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		<title><![CDATA[First Strike Forums — Custom Maps]]></title>
		<link>https://forums.fsmod.com/index.php</link>
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		<description><![CDATA[The most recent topics at First Strike Forums.]]></description>
		<lastBuildDate>Fri, 11 Apr 2014 15:48:44 +0000</lastBuildDate>
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			<title><![CDATA[FirstStrike AImeshes for anyone interested]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=11092&amp;action=new</link>
			<description><![CDATA[<p>I have created AImeshes for most of the common First Strike objects and a lot of the other objects in the mod.&nbsp; &nbsp;If there is anyone that wants to use them to navmesh there own First Strike maps to add coop, let me know I can make them available.&nbsp; &nbsp; But, if your interested in expanding the existing Navmeshes, be aware that I am working on the AImeshes for the custom map objects in order to more fully expand the First Strike maps.</p>]]></description>
			<author><![CDATA[null@example.com (Dnamro)]]></author>
			<pubDate>Fri, 11 Apr 2014 15:48:44 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=11092&amp;action=new</guid>
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			<title><![CDATA[1.5 to 1.55 Mapping]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=10350&amp;action=new</link>
			<description><![CDATA[<p>I was just wondering if we need to do anything specific with the BFeditor now that 1.55 is out. Anything new to add?</p>]]></description>
			<author><![CDATA[null@example.com (Slyfox_Elite)]]></author>
			<pubDate>Wed, 09 Nov 2011 17:15:46 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=10350&amp;action=new</guid>
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			<title><![CDATA[First Strike Single Player map pack 1]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=10345&amp;action=new</link>
			<description><![CDATA[<p>These are unofficial maps for First strike that all work in singleplayer/coop.&nbsp; &nbsp;These maps have been in mini-mods but this is the first time they have been available for first Strike.</p><p><a href="http://www.battlefieldsingleplayer.com/dnamro/files/BF2142/FS/First_Strike_sp_mappack1.zip">http://www.battlefieldsingleplayer.com/ … ppack1.zip</a></p><p>Just extract into a temp folder on your computer and then copy the map files into your First strike\levels folders.</p><p>languerie&#039;s Outpost Hoth.&nbsp; Each mode (16, 32, 48, 64) has a different layout and vehicles:&nbsp; &nbsp;Snowspeeders vs ATST, snowspeeder vs Ties, ATST vs infantry, and infantry only.&nbsp; &nbsp;Nice conversion of the Imp fortress into a Hoth outpost.</p><p>languerie&#039;s Carbone Hill - Its an infantry only fight across a mountain pass.&nbsp; &nbsp; Fun scrappy map with lots of crevices to hide behind.</p><p>languerie&#039;s Carbone Island - Imperial forces have landed on a beach after a pitched battle and brought an ATST.&nbsp; Can the rebel forces defend themselves?</p><p>languerie&#039; s Research in Anchorhead -&nbsp; Back to the desert, but this time the Imperials have firehawks.&nbsp; &nbsp;Nice looking map with an orange sky at dusk.&nbsp; Instead of capturing CPs, your capturing droids.</p><p>Tatoone Mos Espa Night&nbsp; (laguerie)- A nice night version of the daytime map.</p><p>Bloodgulch -&nbsp; Port of the BF2142 map my Jones.&nbsp; &nbsp;Speederbikes and ATPTs make for a very challeging battle in this small map.&nbsp; 16 player is infantry only and 32 player is with vehicles.</p>]]></description>
			<author><![CDATA[null@example.com (Dnamro)]]></author>
			<pubDate>Tue, 08 Nov 2011 03:28:06 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=10345&amp;action=new</guid>
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			<title><![CDATA[hoth_canyon]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=10172&amp;action=new</link>
