Thanks to DexterNeptune for sorting out the tutorial put out on BF2 ETFSP for singleplayer. This check list is for navmeshing your new maps for singleplayer. Please note your map needs to be error free before adding any of the singleplay stuff. For additional help visit and post on BF2editor.org
Needless to say, you might want to back up some of
these files before you go deleting and modifying a bunch of stuff - like I need
to tell you that!
The first 2 steps are for if you want to create completely new CP's and
strategic areas from scratch. During step 2, you delete all of the info for your
CP's and spawn points, so you will have to recreate these if you follow steps 1
& 2. (I did this, and had to re-create all of my base CP's and spawn points,
but everything seemed to go smoothly after that).
1. Copy gameplayobjects.con from gamemodes\gpm_cq\64\ (or 32) into the editor
folder under your map's level folder. (you will have to make this editor folder
if you don't have one already).
2. Edit gameplayobjects.con - delete EVERYTHING below 'end if'. Save and close.
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3. Create an AI folder (if you don't have one already) under your level folder
(your client and server packages should be unzipped for a while after this) and
then copy an ai.ai file from an existing bf2 singleplayer map (found under their
AI folder) into your new AI folder.
4. Navigate to --> Program Files\Ea Games\Battlefield 2\Navmesh
5. (I believe you said that you were working on a special forces map, so you
probably have to use xpack on this part - use bf2 if it's a plain vanilla bf2
map). Edit GenerateNavmeshLocal.py at the line mod = "???" to reflect
the mod that you're using (ie, I used mod = "bf2" because I'm using a
regular bf2 mod). Save and close.
6. Two files need to be copied from Program Files\Ea Games\Battlefield 2\Navmesh.
They are saveQuadNoP4.con and exportGTS.con. Copy them over into Program
Files\Ea Games\Battlefield 2.
7. After recreating bases, spawn points, etc. (if you did steps 1 and 2), set
the team values for each CP. (once you get the navmesh working, you'll have to
come back into the editor and make sure that all of your spawn points are
sitting on the navmesh. You'll select render-->ai-->toggle infantry
navmesh to do this).
8. Render menu-->AI-->toggle draw AI
9. Select the singleplayer menu.
10. Under the singleplayer drop-down menu, select "ShowAllLayers".
11. With the strategic areas button depressed, select "Generate Path
Finding" from the bar on the right.
12. Save all.
13. Navigate to --> Program Files\Ea Games\Battlefield 2\Navmesh and start up
CreateNavmesh.bat.
14. Hopefully watch the magic unfold.
Couple of points that the tut mentions as important:
* must have python installed.
* ensure strategic areas are Neighbored.
* must have Vehicle and Infantry order positions (under singleplayer editor,
drag a box around a capture point until the strategic point shows dark blue -
not light blue, click "Place on Selected", click "infantry",
click "OK" when the box pops up, click inside the strategic area to
set the point. Do this for all of the strategic points and for vehicles, as
well.)
* must have combat area that was placed counter-clockwise and has
UsedByPathfinding checked in the tweaker bar.
That's about all, I think. That should cover it, unless you need to go back to
the setting infantry and vehicle orders or strategic points or combat area - the
next step is to get the navmesh into maya to edit (the hard part!) Good luck,
man!