* NOTE: This thread will be a work in progress, I'm posting here now just to organize my thoughts. I'm busy on other stuff but I've been receiveing requests for help and it makes sense to put it out for everyone to benefit.
Please don't post "this is a good idea" type empty posts. We know its a good idea. Don't clutter the thread.
Conversion-specific stuff only please.
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The idea is that the code for RO2 is different. Get rid of anything that uses RO code. Take out anything that has the prefix RO. For example, RO_VehicleFactory. Delete it.
Levelinfo, Pathnodes, Roles and RoleInfo, AssaultPath, AIScript, etc. have to be deleted.
Sound and lighting are okay to leave in, though you'll have to reassign the .wav files to the sound actors. In Ogledow I left the sound nodes in at first just so I knew where to put their replacements. The new system is more powerful and versatile, so I recommend replacing them eventually.
Static meshes and BSP are fine as well.
When you run the convertor the instructions dialog pops up with tabs full of info that walk you through step by step what you need to import and how to do it.
Please don't post "this is a good idea" type empty posts. We know its a good idea. Don't clutter the thread.
Conversion-specific stuff only please.
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Q said:When you say i need to remove "ALL RO specific code stuff" and create a stripped down version of the map, do you mean every single thing that does not look like a line in the SDK?
What about the icons for sound and lighting etc.
The idea is that the code for RO2 is different. Get rid of anything that uses RO code. Take out anything that has the prefix RO. For example, RO_VehicleFactory. Delete it.
Levelinfo, Pathnodes, Roles and RoleInfo, AssaultPath, AIScript, etc. have to be deleted.
Sound and lighting are okay to leave in, though you'll have to reassign the .wav files to the sound actors. In Ogledow I left the sound nodes in at first just so I knew where to put their replacements. The new system is more powerful and versatile, so I recommend replacing them eventually.
Static meshes and BSP are fine as well.
Q said:Moving on, so when you imported into the RO2 SDK, were you just importing the myLevel.t3d file that came from the UT3converter ? Its the only file that has an amount of data.
When you run the convertor the instructions dialog pops up with tabs full of info that walk you through step by step what you need to import and how to do it.