			<description><![CDATA[<p>rebels defending a canyon leading to echo base come under attack from a imperial force.</p><p>this is my first map and it needs work in parts and none of the objects spawners have been placed(mostlly becuse I can&#039;t find the dish turrets). but here are some pics.</p><br /><br /><br /><p>command posts:</p><br /><p>imperial command:<br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0028.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0028.jpg" /></span></p><p>central wall:<br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0030.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0030.jpg" /></span></p><p>south wall:<br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0038.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0038.jpg" /></span></p><p>east wall:<br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0031.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0031.jpg" /></span></p><p>central fort:<br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0035.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0035.jpg" /></span><br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0036.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0036.jpg" /></span><br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0037.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0037.jpg" /></span></p><p>eastern fort:<br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0032.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0032.jpg" /></span><br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0033.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0033.jpg" /></span><br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0034.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0034.jpg" /></span></p><p>north wall:<br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0040.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0040.jpg" /></span></p><p>rebel outpost:<br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0042.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0042.jpg" /></span><br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0043.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0043.jpg" /></span></p><p>canyon:<br /><span class="postimg"><img src="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0044.jpg" alt="http://i1186.photobucket.com/albums/z363/jrh12/IMG_0044.jpg" /></span></p>]]></description>
			<author><![CDATA[null@example.com (Jackroy)]]></author>
			<pubDate>Tue, 02 Aug 2011 02:12:42 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=10172&amp;action=new</guid>
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			<title><![CDATA[Personal Modification's]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=10037&amp;action=new</link>
			<description><![CDATA[<p>A number of people are beginning to experiment more with altering maps for their own purposes. This is just intended to be a rough guide to achieving some of the things people have asked about. </p><p>It will be a work in progress as more questions are asked and more information is released. </p><p>Ok, to start with you should know that any change to files will affect your online game play. For this reason it is essential you create a copy of the First Strike folder. To do this:</p><p>1) Navigate to your 2142 installation folder, for example C:program files/electronic arts/BF2142/mods/FirstStrike. Notice that it is inside your 2142 folder, specifically the area titled MODS!</p><p>2) Copy the FirstStrike folder from inside mods. Yup, the whole thing. Just right click, ctrl C whatever your preferred method and copy that whole folder to your desktop.</p><p>3) Ok, so you should now have two folders, one regular FirstStrike in the original destination folder, and your copy one on the desktop. Now, rename that one on the desktop. Just keep it simple, I usually just add a letter on the end, for example FirstStrikeM (m for mine or mod) but you go ahead and use whatever you want. </p><p>4) Now, grab that renamed folder and go drop it back in the 2142 mods folder, you know, the same place you copied it from. Now in the Electronic arts/mods folder you should have: BF2142, FirstStrike and FirstStrikeM or whatever you renamed it. </p><p><em>** Because the idea here is that we swap between FirstStrike folders, it becomes very easy for mistakes to happen and for the wrong one to be modified. I reccomend that you keep a seperate copy of FirstStrike on your desktop. Its easier to drop in a copy of it when something goes wrong than have to reinstall the whole mod every time!**</em></p><p>5) When you modify a file, it is done from inside FirstStrikeM (or whatever you called it). When you want to play it and check out your changes you need to rename both FirstStrike folders. What????!! It&#039;s easy, basically what you do is use the regular FirstStrike launcher to play either version, BUT, it always looks for the folder named First Strike. </p><p>So lets say I made some changes and want to check them out. I rename FirstStrike (which is my regular public folder remember) to FirstStrikeP (P for public!). I then rename my mod folder (remember, FirstStrikeM the one we copied) to FirstStrike. This is why I just use a one letter rename method, its so much easier! Then, just use th elauncher as normal and it will fire up your version. Remember though, your changes wont let you join a server cause you will get kicked. </p><p>When you want to play online with folks again, just rename them back, so FirstStrike in this case becomes FirstStrikeM and FirstStrikeP becomes FirstStrike.