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      Site Relaunched   10/13/2016

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  1. Yesterday
  2. Youtube - Choppergirl's AIRWAR Cartoons! AIR-WAR.ORG
  3. Last week
  4. No, I don't really have a update on this. I can't improve the shading quality of the terrain any further until I have the ability to load extra maps and variables, so I am kind of waiting for BadSanta to finish his project, since any functionality I add in the future will use his system as a foundation. I posted a somewhat usable test version in a previous post on this thread. I'm sorry, I don't know anything about reshade. I don't remember ever saying this. The shader should work on all six terrain layers.
  5. Hi bud, any update on this? I have all the BF2 terrain, rocks, water and road textures in 2K and vanilla compatible, already with nice bump and specular maps that I've mande on Crazybump. Also, any way to bypass the weapons overlay to apply the DOF and HBAO+ Shaders correctly? or any other Reshade 3 effect? they are amazing but depth buffer reads the weapons only, even with the game having full support for it. And what do you mean by using 2 layers for normals? That means I will have only half of my details available if I wanna apply it to rock, gravel and tarmarc in a map?
  6. Earlier
  7. As some of you probably knows there is two projects trying to revive Battlefield Heroes (Heroes Awaken and Revive Heroes). Furthermore the Heroes Awaken project has as goal to add additional content meaning that it will be possible to get your mods into the "real" game (but I don't promise anything). So I decided that I wanted to make a map for BF Heroes and have been following some tutorials (the tutorial for bfh by Quisiam here on the forum was especially useful). I have been able to make simple maps and open up existing bfh map and edit them, but I have some problems I hope some of you more experienced modders have answers to. 1. I made a simple map, loaded it into bfh and started it, but when it finish loading I get sent back to the start menu 2. I tried to edit the terrain in an existing bfh map but when I try to save it it crashes 3. In the objects folder for bfh everything is separated into client and server zips. I then combine the server and client into one folder (eg. weapons_client.zip + weapons_server.zip = weapons (folder)). Bfh has a ton of cosmetic items, weapons, abilities etc. so it takes over an hour just to start the mod, and then another when I load the content. So is it possible to drop loading weapons and item. I have tried to leave the files zipped or completely remove them, but then the editor crashes when I try to make a new terrain or load a map. I know that this thread have been dead for a while but seeing that the forum just been relaunched I hope that there will be people reading this that might have some answers. Thanks in advance!
  8. Yes! I'm definately interested because bc2 had the most awesome sounds. I want the soldier reaction sounds rather than weapons. That whiny US sniper voice...was awesome.. If you torrent the package, I can help you spread with uploads. add me on steam please for discussion http://steamcommunity.com/id/nondata/
  9. +1 for Notepad++ is by far the best out there (with out looking in to IDE's) can beat it for the syntax highlighting as well as its feature set. It's what I personally use for all my development needs, Battlefield, Web, Programming (when not using an IDE)
  10. Update: The backup Wiki will has moved see details below, updated the main post. Wiki backup is back online. Polite Notice: This may be several years our of date now as the original backup i took was back in 2012 and from the "Internet Archive" pages. http://bftech.ubegaming.uk/index.php/Main_Page
  11. WIP Updated Kit Developer! Thankfully Bergerkiller gave us the source code that Terminal Access used to create our own Kit Developer with 14 levels of unlocks!
  12. I'm not saying the GUI was the cause, It's more likely I didn't initiate something correctly, I was typing all of that in on very little sleep, and with so many files I was dealing with again it's possible it didn't compress to the zip correctly. That will cause any file to react exactly like that, I just didn't take the time to go through each one and make sure they were all added correctly. It's not that I'm not thinking outside the box, It's just not a gamebreaking feature. I'd like it to work, but we have a lot of other things to work on as well, so I havn't fully devoted my time to it. The method UberWazuSoldier wants to use is pretty interesting, and it's something we discovered back when we proved a campaign could be scripted into BF2. You would code all the situations that would play all the sounds into pyBool and when the conditions are met it would give each player an award. Each "award" can be set to have a separate image and sound used. What makes this kind of extra awesome is you can switch the medals with character portraits and have the text what is being said. The award system leaves an insane amount of things you can put into it. Well over 200, with pyBool being able to define them per map as well. You would just remove all of the voice files and have pyBool read what localization is asking for when a comm is attempted to be played. The ONLY drawback is the amount of coding to set it up, but once set up it becomes easier to modify and change. Again I'd still like to try your idea, and I certainly will, I only spent about an hour on that first attempt, I just have to prioritize gameplay first if I want to get our mod in a more complete state. Right now I've been improving our AI and had a small problem with that, but I know the issue is related to something we previously made, not with BF2 itself. Anyways, thank you again for the help. I'll post here again as soon as I take another shot at it. I might try again if I need a break from another portion of the mod. I kept all the coding from my previous attempt, so I may go DL the editor and see what error it is giving.
