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About VictorM

  • Birthday 05/13/1963

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    Modeling, moldings, computer, war games, especially Bf

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  1. you just save me a lot of time, man : really. I believe that this time the problem is solved. thanks a lot, Coronaextra vic
  2. Hum, we have always the "black" problem with the miniMap......
  3. as you can see, the heighmapPrimary.raw exported from L3DT is pretty well balanced, and I did nothing to change. personnaly I don't like changing the histogram of a real world map, because I found that it inevitably leads to distortions in the topology.
  4. yes, I have often noticed that important detail, especially when you add the surrounding areas; that's why, with mountains maps only, i set the default height nearby zero. Ooooups, it's a great suggetion, but have no idea how to do this; could you explain the proccedure, please ? thxs
  5. Okayyyyy Coronaextra B)/> : all the black textures have gone away, now. very well done :)/> just a little thing; with my first mountains map, i was using 1024x2 scale, and the problem appeart near 500 meters: we are far away of 1024, in that even . something else, I noticed in the settings of the minimap (C:\Program Files\EA GAMES\Battlefield 2 Makeminimap.con that there is a limitation to 500 meters in altitude: maybe it would be interesting to understand whether it can influence this phenomemon, no ? anyway, many thanks for your help, Coronaextra
  6. OK, thank you for the informations Coronaextra: Now, I think it should be better to start with the most simple map, so go to Essenciel: so I created a 512x1 map and drew a peak of 512 meters; one flag, one spawnpoint, one heli to go see in altitude, textures by hand, generated lowdetails. The black shadow appears well near 500 meters. (Other tests have indicated that, whatever the size of the map, it is still to this altitude 500 that the problem appears) Then I positioned the sun, and sunflares verticaly: but in the game, the black shadow is still there. I'm afraid we can't find a solution, it would be such a shame not to take advantage of the high mountains in game....... :unsure:/> if you want, you can easily try at home, by creating this simple card 512x1, as I did .
  7. CTRifle Renderer.fogColor 0.00/0.00/0.00 Renderer.fogStartEndAndBase 0.00/2000.00/2000.00/1000.00 When i test a new map, I prefer a cloudless fog. It's more easy to detect problem Anyway, with or without fog, it's always the same problem in game: in Bfeditor, the texture terrain is perfect as you can see in the first image. clivewil Skydome.skyTemplate skydome Skydome.cloudTemplate cloudlayer Skydome.hasCloudLayer 0 Skydome.hasCloudLayer2 0 Skydome.scrolldirection 0/0 Skydome.scrolldirection2 0/0 Skydome.cloudTexture Skydome.cloudTexture2 Skydome.skyTexture Skydome.domeRotation 0 Skydome.fadeCloudsDistances 1000/1100 Skydome.cloudLerpFactors 0.5/0.5 Skydome.flareTexture Skydome.flareDirection 0.00/0.00/0.00 really weird :blink:/>/> Before ask to you this riddle, i searched a lot on Bf2 forums, but I have not found anything about these strange black high mountains, I assumed that few mappers tried to land strong difference: I don't know why, while the visual interest is obvious for airplanes and helicopters: you should try with 3d glasses, it's really wonderful. do you think the problem could come from the altitude of GILights ? i continue searching... thank you both: any help is welcome
  8. http://earthexplorer.usgs.gov/ http://srtm.csi.cgiar.org/SELECTION/inputCoord.asp http://www.terrainmap.com/rm39.html
  9. Hi, for my first post, I would like to congratulate everyone who contributes , day after day , to enrich this wonderful bf forum: often , I found here the answers I sought in vain elsewhere: specialy thanks to mschoeldgen[Xww2], Catbox, clivewil, bergerkiller for their excellent advice. Today , I decided to ask for help in a more direct way : My project is to edit maps from DEM data ( Aster ) real topography , and many mountains; I use 3DEM and L3DT to get the final HeightmapPrimary.raw . Within the editor,(map 1024x2) all work perfectly and by controling levelsettings carefully, the exact dimensions are met . I apply the textures , either with Bf_TPaint or EcoMAP : In the editor , i get this result: great B)/>/> but in game , it's catastrophic :(/>/> : all the textures disappear once exceeded a certain height in the mountains . it seems that the problem starts once the altitude exceeds 500 meters . Do you think it might come from a limitation of the enginegame? don't know.... if so, can i expect to remedy this by changing a few lines of code, maybe ? or so, I thought it was , perhaps, of a lighting problem ? have try but don't work.... what to do, I'm completely stuck. any ideas ? thanks
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