</p><p>EASY!!</p><p>Next lesson will be an introduction to the mod file system.<br />After that, some basic changes you can do such as weapon tweaks, change number of bots, vehicle tweaks and the one everyone wants.....changing kits on maps. </p><p>Remember, this is just a guide, I accept no responsibility for damage to your mod folder or even your computers file system as a result of mistakes made while attempting to follow this guide. </p><p>I will only cover the basics and do not intend to go too in depth with stuff. By all means ask questions and ask for something specific, but its a side project away from other stuff. If I say no, its because I don&#039;t have time or because I feel its beyond the depth I wish to cover here. But, <strong>you don&#039;t ask you don&#039;t get. </strong></p>]]></description>
			<author><![CDATA[null@example.com (Twigs)]]></author>
			<pubDate>Fri, 03 Jun 2011 07:49:05 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=10037&amp;action=new</guid>
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			<title><![CDATA[Terragen 2]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=9863&amp;action=new</link>
			<description><![CDATA[<p>Well, I&#039;ve noticed there are no tutorials about using Terragen 2 for Battlefield games. The layout seem to be quite different, and using the normal editor makes my maps look like crap. So I was wondering if anyone could do a quick tutorial or something.</p><p>And in one of my maps I can&#039;t spawn at all, despite there being spawnpoints and whatnot. I compared it to another map of mine that I can spawn in, but I can&#039;t pinpoint the problem. Can anyone offer any advice?</p>]]></description>
			<author><![CDATA[null@example.com (Slyfox_Elite)]]></author>
			<pubDate>Wed, 16 Feb 2011 00:38:35 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=9863&amp;action=new</guid>
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			<title><![CDATA[Rhen Var Temple]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=9800&amp;action=new</link>
			<description><![CDATA[<p>This is my first map, so I could need some tips. The map is not finish, but here are the first pictures:<br />Link1:http://www.imagebanana.com/view/r0y3dfou/RV01.jpg<br />Link2:http://www.imagebanana.com/view/laci5g0f/RV02.jpg</p>]]></description>
			<author><![CDATA[null@example.com (MaGlas)]]></author>
			<pubDate>Fri, 10 Dec 2010 21:51:34 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=9800&amp;action=new</guid>
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			<title><![CDATA[Mapping 1.4 > 1.5]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=9655&amp;action=new</link>
			<description><![CDATA[<p>For those of us who may have been trying our hand at Mapping in 1.4, will we need to do anything to continue after this new update?</p>]]></description>
			<author><![CDATA[null@example.com (CAAM)]]></author>
			<pubDate>Sun, 29 Aug 2010 00:16:59 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=9655&amp;action=new</guid>
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			<title><![CDATA[[RELZ] OutpostAssault]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=9559&amp;action=new</link>
			<description><![CDATA[<p><span class="postimg"><img src="http://www.blackintel.org/usr/gwynzer/images/icw/oa1.png" alt="http://www.blackintel.org/usr/gwynzer/images/icw/oa1.png" /></span></p><p>I&#039;ve been working on this map on and off for almost two years. I almost gave up on it since the layout isn&#039;t that great for large playercounts (I was quite new to mapping when I started it, in fact it was the second map I&#039;ve ever created for FS). </p><p>However, the BI folk liked the map and urged me to finish it for the Inter-Clan Wars, so after months of testing (big &#039;thank you&#039; to all who helped) I&#039;m proud to present you the finalized map.</p><br /><p><strong>Backstory</strong><br />A Rebel troop transport escaping from an Imperial ambush is running fast out of fuel and has to land to the nearest habitable planet, a small planet on the outer rim.