go into the lighting tab on the far right of zero editor (green box in screen shot below)įirst once in the lighting tab click place (blue box) we will want this to be a directional light (to test shadows later on) so click DIR (yellow box), then click cast shadows (green box) finally we also will want to be able to properly debug specular (red box).
Next we are going to set a world light to debug our current object and all future objects. When the prompt pops up to pick your layers click select all in the lower left hand corner. wld file (in my case it would be found at C:\BF2_ModTools\data_T5T\Worlds\T5T\world1) Once in Zero editor click Load in the top left hand corner then navigate to your maps world folder and open the. so right click ZeroEditor and Click Run As Administrator. Once your world is created navigate to your worlds folder (in this example mine is C:\BF2_ModTools\data_T5T).įirst we want to set up our world to make sure we can debug everything for our models. (note select your game modes, i usually only select conquest for my testing world) below is a picture of my template used for my testing world. under your 3 letter name type in anything you will also need to add a world name and a description. I cannot stress this enough, a testing world should be where you put all your object while you are making and debugging your models, your models should be removed from the testing world when done, this speeds up the munging process especially if you are only debugging your one model.
#Gametost modtools mod
Now navigate to C:\BF2_ModTools\data_BUILD (or wherever you mod folder is) and open up ModTools_visualmunge.exe if it prompts you to select your battlefront folder do so. You will need a copy of Star Wars Battlefront 2 Mod Tools (available here: )Īlso if you are using windows 7 or later you will need the fixed and improved munge files (install instructions and files found here: )