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mschoeldgen[Xww2]

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Everything posted by mschoeldgen[Xww2]

  1. That isn't a texture -its only the checkerpattern. Apply a BF2StaticMesh material to it - with the desired surface ID matching your texture ID. Maybe you should show us a screenie of the materialmanager with the opened navigator besides it, lik this:
  2. This may help you: http://www.bfeditor.org/forums/index.php?showtopic=14618 and this is a short wrap-up for editing an original level: http://www.bfeditor.org/forums/index.php?showtopic=13672 What you probably want is to patch the kit files in your map. This can't be done with the editor but with a texteditor. Create a tmp.con in your map after following the above tutorials and copy the kit code from the /objects_server.zip/Kits/<TEAM>/<KITNAME>.con files into it. Now each kit starts with e.g. ObjectTemplate.create Kit US_Engineer . Change that to read ObjectTemplate.activeSafe Kit US_Engineer and apply your changes . Find the line ObjectTemplate.addTemplate USHGR_M67 and put a 'rem' in front of it disabling the nades for the engineer. Repeat for other kits. Note that you only need to include kits with grenades into your patch , you can leave out the others.
  3. I wouldn't put too much hope in it - i pushed my moon static ( which itself is about 100m in diameter ) to a cullRadiusScale of 100 (!) and it still faded at about 1000-1100 meters. And yes, there's an automatic cull radius depending on the objects size. Afaik the global command is indeed only renderer.minCullDistance but of course there could be others,like the renderer.tweakfarplane1p renderer.tweaknearplane family of commands. Maybe there's a renderer.tweakfarplane3p command ?
  4. Chances are that the map was created nevertheless ,maybe only missing a few files ( like simpleshadowmap.raw and simpleshadowmapio.raw ) . Copy the missing files by comparing with a known good map from it into the new map folder and start editing it. Only makwe sure that the map you're copying from is the same size.
  5. In the public section of our forums you'll find download links for the mod and the mappers support package. Of course you're right we didn't update the web site for a long time but we're all fairly busy in RL. http://xww2.com/smf/
  6. Its in a GUI index ( HUD setup ) code in /menu/HUD/HUDSetup/weapons/HUDElementsLaserPainter.con To use it you would code GUIIndex 1 in your weapon and set the 'HasRangeFinder 1' property. Here's my modification of it, but it doesn't show X,Y, or Z coordinates ( but the range and the compass are displayed): rem XWW2 uses this for the Binoculars hudBuilder.createSplitNode IngameHud LaserPainterHud hudBuilder.setNodeLogicShowVariable EQUAL GuiIndex 1 rem hudBuilder.createPictureNode LaserPainterHud LaserPaintFrame 0 0 1024 1024 rem hudBuilder.setPictureNodeTexture Ingame\Weapons\Icons\Hud\LaserPainter\laserPainter.tga rem hudBuilder.createPictureNode LaserPainterHud LaserPaintCrosshair 336 268 128 64 rem hudBuilder.setPictureNodeVariableTexture CrosshairIconPathString hudBuilder.createCompassNode LaserPainterHud LaserPaintCompass 3 300 48 186 32 1 0 hudBuilder.setCompassNodeTexture 1 Ingame\Weapons\Icons\Hud\LaserPainter\compass.tga hudBuilder.setCompassNodeTextureSize 1024 32 hudBuilder.setCompassNodeBorder 0 0 0 164 hudBuilder.setCompassNodeValueVariable PlayerAngle hudBuilder.setCompassNodeOffset 375 hudBuilder.setNodeColor 0.4 0.4 0.4 1 rem hudBuilder.createTextNode LaserPainterHud XLabelOff 239 480 46 10 hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 2 hudBuilder.setTextNodeStringVariable TargetCoordXString hudBuilder.setNodeColor 0.3 0.3 0.3 1 hudBuilder.createTextNode LaserPainterHud YLabelOff 290 480 46 10 hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 2 hudBuilder.setTextNodeStringVariable TargetCoordYString hudBuilder.setNodeColor 0.3 0.3 0.3 1 hudBuilder.createTextNode LaserPainterHud ZLabelOff 338 480 46 10 hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 2 hudBuilder.setTextNodeStringVariable TargetCoordZString hudBuilder.setNodeColor 0.3 0.3 0.3 1 hudBuilder.createTextNode LaserPainterHud RangeLabelOff 388 450 101 10 hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 2 hudBuilder.setTextNodeStringVariable TargetDistanceString hudBuilder.setNodeColor 0.3 0.3 0.3 1 hudBuilder.createTextNode LaserPainterHud TargetLabelOff 476 480 115 10 hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 0 hudBuilder.setTextNodeString HUD_TEXT_LASERTARGET_TARGET_AQUIRED hudBuilder.setNodeColor 0.3 0.3 0.3 1 rem hudBuilder.createSplitNode LaserPainterHud LaserPainterValues hudBuilder.setNodeLogicShowVariable EQUAL FiringIndex 1 rem hudBuilder.createTextNode LaserPainterValues XLabelOn 239 480 46 10 hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 2 hudBuilder.setTextNodeStringVariable TargetCoordXString hudBuilder.setNodeColor 0.7 0.1 0.1 1 hudBuilder.createTextNode LaserPainterValues YLabelOn 290 480 46 10 hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 2 hudBuilder.setTextNodeStringVariable TargetCoordYString hudBuilder.setNodeColor 0.7 0.1 0.1 1 hudBuilder.createTextNode LaserPainterValues ZLabelOn 338 480 46 10 hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 2 hudBuilder.setTextNodeStringVariable TargetCoordZString hudBuilder.setNodeColor 0.7 0.1 0.1 1 hudBuilder.createTextNode LaserPainterValues RangeLabelOn 388 450 101 10 hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 2 hudBuilder.setTextNodeStringVariable TargetDistanceString hudBuilder.setNodeColor 0.7 0.1 0.1 1 hudBuilder.createTextNode LaserPainterValues TargetLabelOn 476 450 115 10 hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 0 hudBuilder.setTextNodeString HUD_TEXT_LASERTARGET_TARGET_AQUIRED hudBuilder.setNodeColor 0.7 0.1 0.1 1 rem Where's my error ?