<br />Unfortunately for the Rebels there is a small Imperial outpost on the planet, and Rebels get under heavy turbolaser fire under landing.<br />The escorting A-wings manage to disable the turbolaser and shoot down one of the outpost&#039;s Lambda-class shuttles.<br />Having lost last of their fuel in the battle, the rebels make an emergency landing nearby.<br />They now have to quickly capture the outpost and liberate their fuel supplies before Imperial reinforcements arrive.</p><br /><br /><p><strong>Setting:</strong><br />This map is set under the cover of darkness, with light snow constantly falling.&nbsp; There are multiple routes to almost every control point, meaning the defending imperials will have to constantly watch their flanks to make sure no sneaky rebels have managed to get past.<br />This map contains a lot of custom never-seen-before content, including custom statics, textures and music (thanks to everyone who contributed!), as well as some previously unseen game-play elements which I&#039;m going to let you find out for yourselves. <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><br /><p><strong>Minimap:</strong><br /><span class="postimg"><img src="http://www.blackintel.org/usr/gwynzer/images/icw/oamap.png" alt="http://www.blackintel.org/usr/gwynzer/images/icw/oamap.png" /></span></p><br /><br /><p><strong>Screenshots:</strong></p><p><a href="http://www.blackintel.org/usr/gwynzer/images/icw/oa2.jpg"><span class="postimg"><img src="http://www.blackintel.org/usr/gwynzer/images/icw/oa2t.jpg" alt="http://www.blackintel.org/usr/gwynzer/images/icw/oa2t.jpg" /></span></a><a href="http://www.blackintel.org/usr/gwynzer/images/icw/oa3.jpg"><span class="postimg"><img src="http://www.blackintel.org/usr/gwynzer/images/icw/oa3t.jpg" alt="http://www.blackintel.org/usr/gwynzer/images/icw/oa3t.jpg" /></span></a><br /><a href="http://www.blackintel.org/usr/gwynzer/images/icw/oa4.jpg"><span class="postimg"><img src="http://www.blackintel.org/usr/gwynzer/images/icw/oa4t.jpg" alt="http://www.blackintel.org/usr/gwynzer/images/icw/oa4t.jpg" /></span></a><a href="http://www.blackintel.org/usr/gwynzer/images/icw/oa5.jpg"><span class="postimg"><img src="http://www.blackintel.org/usr/gwynzer/images/icw/oa5t.jpg" alt="http://www.blackintel.org/usr/gwynzer/images/icw/oa5t.jpg" /></span></a><br /><a href="http://www.blackintel.org/usr/gwynzer/images/icw/oa6.jpg"><span class="postimg"><img src="http://www.blackintel.org/usr/gwynzer/images/icw/oa6t.jpg" alt="http://www.blackintel.org/usr/gwynzer/images/icw/oa6t.jpg" /></span></a><a href="http://www.blackintel.org/usr/gwynzer/images/icw/oa7.jpg"><span class="postimg"><img src="http://www.blackintel.org/usr/gwynzer/images/icw/oa7t.jpg" alt="http://www.blackintel.org/usr/gwynzer/images/icw/oa7t.jpg" /></span></a></p><p><a href="http://www.blackintel.org/usr/gwynzer/bifs/OutpostAssaultPUB.zip">DOWNLOAD LINK</a><br />Just unzip and follow the instructions in the readme. If you have any problems contact me or Gwynzer.</p>]]></description>
			<author><![CDATA[null@example.com (Benu_Kenobi)]]></author>
			<pubDate>Mon, 28 Jun 2010 22:25:22 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=9559&amp;action=new</guid>
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			<title><![CDATA[Obtaining First Strike Statics]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=9544&amp;action=new</link>
			<description><![CDATA[<p>If, say, I wanted to edit some existing models and textures, how could I do it?</p><p>1. 3ds Max? XSI?<br />2. Is there a way to get them out of the FS mods folder into 3ds Max (if that is what you guys use).</p><p>My problem is not wondering how to model and texture, I can manage that on my own. My problem is that I want to get existing FS objects back into their original editor and I don&#039;t know where to get them. I believe a &quot;*.con&quot; file stores a static object. I don&#039;t believe I can import that. Or can I?</p>]]></description>
			<author><![CDATA[null@example.com (ShadeSlayer)]]></author>
			<pubDate>Sat, 12 Jun 2010 10:45:23 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=9544&amp;action=new</guid>
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			<title><![CDATA[Grouping different objects together?]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=9517&amp;action=new</link>
