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  3. Lol, You are now free to move on to greater heights.Good luck. We will now have to look elsewhere for whiny negativity. :?
  4. Hell yeah) It worked! Thank you very much bro =)
  5. THank you bro ) Will try it out tonight and post back =)
  6. Change this ObjectTemplate.activeSafe SimpleObject ground_16x8_frame_kiak to this ObjectTemplate.activeSafe Bundle ground_16x8_frame_kiak and for the con file too (SimpleObject to Bundle) A simple object wont show any children,it needs to be a Bundle
  7. I have one more question guys =) How can i attach lightsource to an object that doesnt have lightsource originally? I am trying to attach dynamic lightsource to billboard at the moment. but i cant make it to work ingame or in editor! Here is my code: rem *** Generated with Bf2Editor.exe [created: 2017/01/19 4:13] GeometryTemplate.setSubGeometryLodDistance 0 0 50 GeometryTemplate.doNotGenerateLightmaps 0 GeometryTemplate.lightmapOverride 0 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe SimpleObject ground_16x8_frame_kiak ObjectTemplate.creator SVU-2:svu ObjectTemplate.modifiedByUser "Kiaksar2142" ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.geometry ground_16x8_frame_kiak ObjectTemplate.setCollisionMesh ground_16x8_frame_kiak ObjectTemplate.mapMaterial 0 metal_solid 21 ObjectTemplate.mapMaterial 1 glass_common 17 ObjectTemplate.mapMaterial 2 concrete 78 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh rem ------------------------------------- ObjectTemplate.addTemplate PosterDynamicLighting ObjectTemplate.setPosition -0.67323/6.80000/-0.00192222 rem ------------------------------------- As you see in last lines i added the lightsource. but i cant get it work ingame or in editor at all. And yes, i added that lightsource in tmp.con and Init.con files. can you please tell me what am i doing wrong? cos ingame i cant see the lightsource at all. it is visible when i add it seperately, but i can't attach it to this billboard static object. Thank you in advance!
  8. Thank you guys for all help you wrote here =) I finally made it to work as planned =))))
  9. had to add this to get it to work in shortcut target! "C:\Program Files (x86)\Nations At War\RFX.exe" +menu 1 +fullscreen 0 +szx 1900+szy 1020 +modPath mods/NAW. now i assume rfx.exe isn't launching bf2.exe it's replacing it hence the error, it can't connect to our asp 3.0. only problem was this was with a offline account so it wasn't connecting to our asp!
  10. get this now!
  11. Ah I forgot that one it should be on there now. You might still need some Microsoft Visual C++ runtimes. I will have to check which ones are actually required and upload a copy of those as well.
  12. I get can't find stl_8_wrapper.dll, RFX.exe and RFX.dll are in Battlefield 2 install directory. any idea what im doing wrong?
  13. Hey. New to the forum. I came on this site because you guys are the only people I think can help me. The story starts out with me getting my hands on the decompiled versions of the BF3 audio files. First off, i already know that BF3 uses multiple pieces of audio to make a whole gun sound, but when I try to put them together in audacity, it sounds nothing like what you hear in-game. I've tried using Python and some sort of script to open the game files, but i keep getting errors. Surely, there are some script folders that allocate every sound file to each individual weapon. I was hoping I could open the game files and find these scripts to see what files i need for which gun sound. I'm asking for you guys to either give me detailed instructions on how to open the game files, or else hand me the script folders with the information I need. It would be much obliged.
  14. https://github.com/BadSanta12345/RFX/releases/tag/Test here are the build binaries for testing that the code even runs. You should copy both RFX.exe and RFX.dll to your BF2 install directory. Then if you run RFX.exe with shortcut parameters "+fullscreen 0" and "+szx 1920 +szy 1080" (adjust to your resolution). Then you should be able to toggle fullscreen with Alt+Enter. Thats pretty much the only feature this version has.
  15. Yeah, and not to even mention the customisation system, along with the dryfire system etc. I also cannot wait to see whether it is possible to properly and robustly implement the terrain normals. That surely would make BF2 look a lot prettier!
  16. Where do I place flowers on the grave for the Battlefield series....? Who wants to start a small collection for me to actually make a real tombstone (like, the cost of buying a bag of quick concrete, maybe Devilman can give me some advice in that department) and a grave site.... maybe I'll bury all my plastic candy box copies I bought from CompUSA (which also died, along with Circuit City, Computer City, and Radio Shack... and probably a long, long list of other tech companies)... CHOPPERGIRL http://www.homebuiltairplanes.com/forums/member.php?u=37217
  17. Looking forward to the features, like fov fix for widescreen and scope effect like the one in alpha project!
  18. Here is a bare bones version of the source code https://github.com/BadSanta12345/RFX It doesn't have any actual features yet but at least I got it to GitHub so it should be faster to add them in. I do have the code for all the stuff presented in my YouTube videos and for the shader variable thing but I have to do some cleaning up before I am ready to add them to the GitHub project for everyone to see.
  19. HI all! And happy new year! So Bfvietnam is now abandonware but the characters are very good and ICONIC i want to port the BFV characters into BF2.for a vietnam mod with all the jungle vegitation on Myanmar map I saw the japanese soldiers are already ported on ww2 modsis possible through POE tools for 3ds max 9 /10?are the models so differents for the skeleton bfv bf2?is possible to adapt the backpack in BFV on bf2 kits? sorry for my awful englishthanks in advance guys
  20. Very cool.
  21. If you've got a *nix system, you could do: find . -name *bundledmesh -exec strings "{}" \; | grep '/textures/.*.dds$' | uniq -c which will do what you described for all files/folders recursively in the current directory. Though, it would need a little tweaking to look in zips as well.
  22. @ Remdul Are you able to modify meshviewer,or make a seperate program That can search through a folder,full of folders (zipped or unzipped) ,such as Weapons/Handheld And find a text string written in a bundledmesh file Such as xxx/Textures/Scope.dds
  23. I mentioned DUV because doing multiple texture fetches from the same texture to build your normal gets expensive really quick. Especially with 6 layers of detail textures, I guess the only reason you don't hit the SM2 limits is because BF2 alpha-blends the detail layers (texture fetches spread over several drawcalls/pixel shader invokations). Not sure about vertex colors actually. The BF2 mesh files (.staticmesh, .bundledmesh and .skinnedmesh are virtually identical internally) do store a table of vertex attribute information, with a field for the type (position/normal/UV/weight etc). This information includes the attribute usage type, which maps to a D3D constant. By adding an attribute for vertex colors it *may* work. But you'd have to seriously modify the exporter tools. If I have time I'll see if I can generate a blank VC channel in some staticmesh file and see if I can get access it in a BF2 shader (that's the critical part, does BF2 actually bind the attribute if it exists in the mesh file); a proof of concept. There's however an easier alternative, and that's by storing the vertex colors in UV channels (you need two channels to get RGBA). The POE exporter at least exports always at least 4 UV channels, even if not all are used. Alternatively, you can even use an (uncompressed!) lookup texture (rainbow) and index into it via UV coordinates. 3dsmax does (or did) this internally, it's really stupid and confusing, but it works.
  24. Yup, I tried a few different variants before I settled with what I'm suing now. Really, you can derive any component of the normal map with a heightmap but I preferred the cross multiply method because it derives the full normal map and uses only a few instructions. I actually got the idea from a material function in UE4/UDK called "NormalFromHeightmap". The version of the shader I'm using now has specularity turned off completely because it can't be controlled at the moment. It just uses the normal bump.I guess this would be called a "diffuse lambert" shader. You can see an example of it in the video I posted last page. I wanted to ask you a question though.. since you have obviously torn into the BF2 mesh files to make Meshview, I was wondering if you could confirm that staticmesh files do or do not contain vertex colors? I have been playing around with the staticmesh shader and I could not get it to output the vertex colors. Sometimes the EXE won't pass information like that to the shader if its not used for vanilla bf2.
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