  13. There is absolutely no way that a unique GUI for a handweapon,or any other item can cause any issues I have hundreds of them,without a single issue Try renaming this,and adding it to automatically triggered voices renamed rem ---BeginComp:Radio --- ObjectTemplate.createComponent Radio ObjectTemplate.Radio.failMessage recharging_female ObjectTemplate.Radio.useMessage AUTO_MOODGP_usingshockpaddles rem ---EndComp --- I think, with a bit of "thinking outside of the box", more can be acheived then you would assume
  14. The overall idea for fixing the voices works, but also doesn't work. "sound.playSound Female_Thankyou" 0 plays a client side sound. I realized that before even putting it in. There is a work around for that, but it involves making a bunch of "fun" changes If you want I can detail them all. Right now I havn't had a version of it work eactly so I'm holding off. You wind up having to change so many files, that it is easy to get an error. I don't have BF Editor installed yet so I don't get the luxury of having bf2_r to tell exactly what broke, but it has something to do with objects, most likely the weapon when I added the unique GUI. That being said having them work that way has some pretty huge drawbacks. This won't solve voices for automatically triggered voicelines "Grenade!, "Clear!", "Recharging!", "Have first aid!", etc also page up and page down don't work for that method. This means pyBool way be the better option in the long run for what we will end up needing it for. I have not tried changing the button sizes for the commorose, but that was more or less what I was thinking of doing. Thank you again for the help thus far.
  15. If the area on the screen of all the commrose buttons is say 400 x 300 Your mouse/cursor can move say 600 x 450 Meaning each button has a larger clickable area ,then the visual/measured size of its button,making selection less sensitive hudBuilder.createButtonNode RadioRose RadioDownLeft 181 324 190 26 hudBuilder.setButtonNodeMouseArea -46 49 190 103 Button is 26 pixels tall,clickable area is 103 pixels tall
  16. I thought it used to not be bigger like that, pretty easy fix with some math though. I see what your saying. That is pretty damn brilliant. Kits drops won't be that big of a problem really. I mean yes it will take some work, but a pretty fair trade off. We already have a check in python that checks to see what is picking up the kit to keep zombies from picking up guns and shooting everyone. So it should be relatively easy to add an elseif to check which survivor is picking it up and giving them the correct version of the kit instead (I'd just have multiple versions of each kit copy and pasted with the different GUI set for each. It will be for AI and bots. Again only one faction is set to be able to pick up the kits anyways, so It will only be the players plus MAYBE 1 teammate bot. If we get this working I will try and post the python code if anyone want's to see how we go about it. Thank you again for the help Devilman
  17. Basically you are making several commroses,that are only shown ingame,when a player is holding a specific handweapon hudBuilder.setNodeLogicShowVariable EQUAL GuiIndex 666 Yes I know pickup kits/drop kits will mess things up Do you want this for humans,bots or both ? This controls the area the cursor can move to hudManager.setCommSize 490 300 By default the area the cursor can move,is much larger then the position of the buttons hudBuilder.setButtonNodeMouseArea hudBuilder.createButtonNode RadioRose RadioDownLeft 181 324 190 26 hudBuilder.setButtonNodeMouseArea -46 49 190 103
  18. Whoops ok I'm clearly rusty at this. Which number above is the GUI number? in this case the "0" on the end of each line? I see 1-59 are all used. I used to be so familiar with HUD stuff, heck I have a fairly modified HUD for the mod that I made years ago still working just fine. I mainly changed up the spawn screen quite a bit. I do have an issue with the commorose where moving the mouse in the direction of the buttons can put it past the button sometimes. I feel like this issue was related with playing widescreen, again it's been too long since I've tinkered with HUD things now.
  19. Interesting idea. That will lead to other issues if it works, but issues that are much easier to handle. That won't solve "Auttomatically Triggered" event voices, but again, we do have another idea to make that work through pybool and the award system. The draw back of that method is the amount of coding and time it would take to setup, so this could cut that work by a ton if that works. Even at worst, most the auto triggered events we may not even need XD.I'll get back to you as soon as I try that out.
