Topic: Tut on How to Map Mount Custom objects
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. Since I spent a lot of time looking around, I am writing this tut in case others needed this info. 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.
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'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's texture viewer (Anyone have a link? - I can'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 '.dds' - that is where the object is linked to the texture.
Then in the map's server.zip file, I changed both the client_archives and server_archives to this:
fileManager.mountArchive Levels/Solomon_Showdown/objects/StaticObjects_client.zip Objects\StaticObjects
fileManager.mountArchive Levels/Solomon_Showdown/objects/Vegitation_client.zip Objects\Vegitation
This is Solomon Showdown converted for use with the FS_SP mod: