Sup guys,
I've been gone for a long time now.
Finals just finished and now I back to modding
.
I was actually going to post a simlar question (and probably still will) regarding BFME 1 map issues in BFME2.
Anyway, I've had some experience in the past 'converting' bfme 1 maps to work in bfme2; particualarly in Rob's mod RJ-Rotwk.
Its been a problem since bfme2 came out making bfme1 maps work in bfme2/rotwk. The main problem was 'supposedly' that EA just left the code in there from BFME1 which is why some things worked and some things didn't.
The Problems:
When you open a BFME1 map in BFME2, you have a number of issues.
i) The bfme1 base simply starts building and then just dissapears.
ii) When the base builds, some parts of the base is missing (walls build plots, etc.).
I am told that these problems are due to some geometry overlap and some left out code, but upon further postings on how to get the bfme maps working, I've gotten no answer. I was going to try asking here again. Its been like a year, so hopefully someone can tell me how to do it.
There is a way to get the bases working though. I know this because they got it working in rj's mod. You can download his mod in the rotwk forum. I have more or less successfully managed to get bfme1 maps working in his mod. However, there is still a problem.
The only bases that build correctly in his mod are the ones that he (rob) coded. So only the castle plots, and the Men farm and Mordor Slaughter house build correctly. I wanted to work on getting the other bases (camps, outposts, etc.) working correctly. Unfortunately, for those who knew rob, he was too busy to write a tutorial or to tell me how to do this.
One thing that might be your problem (not sure if/how ur bases work properly) is that the ai might actually start building the base, but then it disappears. So even if u had ur AI code imported right from bfme1, your Map will fail to work because the base unloads properly.
One thing you can try to do is to try to test your BFME1 maps via RJ's mod. You should know there are a few things you need to do to convert a normal bfme1 map to work in RJ's mod. I believe I wrote a tutorial on it a long time ago. I also posted two BFME1 maps that work in RJ's mod. These posts should be in RJ's section if you want to search for them.
You can try using the map he already has in the mod 'buildplot fords of isen', and then just do ur ai modifications from there.
It should be noted that he replaces the BFME1 castle plot foundation with his own castle plot foundation, and uses his 'corrected' castle bse files.
Anyway, if you, or anyone here knows how to get BFME1 - like bases working in BFME2, please let me know.
Hope this helps.