  20. I have no idea if this will work as I havent tested it,but Commrose sounds are called by the HudElementsRadioComm.con Each button calls for text like this hudBuilder.setButtonNodeConCmd "RadioInterface.selectOrder 10" 0 Which leads to Radio.con radioInterface.setStringMap Interface_1:10 HUD_COMROSE_GRUNT_thankyou "game.radioMessage TCTeamAndLocalEnemies PLAYER_CONFIRM_thankyou" If,maybe if,you specify a unique GUI number for each soldiers handweapons,which matches a GUI number specific commrose,and replace this hudBuilder.setButtonNodeConCmd "RadioInterface.selectOrder 10" 0 With something like this hudBuilder.setButtonNodeConCmd "sound.playSound Female_Thankyou" 0 Maybe
  21. Sorry for the delayed response. Mostly all voices. I did realize I made a slight mistake with the OP. Injury sounds are in GameSounds.con Trying a few things with that currently.. But basically here is what is going on. For Operation Dead Dawn, we had 3 playable survivors, 2 male and 1 female. The plan was to have each soldier have a different sounding voice (so pretty much all VO lines) I currently have recordings for all the lines for 1 male and 1 female done by 2 friends recorded some time ago. I can write the list of voice lines but it's quite a few Affirmative-01 Affirmative-02 Affirmative-03 Affirmative-04 AmmoHere-01 AmmoHere-02 BailOut-01 BailOut-02 Clear_Recharging-01 Clear-01 FollowMe-01 FollowMe-02 FollowMe-03 FriendlyFire-01 FriendlyFire-02 GetIn-01 GetIn-02 GoGoGo-01 GoGoGo-02 Grenade-01 Grenade-02 ManDown-01 ManDown-02 MedikitHere-01 MedikitHere-02 Negative-01 Negative-02 Overrun-01 Overrun-02 RequestingAmmo-01 RequestingAmmo-02 RequestingMedikit-01 RequestingMedikit-02 RequestingPickup-01 RequestingPickup-02 RequestingRepairs-01 RequestingRepairs-02 RequestingRepairs-03 ReviveSuccess-01 ReviveSuccess-02 SmokeGrenade-01 SmokeGrenade-02 Sorry-01 Sorry-02 SpottedBat-01 SpottedBat-02 SpottedCommon-01 SpottedCommon-02 SpottedCommon-03 SpottedGore-01 SpottedGore-02 SpottedUnknown-01 SpottedUnknown-02 SpottedUnknown-03 Thanks-01 Thanks-02 That's not including death and injury sounds. These are of course my own naming system with some that are mod specific, also I have each of these twice because I have a male version and a female version. Currently male is under the Common/Sound/English and Female is under Common/Sound/EU this is just for testing. I just have to switch out the map's Team1 language from English to EU or vise versa to switch. All recordings work (some need some fine tuning, but the files play correctly) I just want to find a way to use both in the same faction. When a soldier speaks having it use their set voicelines instead of ALL US faction using the same grunt voicelines.
  22. Exactly which VO sounds, are you wanting to have different sounds, for different soldier classes/ characters ?
  23. This will be a weird one. Basically I have 3 characters assigned to one team, and I want each to play different set of VOs. So far this has been stupidly difficult. Death sounds are easy, as they are assigned in each soldier's tweak file. DONE! Finished! Hurrah! Injure noises are a little harder. They are assigned by each kit. So have a separate kit per character. Weapon pickups are going to break this unless we can build something fancy in the python coding to swap out the kits on pickup to the version with the correct VOs attached. Option 2 is to have python cliently change these on each pickup. Since injure sounds are played through the client it shouldn't affect other players to have python change it for them locally. Sadly the later sounds easier in concept, but a pain in the butt to code, with a small risk to change everyone's injury sounds each time someone picks up a kit if I am wrong. Then comes the rest of the voicelines. BF2 sets these up per faction...... WHY?! Why couldn't they just make it ask for a class in the soldier's tweak that set which voice?! The only thing I can imagine is that they didn't set up functionality for it to check per player who is what voice? Maybe they thought that would sound confusing in a ranked match? Still why not leave the functionality to do it like they did with all the other noises? Rant aside, this leaves very few options, most more speculation. My current thought is to find a way to make every "character" a separate faction. This sounds near impossible though because the level only sets 2 factions. I havn't tried adding more than 2, but I doubt it would work. Another idea I had was to try having python switch gameLogic.setTeamLanguage 2 "English" over the client. but I realized later that that would make all teammates use the clients current set of voices for all characters. That won't work for what I need. So that leaves the possibly very tedious method of bypassing the entire voice system. basically remove all voices and write a huge chunk of python to play the sound files when those events are activated. It would work, it would also be a massive pain in the ass (excuse my language). I also hate jumping on the python bandwagon for every issue I have. Unfortunately, python can bypass nearly every limitation this game tends to throw at you in modding. First I want to see if anyone has ever heard of a different way to bypass this. I know EoD had a female soldier for the NVA, but I can't remember if she used the same voice lines as her teammates. At the very least I want to know if any other longtime BF2 modders have any other outside the box ideas. To those of you who remember me and UberWazuSoldier, HI! hope you are all doing well. It's been a damn long time. And to those I do not know or have not met, that are still around on these forums. Hello! Glad to see modders still at it. I can try to help any new modders out there. I know a lot about the audio system and setting up HUDs in BF2. I never really posted around here back when we modded, but I know Uber put up plenty of tutorials that I see are still around. Glad to see them still in use.
  24. I am using Notepad++. too!
  25. What editor should I use for BF2 Python? And how to avoid mixed spaces and tabs errors? Currently I am using Notepad++.
  26. do all vehicles require an engine, because i can't find mi17 engine hierarchy? Also what are the rotors under on a basic helicopter?
  27. yeah we did the exe, just need what ever is left to release. have you had time to do any more work on this?
  28. I know its like 2017, but if anybody still follows this thread, i am in the process of building the weapon sounds from the extracted contents. im also seperating the Foley sounds (reloads, grenades, etc.) and putting those together. if anybody is interested in these, PM me.
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