
[EoD]Junglist
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Everything posted by [EoD]Junglist
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Some leaked footage of the
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Remaking A Vanilla Map, Only Keeping Textures?
[EoD]Junglist replied to gamer.supreme.1's topic in Terrain Editor
Hey, I'm at work at the moment so can't help. Looks like you've got a few projects on the go! The best advice I can give is to start off with a small 512 x 2 map and see it though to completion following all the wonderful tuts on this site. This will give you a good understanding of the structure of a map and will answer a lot of your questions as you go. Don't try to run before you can walk. Jung. -
Really, EA should realise that not everyone lives in cities and has uber fast broadband, some of us live in the countryside and have only just got broadband in the last couple of years. Even then I've only got half a meg and would never be able to download a game of DVD size.
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Well if you saw the BF3 "Lighting Leak" then they are still unsung lightmapping in BF3 maps. I don't think frostbite does use lightmapping, does it do it on the fly like crysis? Well if they are lightmapping then I would hazard a guess that BF3 will we a similar structure to 1942/bfv/bf2 & 2142 So hopefully an editor will be available or maybe an old editor workaround available. here's hoping.
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Renderer (At top of editor) Toggle draw detail texture.
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Yep, very nice first model, well done Like Pirate says, fits in well & a good first model to make.
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Yeah if I could afford it I would 100% invest in the full version, love using this prog. But for now it will have to wait as I have another backpacking adventure coming up in Jan, so I'll be away a while again! Will be back modding on my return! Facebook picture updates for anyone interested lol This time it's Nepal to south India via Motorbike, can't wait! Congrats on your first tut gamer.
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[solved] Terrain Dissapears After Apply Spline
[EoD]Junglist replied to Amok@ndy's topic in Terrain Editor
I've only had it on my laptop which had a Nvidia 8800 GT I think. My 2 PC's with ATI cards have never had this problem, I suspect a memory problem. Catbox, it happens when you make a spline on a mountain or something and apply spline to make a flat slope going up the hill for example. All the terrain just dissapears. Glad I don't get it now. -
[solved] Terrain Dissapears After Apply Spline
[EoD]Junglist replied to Amok@ndy's topic in Terrain Editor
saving makes no difference to me, upgrading my graphics card did tho! don't seem to get this since then! -
This tut I've just done should explain how. http://bfeditor.org/forums/index.php?showtopic=13997
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Ok, so firstly you should be familiar with the editor before reading this. Lets start with Stamp & Align... Ok, so sometimes ligning up objects can be a pain... If you don't know how that is, so firstly lets look at how we can make things easier & quicker. So in the picture below you will see I have selected a corner of a wall. You can see the x/y/z marker is highlighted, now in the "Editor Bar" on the right of the editor you will see stamp & align buttons. If you select the corner, then hit stamp this will be the point that things are aligned to when you hit align. Now, the problem is, they will be aligned to the x/y/z marker which is ok if you want to align to that side of the corner, not very helpful if you want to align to the other side! Now another problem as we can see in image 2 below is that the markers are not always on the side we want. When we stam & align it will align the new items x/y/z marker to the stamped items x/y/z marker. Now, select the corner and hit stamp. Then select the wall piece and hit align. You should end up with something like this... Ooooops, not what we want is it! Well it has aligned the sides up nicely which we do want, so now hold down the red arrow and drag the wall to the left. Make sure to leave a gap between the wall and the corner, we will fix & close that using a handy tip... Now, with the wall selected, hold down the shift key on your keyboard and push one of the arrow buttons at the same time, this nudges the selected item one way or another, depending on which arrow you press!!! Neat ay? It gets better, hold the shift key on your keyboard and push the page up or page down button on your keyboard to nudge the item up or down! Well, now scroll your mouse wheel forward and do the same, it nudges it more in one way. Scroll the wheel towards you then nudge again and it nudges it less!!! Now scroll your mouse wheel, loads towards you to slow down the nudge and nudge the wall until the gap is perfecly closed right up to the corner as in the image below... Ok, clever cloggs I hear you say, now what if I want to align to the other side, theres no x/y/z marker that side like in the image below... Well that's easy too. Now lets go back a few steps. See the image below of the wall corner, well I've selected the rotate button. Now by left clicking and holding one of the coloured lines you can drag the corner round in circles, which way depends on which line you click and hold. Now, if you right click on one of those lines, it will rotate it clockwise by exactly 90, do it again and it will rotate another 90. Now what we want to do is to rotate the wall corner into this position, using the right click on the rotate so the marker is on the same side as the new wall we are going to align, like so... Don't worry about the first wall not being aligned! We'll put it back soon. Now once again click stamp while the corner is selected and align on the new wall and you will get something like this... Now, rotate the wall back to it's original position so it is aligned with the first wall again, then using the nudge function we just learned move the new wall into position, so you now have a perfectly aligned corner with 2 walls, tat! Now, another handy tip to remember is that while an object is selected, either with the rotate or move button, you can double click that object to bring up its position box, here you can manually add values to align things if you want to do it the hard way! The nudge feature works just as well on other items such as brickwalls & brick pillars & bridges too. Jung.