			<description><![CDATA[<p>Does anyone know how I can group/stick 2 different objects together?</p><p>I have a wall and a wall support and I want to stick them together to make sections so I don&#039;t have to keep fiddling.</p><p>I&#039;ve tried adding </p><p>ObjectTemplate.addTemplate large_support<br />ObjectTemplate.setPosition 0/0/0</p><p>to the Large_Wall Tweak file but when I place Large_Wall on the map the Large_Support is not there <img src="https://forums.fsmod.com/img/smilies/mad.png" width="15" height="15" alt="mad" /></p><p>Any ideas?</p>]]></description>
			<author><![CDATA[null@example.com (Bandu)]]></author>
			<pubDate>Fri, 14 May 2010 17:34:43 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=9517&amp;action=new</guid>
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			<title><![CDATA[3ds max editing tool]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=9487&amp;action=new</link>
			<description><![CDATA[<p>hi folks, first of all i&#039;am very new here and im also very new to my 3ds max 2010. Now can this 3ds max be used as an editor for BF2 or BF2102 since I have the BF2 plugins?&nbsp; I really don&#039;t expect anyone to answer all my questions though but where do I begin creating a map from 3ds max? My tool bar reads BF2 exporter, utilities, light mapping, and batch exporter. By the way I may be working with 2 editors. BF2 editor and 3ds max. Any good suggestions for me?:P</p>]]></description>
			<author><![CDATA[null@example.com (coasterbum)]]></author>
			<pubDate>Fri, 02 Apr 2010 03:17:46 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=9487&amp;action=new</guid>
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			<title><![CDATA[Safetorial 01: How to set up the editor]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=9369&amp;action=new</link>
			<description><![CDATA[<p><strong><span style="color: wheat">Safetorial 1: How to set up the editor</span></strong></p><p>This is the first in a planned series of illustrated First Strike modding guides, written in co-operation with the rest of the FS testers and, of course, the development team itself. The series will cover simple &quot;getting started&quot; topics as well as more advanced stuff. It&#039;s not 100% complete, but should be useful in getting you started.</p><p>This first article is a simple guide that will help you install and set up the powerful, albeit clunky, BF2 Editor we all so love to hate. First of all, we need to get it installed. You&#039;ve got two choices here: you can either use the Battlefield 2 version, in which case you&#039;ll need Battlefield 2, or you can get a modded version that will make use of 2142. If you want the BF2 version, you can get it <a href="http://planetbattlefield.gamespy.com/View.php?id=116&amp;view=BF2Tools.Detail#Files">here</a>.</p><p>If you only have BF2142 installed, you need to go through the steps outlined in <a href="http://forums.fsmod.com/viewtopic.php?id=6617">this thread</a>.</p><p>Once you have the thing downloaded, just run the exe installer and you&#039;re all set. Start it up to make sure it works. You may have to run BF2 and play a round or two beforehand to create the BF2 folder in My Documents <em>{can anyone verify this?}. {does bf2 editor support the 1.50 patch?}</em></p><p>Once the editor starts, it&#039;ll ask you if you want to use the &#039;bf2&#039; mod or create a new mod from scratch. Choose bf2, after which it will load the bf2 material (which will take a while and produce lots of error messages - those are unimportant and you can pretty much just close the window containing them anyhow, as it&#039;s pretty much useless 99% of the time). Once it&#039;s done, you know you&#039;ve installed it correctly and that you&#039;re ready to import First Strike.</p><p>Now, although this is a bit of a tedious process, at least it&#039;s everything but difficult. What you need to do, in short, is extract the zip folders containing the FS materials and put them in new folders, for then to move them to the BF2 mods folder. I&#039;ll walk you through the process of one pair of zip archives - the rest are handled the same way.</p><p>First of all, open a browsing program and go to C:\Program Files\Electronic Arts\Battlefield 2142\mods\FirstStrike. There will be two zip folders called common_client and common_server, which we will get around to copy over, but for now we will focus on the static objects. Open the Objects folder, in which you will find a number of zip files organized into pairs in the same manner as the Common files mentioned above. We&#039;re looking for Staticobjects_client and Staticobjects_server. Select both and extract them anywhere on your hard drive - just dumping the content to the desktop works just fine unless it&#039;s full of stuff already. If you&#039;re asked to confirm if you want to overwrite files, choose &quot;Yes to all&quot;.