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FingerPuk's avatar
FingerPuk
New Novice
5 months ago

Battlefield 6 Portal Tech Help

Hi.

Two questions. First, is thee a better place to have community discussion around level design and the technical aspects of Portal than here? Or is this the place?

Second, the specific problem I have at the moment is I save a duplicate of a template level, lets called it "Firestorm_My_Level" for example.

The root node of the level will still just be Firestorm, the default, and when I export it isn't exporting my level but the default. No matter what changes I make, when I create and self host a test of my level, I get the default level.

My process is to load a default level, immediately save it with a new name, make my changes, and then export. I have noticed aside from the root node not changing name, that the "export" option to the bottom right also references the default level name, not the new one.

Any ideas? 

3 Replies

  • Update: I got it to work, but I have a new problem.

    I solved my existing problem by simply creating my new level, saving as, then closing it down and re-opening it before doing any work on it. This doesnt change the root name, but does change the export name, and now it is exporting correctly. However, I have a new problem which is I cannot spawn into my level. I have moved the two team spawn points into a new space on the map, also where I have moved the allowable player space to be, but it says I "cannot spawn here".

  • can't you change the root node name, not sure where the add on gets it's name from but godot you can change the root node and the scene

  • FingerPuk's avatar
    FingerPuk
    New Novice
    5 months ago

    No, if you change that none of the assets can be spawned. It throws errors.

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