-in appears. This menu holds all mappable commands that editor supports.
Next to the main toolbar the plug-in specific toolbar can be found. This one is unique for every editor and will be described in detail under the section for the corresponding editor. Underneath the Resource window the Tweaker is located. This will be covered late in this document. At the bottom the output window is located. Information both from the editor and the game will appear here. The rightmost window is an editor specific one. The editor themselves determine the content of this window and is described under each specific editor later in the document.
Besides the above described windows there are a number of plug-in toolbars. These are plug-ins that cannot be activated and only add functionality through there toolbar. Their functionality will be described later. The graphical user interface environment is fully customizable. The main windows and toolbar can be moved, docked in different fashions and hidden.
The environment is saved when the editor is closed, and restored the next time it is loaded. Simply drag and drop the bars and toolbars to alter the appearance. Hiding bars is done by either closing them using the button on the title bar or in the View menu. The main toolbar can be hidden in the View menu. Plug-in specific toolbars can be hidden in a different fashion, see Add-in [TOOD: Add Link], unless it is a toolbar for an editor, these cannot be hidden unless the entire editor is hidden.
The File menu has the normal new, load and save functions. There is also a resave function which forces a save. Normally the plug-ins only save changed items, but sometimes the user may want to force a resave. Finally there is an import function. This only works for the currently active plug-in and performs an import from Maya to the game, using MParser.
When activating a plug-in only the supported functions are enabled. Import, for instance, is not supported by the TerrainEditor. The add-in manager shows all available plug-ins.
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