</p><p>&nbsp; &nbsp; &nbsp;<span class="postimg"><img src="http://i147.photobucket.com/albums/r292/safe-keeper/tutorial7.jpg" alt="http://i147.photobucket.com/albums/r292/safe-keeper/tutorial7.jpg" /></span></p><p>Once you have extracted the zips, you should have a number of new folders, labelled by content, on your desktop. These will be labelled by content, such as &quot;Bimmiel&quot;, &quot;Destroyables&quot;, &quot;Interiors&quot;, and so on. Put each of these in a new folder you call &quot;staticobjects&quot; (without the &#039;client&#039; or &#039;server&#039;).</p><p>&nbsp; &nbsp; &nbsp;<span class="postimg"><img src="http://i147.photobucket.com/albums/r292/safe-keeper/tutorial4.jpg" alt="http://i147.photobucket.com/albums/r292/safe-keeper/tutorial4.jpg" /></span></p><p>At this point, you may want to import this folder to BF2 Editor. This will let you know if you&#039;ve gotten the process down right: if you&#039;re doing this wrong somehow, you&#039;ll want to know *before* you do the same thing for the remaining folders <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> . So what you want to do is open BF2 Editor and, when prompted, create a new mod you call FirstStrike (you&#039;ll probably only be able to choose &quot;Battlefield2&quot; for mod version - don&#039;t worry about that). </p><p>The editor will get to work, spewing out more error messages as it goes. Once it&#039;s finished, shut it down and copy the staticobjects folder you just created to C:\Program Files\EA Games\Battlefield 2\Mods\FirstStrike\Objects. This folder will most likely already contain some editor-default folders and data files. Those can be safely ignored for the most part, and overwritten as necessary. <em>{or is it better to just delete these? It&#039;s not as if they&#039;re necessary.}</em></p><p>Once you&#039;ve moved staticobjects over, open up the editor again and tell it to load FirstStrike. Once it&#039;s done, go to the Mod drop-down menu and choose Mod Manager..., then go to the Editor Content bar and highlight all the available checkboxes, then hit OK. </p><p>&nbsp; &nbsp; &nbsp;<span class="postimg"><img src="http://i147.photobucket.com/albums/r292/safe-keeper/tutorial6.jpg" alt="http://i147.photobucket.com/albums/r292/safe-keeper/tutorial6.jpg" /></span></p><p>Once the editor stops working, close and restart the editor, and you should be able to select static objects from the resource browser. The below pic shows the resource tree with staticobjects and common loaded in:</p><p>&nbsp; &nbsp; &nbsp;<span class="postimg"><img src="http://i147.photobucket.com/albums/r292/safe-keeper/tutorial7.jpg" alt="http://i147.photobucket.com/albums/r292/safe-keeper/tutorial7.jpg" /></span></p><p>Go ahead and do this for the remaining content folders. Note that there are two sets of folders named &#039;common&#039; - just lump these together, overwriting files as necessary. It should be noted that you strictly speaking don&#039;t have to copy over every single folder - you can get a lot done with just common, vegitation, staticobjects and vehicles, and you can always copy over and load the rest of the folders as you need them. Having only the material you need imported and loaded saves time and makes the editor start faster. At the end of the article I&#039;ll detail what each folder contains.</p><p>Once you have every folder in Objects extracted, put into new folders, and copied to their new home in Battlefield 2/mods/FirstStrike, open the editor again and use the Editor Content window to enable all of the new content. This will take a while, but once it&#039;s done, you&#039;re all set to start making maps!</p><p><strong><span style="color: wheat">Couple of notes:</span></strong></p><p> 1.&nbsp; The editor is incredibly crash-prone - save and make backups often!<br /> 2.&nbsp; Only use Backspace to clear numerical fields - using Delete crashes the editor (see #1).<br /> 3.&nbsp; Play around with the various windows, closing, resizing and moving them as you need them. The ConsoleUI and &quot;Red error messages window&quot; can both be closed and then re-opened when you need them.<br /> 4.&nbsp; Be careful with the Soldier feature (available from the Camera drop-down menu). It will crash the editor if you do not have the necessary features loaded, and it will may move things around on your map. <strong>Always</strong> save your work before going into Soldier mode!<br /> 5.&nbsp; Do not place vehicles or gun emplacements by simply dragging them onto the map, or they won&#039;t be there when you return to the editor. To place a non-static object, right-click the map and choose &quot;Create ControlPoint&quot;, then &quot;Create</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Mon, 21 Dec 2009 01:25:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=9369&amp;action=new</guid>