  7. I for my part tried all that already Didn't help much, only caused lod switching artifacts with the scale settings. The only statement which could help at all would be the renderer.minCullDistance from what i know - this one at least works in the editor, too.
  8. The debugger destroyed your profile in /My Documents/Battlefield 2/Profiles . Delete/Rename the folder and let the retail game create a new profile ( i hopy you have your account data and key setup handy ). For the future keep in mind to either rename the folder before launching either version or hack your debugger to use a different profile folder. Theres a thread at BFSP about it - maybe i find it. Ahh, here it is: http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15303
  9. It seems that 'TargetXCoord' and 'TargetYCoord' variables from the range finder HUD is bugged, else we had at least the map coordinates. If someone made them work let us know DEVILMAN ?
  10. This is the con file for the tank and first you should replace it with a fresh copy from the game. Typically *.con files describe the structure of the basic model - like wheels ( BF2 calls them 'Springs' ) , rotating things like turrets or gunbases ( RotationalBundle ) and other geometries , like 'Bundle' or 'SimpleObject' . Weapons in BF2 ( visible or not ) are called 'GenericFireArm'. When they have a physical representation (like a barrel) they are jotted in the *.con file, code-only weapons are only found in the tweak file. A PCO is a 'PlayerControlObject',btw. Most coding happens in the *.tweak file for the object and thats where you should add your desired extensions. The Editor will also write the *.tweak file and not the *.con . What you really want to do is to give your current weapon an index of 1 and any additional weapons higher indices. Look at how they did it in your favourite AIX tank. Find the 'GenericFireArm' in the *.tweak file and mimic their code into your tank. The keylines look like this : ObjectTemplate.itemIndex 1 which would be the first choice for a weapon. If you add another weapon , use ObjectTemplate.itemIndex 2 and so on. Sometimes in those cases its better to use a good texteditor instead of the BF2 Editor. Unfortunately C++ is very different form BF language but learning it is much easier than Stroupstrups mnemonics, hehehe
  11. I also had massive problems showing statics over more than 1000 even with powerful lightsources on it - i came to the conclusion that its an engine limit. I tried a dynamic sun ( and moon ) and wanted it to put it waaaayyyyy off the map. Lightsources also failed to show above 1000.
  12. I know , soldier models are most complex and there's still some work to do - but i'm fairly busy in RL atm, sorry. Ok, here's the download URL for the XWW2 mapper fan pack : http://www.schoeldgen.de/xww2/fanmappackage.zip Filesize is 224945359 bytes. Contains the samples files for all XWW2 statics in the lightmapsamples04.zip file and editor files to get you started ( LayerInit, default spawners ).
  13. You did change the setting on your client files and want to connect to a non-modified server ? That will not work because server and client files have to be identical. Also NEVER change BF2 original files -it will forfeit content check with vanilla servers and forces you to re-install your game.
  14. Hahaha, you should consider making maps for XWW2 if you need such a mass of our objects I can grant permission for the 'mso' objects - these are mine, although the cow skull and the light_windmill are made by TuuT and i only textured and coded them. Btw, the light_windmill has rotating collisionmeshes 'stefan'is his own master and can be reached on this forum as 'StevenB187' . He'll probably drop in soon. I prepare a fanmappackage at this very moment including the samples and mod defaults ( and a readme ) and let you know of the URL asap.
  15. Ah,i never knew it works. For in-between testing i copied my geom1 to geom0 and geom2 and used that for testing - although i'm mostly patient enough for my models to be fairly complete before i start coding and testing them, hehehe. Thanks for clearing that up, clivewil. I remember the demo ( and early BF2 versions ) crashed when the wreck was missing and the vehicle got destroyed, maybe that caused me to complete the model in my future projects.
