Jump to content
Official BF Editor Forums

mschoeldgen[Xww2]

Moderators
  • Posts

    8,880
  • Joined

  • Last visited

Everything posted by mschoeldgen[Xww2]

  1. Welcome to BFeditor.org ! Question 1 : Consult our tutorials . We have tutorials for creating basic maps : http://www.bfeditor.org/forums/index.php?showtopic=7315 http://www.bfeditor.org/forums/index.php?showtopic=6916 Question 2: Making SinglePlayer support is not for beginners, you should learn making maps first and make sure they do work successfully in Conquest mode. Once you have a fully working conquest map for Multiplayer you can try to work your way through making singleplayer mode including the creation of navigation meshes , in this forum briefly called "navmeshes". These navmeshes allow the artificial players ( bots ) to move around on the map. Here's a tutorial for it: http://www.bfeditor.org/forums/index.php?showtopic=3809 To give you an idea about navigation meshes , here is a tutorial for editing them: http://www.bfeditor.org/forums/index.php?showtopic=13991 Again, this is not so easy. You also need to install python, preferably the version 2.3.3 or 2.3.4 . You will also need a 3D editor , like 3DSMax, Blender or Wings3D. I think there's an active russian community for BF2 , at least we have a few members from your home country around here. Try to find a native russian speaker as a robot translator will probably make mistakes which are hard to corect if you are new in the BF2 world.
  2. Gee, yeah - if they're falling back to scripted gameplay i'd flush BF3 down the drain - one of the best aspects in BF1942/BF:V/BF2 was the SAI - unforeseeable, interactive and uncontrollable. If i wanted scripted gameplay i'd go back to mod RtCW or another classic FPS.
  3. Keep in mind that 3DS doesn't support complex material setups and hierarchies as well as longer mesh names - you'll need to recreate the structure of the model within Max/gmax to export successfully to the game. If you're new to 3D modelling i'd recommend to use gmax. Its free and it is a spin-off of an older 3DSMax , so you'd become familiar with one of the industries standards.
  4. There's nothing wrong with using Maya - after all it has been used by DICE to create all of BF2's original content. Chael - if you find the time a basic tutorial for using Maya to create e.g. a static object would be great. Over the time we had a few questioneers regarding Maya and none of us Max users can help them. @Outlawz: I've had exports with this error more than once and in a few cases i had no choice than to delete the face and insert a new one. There's a function in Max which eases filling holes like that but i can't remember its name atm. Btw, if its a flipped normal you'd see it from the inside in the BF2editor.
  5. Here's the link for instructions on how to hack your BF2(_r).EXE to use other profile folders: http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15303 The debugger can be put into dedicated mode by adding '+dedicated' to its launch shortcut. Here's an example target line to fire up a XWW2 dedicated debugger COOP server: "C:\Games\Battlefield 2\BF2_r.exe" +ai 1 +menu 1 +fullscreen 0 +dedicated +modPath mods/xww2 Note that my game resides in /Games instead of the usual /Program Files/EA Games... Your /Settings/maplist.con should contain a valid map list. I also suggest to fix as much of these errors as possible. The fewer errors your mod comes with the more stable it will run.
  6. Merged your topics and edied the title accordingly . Please use a single thread per mod.
  7. It looks as if either there's an unwanted opaque section in the alpha channel or a flipped face in the zoom lod.
  8. No, it sounds as if TPaint didn't find the map. Did you really follow the instructions and copied the whole BF2_Tpaint folder into your map and ran it from there ? If you're a Vista or Win7 user check the permissions and allow Tpaint to create files in its folder.
  9. Note that tons of commands are explained in the BF2 Editor help in /bf2editor/help/commanddescriptions.xls This is an excel spreadsheet - convert it to your favourite format if desired.In the same folder you'll find ObjectEditor_Help.xls with useful comments.
  10. Yes, the standard behaviour for a Bundle ( and in this context a PCO is simply an advanced form of a Bundle) in BF2 is to wreck once one of its children is wrecked. This excludes EffectBundle children so one solution would be to pack your destroyable child into an EffectBundle. Note that BF2142 differs here. Children in BF2142 do not necessarily kill their parent.
  11. I have no idea I never applied the hack to the demo as it was impossible for me to gather these many players online and with bots the hack is unneccessary.
  12. Only to remind you that this is the Space Shuttle's last missions this year. STS 135 Atlantis is scheduled to launch in early July and will be the last ever Shuttle mission. NASA's most versatile spacecraft is going to retire - it killed 14 people but also gave us a lot of insights into our universe over the last 30 years.
  13. That looks great guys I'm eager to see some ingame screenies :drool:
  14. The debugger is a 1.3 version , while the current retail version number is 1.5. So its right , there's a version conflict. Demos often crash when there's a non-networkable but moving object , like a static with RotBundles . I'm no expert with recording sessions but i remember hearing of this problem.
  15. As this is hardcoded into the EXE you have to hack it to make it work with more players. Content check will not work anymore of course. There once was a description on how to hack the demo to 128 players and you should google for it. Note that servers with this much players will need an excellent WAN connection .
  16. Please note that inches are also wrong. Instead use power of 2 for the edge length, like 16,32, 64, 128, 256, 512, 1024 or 2048 pixels . Allowed are squares and rectangles , like e.g. 256*1024 or 512*512. Larger textures than 2048 ( e.g. 4096 ) might sometimes work , but not on all machines.
  17. Ok guys , i've now browsed nearly all of the destroyables in BF2 and it seems there never was an object of type 'DynamicBundle' . I'm afraid this kind of object simply doesn't exist in BF2.
  18. Our friends at BattlefieldSinglePlayer have a special thread for requesting bot support for an existing map: http://www.battlefieldsingleplayer.com/forum/index.php?showforum=80 Remember, to make it easier for them your map should already be 100% working in Conquest mode.
  19. ObjectTemplate.activeSafe GenericFireArm deployable_m249 Thats the problem. Do it the other way round: First create a copy of the us_bipod , then attach your M249 to it. Still, deployables will work best if packed into a ( pickup ) kit
  20. You need to add AITemplates to the PlayerControlObjects (Pilot, Copilot, Passengers...) in the J22. Use either existing ones from a jet or create our own if if the plane has custom controls or weapons.
  21. That is true - but of course you can have as many color layers in your map as you like.
  22. You can spawn PlayerControlObjects and (with certain restrictions) Kits , but not a 'GenericFireArm' only. It has to be integrated into a PCO first.
  23. This is more or less a repition from my tutorial: http://www.bfeditor.org/forums/index.php?showtopic=3809 Note that he forgot the most important thing: The default CombatArea needs to have 'useByPathfinding 1' set in its properties.
  24. add your menu music to common_client.zip/Sound/Menu/Music/ and call it menu_music.ogg . This is the background sound played in the common menus , like Server browser, Settings and so on. It has to be corretly coded as OGG : 2 channels Rate : 44100 Hz Bitrate 112.001 kb/s A serialnumber of e.g. 4C3B (dec. 19515) might be used. Might not be important for client only files. Your mod may also patch other menu sounds ,like button clicks . Those are found in common_client.zip/Sound/Menu/frontend/. Use the original filenames from BF2 to patch your own sounds in.
×
×
  • Create New...