How do we edit create MPI maps in 6.1?
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How do we edit create MPI maps in 6.1?
The editor build doesn't show MPI maps because of the cheating thing, but I'm interested in creating some DM and MPI maps for my own use. Is it like before in that when we want to create these types? Thanks.
Re: How do we edit create MPI maps in 6.1?
Just use a blank map template. The only thing that makes it an MPI map is the .dll, pathpoints and .inf file. Thats it.
You can open any map with its bzn or trn name from a shortcut.
e.g.: "C:/Program Files/Battlezone II/bzone.exe" hiloi.bzn /nobodyhome
the /nobodyhome will load the map without using the .bzn file, so you'll just have the terrain and no objects. Go from there
You can open any map with its bzn or trn name from a shortcut.
e.g.: "C:/Program Files/Battlezone II/bzone.exe" hiloi.bzn /nobodyhome
the /nobodyhome will load the map without using the .bzn file, so you'll just have the terrain and no objects. Go from there
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Re: How do we edit create MPI maps in 6.1?
TJ, are you TRYING to confuse him?
Start with more basic techniques.
The shortcut you gave links to bzone.exe instead of Bz2edit.exe, he may not catch that on his own.
And you didn't mention the pathpoint editor, shift F9, which he needs to use for MPI/IA map pathpoints.
Klinky, open up a map, such as GH Defence, iadefend.bzn in the editor with /nobodyhome, and press shift + F9, then you will see several small white square outlines.
Click on each one to see what it is, and write down a list of them all. Remember that capital letters and numbers matter, so write down the name EXACTLY.
Then, on your maps, place the same names of pathpoints where you want them. note that some are optional, but some are needed. On the old BZU backup there may be a post by Greenheart that details this more, try searching that forum for "pathpoint"

The shortcut you gave links to bzone.exe instead of Bz2edit.exe, he may not catch that on his own.
And you didn't mention the pathpoint editor, shift F9, which he needs to use for MPI/IA map pathpoints.
Klinky, open up a map, such as GH Defence, iadefend.bzn in the editor with /nobodyhome, and press shift + F9, then you will see several small white square outlines.
Click on each one to see what it is, and write down a list of them all. Remember that capital letters and numbers matter, so write down the name EXACTLY.
Then, on your maps, place the same names of pathpoints where you want them. note that some are optional, but some are needed. On the old BZU backup there may be a post by Greenheart that details this more, try searching that forum for "pathpoint"
Re: How do we edit create MPI maps in 6.1?
Thank you both. It's been several years since I attempted anything with map editing. With 1.2 it was never a real problem with MPI's and DM's as any map could be edited fairly easy in the map editor, but after 1.3 things changed a bit and confused me a little as to how it was done with later BZII releases. I remember about the path point editor although I'm going to have to reread up on map editing in general all over again. I made several air DM's for 1.2 but I did load one air DM and other then BZII complaining about one of TV's ivsgull.odf missing the DM loaded again. I never had any contact with TimeVirus but I loved playing this mods and maps. He is missed very much by those who still play his BZII creations. 

Re: How do we edit create MPI maps in 6.1?
sorry, i wasn't really paying attention when i wrote this haha
Re: How do we edit create MPI maps in 6.1?
This article (and the one Dat linked to) were invaluable when I learnt to pathpoint properly this last year.