  16. Theres an explanantion about world orientation in the Seafury tutorial. You also have to add the geom1 ( main 3P model) and geom2 ( wreck) mesh structures . A geom0-only model will not work as vehicle. geom0 is the cockpit ( model shown when entered ) and will not need rudders , landing gears or elevators as these are not seen when in the cockpit.
  17. The game is probably missing the HUD files ( HudSetup and textures ) from USI's menu files. Most mods use their own Atlas in /menu_client.zip/Atlas and mount it on top of the BF2 atlasses. You need to add the HUD setups from USI , too . I have no idea where USI locates them but the most probable place is /menu_server.zip/HUD/HUDSetup/Vehicles If you run the game in windowed mode ( in contrary to fullscreen ) it will give you error messages.
  18. Yeah, its a great tool - although Remdul is a bit reluctant in releasing his knowledge of the mesh internals which would perhaps enable us to write exporters for other 3D programs , like Blender or later Maya versions. Nevermind , he's done a great job
  19. The problem is that a re-export will give you different samples than needed for the original statics ( Each export seems to differ slightly,at least for the samples ). I'd try Remdul's BF2Meshviewer instead: http://www.bfeditor.org/forums/index.php?showtopic=12968 Remdul claims that his latest version can generate samples for statics. Give it a try
  20. 23: there are several ways to achieve transparent water but probably the simplest is to start with a water.con from a map with the desired water, like e.g. Wake Island 2007 . Copy its water.con into your map. You still could tamper with the renderer.waterFogColor 32.00/180.00/192.00 renderer.waterFogStartEndAndBase 0.00/50.00/0.00/0.00 parameters afterwards 24: use ObjectTemplate.CullRadiusScale 3 in your soldier's tweak files to triple the standard visibility distance. Other scales will work accordingly ( e.g. 4 would quadruple the distance etc. ) 25: You could add more emitters to the 'e_vexp_tank' effect in /objects/effects/impacts/explosions/vExp/ Afaik, this effect is fired by most tank explosions .A very simple mod would be to duplicate this entry: ObjectTemplate.addTemplate em_vexp_tank_wreckParticles ObjectTemplate.setPosition 0.83553/0/0 Change that to e.g. ObjectTemplate.addTemplate em_vexp_tank_wreckParticles ObjectTemplate.setPosition 0.83553/0/0 ObjectTemplate.addTemplate em_vexp_tank_wreckParticles ObjectTemplate.setPosition 0.2/0.2/0 ObjectTemplate.addTemplate em_vexp_tank_wreckParticles ObjectTemplate.setPosition 0.2/-0.2/0 the code for the emitter already provides alternate particles for variation
  21. The original BF2/2142 are write-protected ( for a good reason ) . If you really want to change the contents ( which is not recommended 'cause it forfeits the content check ) you need to uncheck the 'read-only' attribute for the ZIP you're modifying and then open it in WinRAR.
  22. You either create new player models with their own new skins or overlay the original BF skins within your mod.
  23. Try our tutorial section - there's numerous tutorials for map beginners and advanced mappers: http://www.bfeditor.org/forums/index.php?showforum=17
  24. Yeah, and most modern singleplayer maps also support the COOP mode ( bots in network ). To find the supported modes for a given map either use the ingame map browser and switch around the gamemodes or examine the /levels/<MAPNAME Folder>/info/<MAPNAME>.desc file with a texteditor. Here's the one from 'OperationSmokeScreen': <map gsid="10"> <name> Operation Smoke Screen </name> <briefing locid="LOADINGSCREEN_MAPDESCRIPTION_OperationSmokeScreen">map description for modders maps not localized (english only)</briefing> <music> common/sound/menu/music/load_MEC_music.ogg </music> <modes> <mode type="gpm_cq"> <maptype ai="1" players="16" type="doubleassault" locid="GAMEMODE_DESCRIPTION_doubleassault">Unlocalized test for this mode on this map</maptype> <maptype players="32" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype> </mode> <mode type="gpm_coop"> <maptype ai="1" players="16" type="doubleassault" locid="GAMEMODE_DESCRIPTION_COOP_doubleassault">Unlocalized test for this mode on this map</maptype> </mode> </modes> </map> This map supports SP-16, CQ-16,CQ-32 and COOP-16.
  25. Yes, thats what most providers do when the connection is not a permanent one. To work around that you should use a DYNDNS account and tell your router to use it. In that case your friends still use the 'Connect to IP' button but enter your DynDNS address instead ,like 'blackerserver.dyndns.org' , depending on the selected dyndns name. To show your server in the game browser list it is necessary to open quite a few other ports for gamespy and punkbuster. This is not recommended for a BF2 server which will shutdown often but more for a dedicated network server running 24/7, though. Your internal network should use fixed IP's at least for the BF2 server else it will be impossible to forward ports to it, at least on all routers i've seen . None of them was able to forward ports to a dynamically assigned IP.
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