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			<title><![CDATA[tattooine mos epsa 2142 conversion]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=9205&amp;action=new</link>
			<description><![CDATA[<p>As a means of promoting first strike to the battlefield 2142 community, I would like to ask permission to convert this map for the purpose of making available to those to haven&#039;t tried the first strike mod which might encourage more people to try it out.</p><p>Called at tgw has done some cracking work making bf2 maps playable via 2142 see link: <a href="http://www.tournamentgamingworld.com/online/forumdisplay.php?f=72">http://www.tournamentgamingworld.com/on … y.php?f=72</a></p><p>What i will suggest is having acouple of billboard textures promoting first strike and where the map originally came from.</p>]]></description>
			<author><![CDATA[null@example.com (UKWF Chaos_Marine)]]></author>
			<pubDate>Fri, 11 Sep 2009 12:19:32 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=9205&amp;action=new</guid>
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			<title><![CDATA[Tut on How to Map Mount Custom objects]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?id=9122&amp;action=new</link>
			<description><![CDATA[<p>This tutorial is for those that want to convert a BF2 map with a lot of custom objects for BF2142. There are tutorials around that explain how to change the kits, loading screens, map preview, and setup for the desc file, but nothing on how to mount custom objects.&nbsp; Since I spent a lot of time looking around, I am writing this tut in case others needed this info.&nbsp; &nbsp;For instance the map Solomon Showdown, by ImTheHeadHunter, is a small island map with a lot of custom statics including the vegitation. In the BF2 map, the statics are all grouped into one zip file, but in BF2142, the statics need to be seperated into the different object categories (vehicles, weapons, static_objects, vegitation, roads, kits, etc ...), similar to setting up object files for a BF2142 mod. </p><p>Now, for Solomon Showdown the custom objects need to be seperated into static_objects and vegitation client and server zip files. What I did was to copy all the static objects into both the staticobjects_client and staticobject_server zip files and copy all the vegitation into both the vegitation_client and vegitation_server zip files. Then I removed the texture folders from the _server zip files since they take up a lot of space and are not needed in the _server zip files. Now, in the BF2 custom object file, it has a folder for static_objects and another one for Vegitation, but for BF2142 since the veigitation and static_objects are in their own zip files, I copied over the subfolders under vegitation and static objects into their respective zip files. Be careful to maintain the same file structure format when seperating the objects, because if you don&#039;t you may have missing textures and see Uncle Sam. At least BF2142 will not crash like BF2 if textures are missing. To verify the correct location of the textures, look at the staticmesh file using Rexman&#039;s texture viewer (Anyone have a link? - I can&#039;t find this tool) or a hexeditor. When using a hexeditor, scroll down to the bottom of the screen, and look for reference to a file ending in &#039;.dds&#039; - that is where the object is linked to the texture. </p><p>Then in the map&#039;s server.zip file, I changed both the client_archives and server_archives to this:</p><p>fileManager.mountArchive Levels/Solomon_Showdown/objects/StaticObjects_client.zip Objects\StaticObjects<br />fileManager.mountArchive Levels/Solomon_Showdown/objects/Vegitation_client.zip Objects\Vegitation</p><br /><p>This is Solomon Showdown converted for use with the FS_SP mod:</p><p><a href="http://www.battlefieldsingleplayer.com/dnamro/files/FS_SP_Solomon_Showdown_v2.zip">http://www.battlefieldsingleplayer.com/ … own_v2.zip</a></p>]]></description>
			<author><![CDATA[null@example.com (Dnamro)]]></author>
			<pubDate>Sun, 02 Aug 2009 17:51:33 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?id=9122&amp;action=new</guid>
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