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Modding Tutorials Information and tutorials related to modding BF2. |
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2012-04-17, 06:55 | #11 |
Retired PR Developer
Join Date: May 2007
Posts: 1,202
United States of America
Location: Seattle
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Re: [Tutorial]Creating AI support (co-op) for your Project Reality map
Plus, is there or did you create a valid StrategicAreas.ai file?
I don't believe Outlawz talks about that here. Here a link to an old forum post that's now in a PDF file. Anybody who wanted to learn read this at some point...try page 14 of 62 http://www.battlefieldsingleplayer.c..._Kysterama.pdf |
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2012-08-23, 09:37 | #12 |
PR:BF2 Contributor
Join Date: Sep 2011
Posts: 523
Germany
Location: Germany NRW - Xanten
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Re: [Tutorial]Creating AI support (co-op) for your Project Reality map
What version of python u using?
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2012-10-17, 22:40 | #13 | |
Join Date: Jul 2012
Posts: 8
Germany
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Re: [Tutorial]Creating AI support (co-op) for your Project Reality map
Quote:
>NavMesh/work/... My NavMesh folder doesn't even have a subfolder named "work" to begin with, There is only a folder named "NavMesh_SDK" and a bunch of stuff inside it. Do I have to create a new "work" folder myself and then put the GTS data in it? | |
2012-10-17, 23:20 | #14 |
PR:BF2 Developer
Join Date: Jan 2012
Posts: 262
Australia
Location: NSW
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Re: [Tutorial]Creating AI support (co-op) for your Project Reality map
Yeah create a work folder and the level folder.
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2012-10-21, 19:21 | #15 |
Join Date: Jul 2012
Posts: 8
Germany
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Re: [Tutorial]Creating AI support (co-op) for your Project Reality map
OK, I did exactly that. So now the directiory looks like "Battlefield 2\NavMesh\work\silent_eagle\GTSData
But still it's not working. I run the NavMesh.bat and type in the mod / map name but nothing happens at all. And yes, I did edit the GenerateNavmeshLocal.py and GenerateNavmesh_mod.py files so they reference pr_edit. So that cannot be the problem... Also, when I run NavMesh.bat it's showing different command lines than compared to someone else's for example: Here is a screencap of my cmd when running NavMesh.bat Compared to someone else's cmd As you can see, it's missing the "Usage: generatenavmeshlocal.py" line in my cmd. Can you tell me what I'm doing wrong? Plus, when I double click on the "generatenavmeshlocal.py" it opens up with a text document by default (as someone else in this thread mentioned earlier), although I DID install python on my computer. And when I right-click and select "open with python", a DOS window shows up for a millisecond and closes immediately. Is this normal? |
2012-10-21, 20:46 | #16 |
PR:BF2 Developer
Join Date: Jan 2012
Posts: 262
Australia
Location: NSW
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Re: [Tutorial]Creating AI support (co-op) for your Project Reality map
Your navmesh.bat is fine it will work.
I think you haven't set your computer to open .py files with python by default and thats the reason it is closing. |
2018-10-02, 22:03 | #17 |
Join Date: Jun 2009
Posts: 557
United Kingdom
Location: France
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Re: Creating AI support (Co-op) For Your PR Map
is there any update to this as have been trying this for hours without luck.
running creatnavmesh.bat just does nothing. Python 27 installed |
2018-10-03, 04:14 | #18 | |
PR:BF2 Developer
Join Date: Feb 2016
Posts: 569
Philippines
Location: Cebu
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Re: Creating AI support (Co-op) For Your PR Map
Quote:
Code:
# Change the line below to the mod you are working on mod = "pr_edit" | |
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2018-10-03, 19:08 | #19 |
Join Date: Jun 2009
Posts: 557
United Kingdom
Location: France
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Re: Creating AI support (Co-op) For Your PR Map
Thanks yes I have done this but still to no avail can't get it to work.
BFEditor will not open automatically either so wondering if its because of locaction of where its installed |
2018-10-04, 06:42 | #20 |
Join Date: Oct 2016
Posts: 45
Korea (North)
Location: Zevenaar
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Re: Creating AI support (Co-op) For Your PR Map
Hi I guess ill shed some light on this topic as I mainly do navmeshing for coop now.
First off you have to make sure that the file extention .py is ran by python (2.7.14) and not by notepad++ or any other. Time to get complicated. I do not use the vanilla Create Navmesh but I do use the vanilla Fix Navmesh. The backing reason for this is that Dnamro's navmesh tool does not require the editor to launch to generate the navmesh. It also doesnt crash your regular PR game everytime it increases its cutsize while the Vanilla navmesher does. The fix navmesh from Dnamro does not work so i use the vanilla one and yet so far i have to see issues with using this combination. You can find the tool mentioned above here https://drive.google.com/file/d/1dwa...8PjhEUph6/view But remember the .py files does need to be set to python or else this simply does not work. look over this topic again and make sure you did not miss any step https://www.realitymod.com/forum/sho...d.php?t=103902 |
Tags |
coop, creating, map, project, reality, support, tutorialcreating |
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