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Would probably look better in game if you aligned the walls properly with no overlap then use the platform tool in the terrain editor to bring the terrain up to the right height. Aligning walls is very easy, no need for them to be overlapping. Stamp & align works fine if used with Shift & arrow keys. Also if a corner doesn't have the marker on the right side to align, rotate the corner until it does, then stamp align. Then rotate back to it's original position.
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Creating A Map For Begginers - (very Image Heavy)
[EoD]Junglist replied to [EoD]Junglist's topic in BF2 Community Tutorials
Try looking now -
Lightning & Other Weather Effects
[EoD]Junglist replied to [EoD]Junglist's topic in BF2 Community Tutorials
msch, wind kinda works in game, when there's an explosion on say the ambstatic fire it blows all over the place. Doesnt seem to work on justsmoke though. But yeah proper wind would be nice in game -
Lightning & Other Weather Effects
[EoD]Junglist replied to [EoD]Junglist's topic in BF2 Community Tutorials
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Lightning & Other Weather Effects
[EoD]Junglist replied to [EoD]Junglist's topic in BF2 Community Tutorials
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WORK IN PROGRESS - FILES NOT ADDED YET - MORE INFO NEEDS ADDING This tutorial is to explain how to bring weather effects into your Battlefield 2 map. In this tutorial we will cover adding lightning effects & thunder claps to your map as well as adding rain & snow to a map. You should have all ready covered these two tutorials before using this one... 1) Creating A Map For Begginers 2) Creating A Map For Intermediate Users Getting Started Before you start make sure you download my pack of ambient effects & sounds! Download Here Step 1 - Lightning Ok, so here all that is basically needed is a couple of tweaks to the init.con & the ambientobjects.con files. What we want to do is to add a lightning effect to the map allond with a delayed clap of thunder. Firstly open up your maps init.con file. Now this is what you are basically going to see: rem *** Generated by BF2Editor *** if v_arg1 == BF2Editor run Heightdata.con LevelSettings.InitWorld run Terrain.con BF2Editor run StaticObjects.con BF2Editor run Sounds.con run Sky.con BF2Editor run Editor/GamePlayObjects.con host UndergrowthEditable.create Undergrowth.load Levels\YOUR_MAP_NAME\ run Overgrowth/Overgrowth.con Overgrowth.editorEnable 1 run AmbientObjects.con BF2Editor run Water.con else run Heightdata.con run Terrain.con v_arg2 run Sky.con v_arg2 run CompiledRoads.con run Sounds.con run tmp.con v_arg1 Undergrowth.load Levels\YOUR_MAP_NAME\ run Overgrowth/Overgrowth.con run Overgrowth/OvergrowthCollision.con run AmbientObjects.con run Water.con endIf rem ------------------------------- LevelSettings ------------------------------- rem ----------------------------------------------------------------------------- gameLogic.setTeamName 1 "MEC" gameLogic.setTeamName 2 "US" gameLogic.setTeamLanguage 1 "Mec" gameLogic.setTeamLanguage 2 "English" gameLogic.setTeamFlag 0 "flag_neutral" gameLogic.setTeamFlag 1 "flag_mec" gameLogic.setTeamFlag 2 "flag_us" gameLogic.setKit 1 0 "MEC_Specops" "mec_light_soldier" gameLogic.setKit 2 0 "US_Specops" "us_light_soldier" gameLogic.setKit 1 1 "MEC_Sniper" "mec_light_soldier" gameLogic.setKit 2 1 "US_Sniper" "us_light_soldier" gameLogic.setKit 1 2 "MEC_Assault" "mec_heavy_soldier" gameLogic.setKit 2 2 "US_Assault" "us_heavy_soldier" gameLogic.setKit 1 3 "MEC_Support" "mec_heavy_soldier" gameLogic.setKit 2 3 "US_Support" "us_heavy_soldier" gameLogic.setKit 1 4 "MEC_Engineer" "mec_light_soldier" gameLogic.setKit 2 4 "US_Engineer" "us_light_soldier" gameLogic.setKit 1 5 "MEC_Medic" "mec_light_soldier" gameLogic.setKit 2 5 "US_Medic" "us_light_soldier" gameLogic.setKit 1 6 "MEC_AT" "mec_heavy_soldier" gameLogic.setKit 2 6 "US_AT" "us_heavy_soldier" rem ----------------------------------------------------------------------------- gameLogic.setBeforeSpawnCamera -203/157/-27 -28/-12/0 if v_arg1 == BF2Editor LevelSettings.CustomTextureSuffix "" else texturemanager.customTextureSuffix "" endIf rem ----------------------------------------------------------------------------- GameLogic.MaximumLevelViewDistance 140 rem ----------------------------------------------------------------------------- gameLogic.setDefaultNumberOfTicketsEx 16 1 100 gameLogic.setDefaultNumberOfTicketsEx 16 2 110 gameLogic.setDefaultNumberOfTicketsEx 32 1 200 gameLogic.setDefaultNumberOfTicketsEx 32 2 220 gameLogic.setDefaultNumberOfTicketsEx 64 1 300 gameLogic.setDefaultNumberOfTicketsEx 64 2 330 gameLogic.setDefaultNumberOfTicketsEx 128 1 150 gameLogic.setDefaultNumberOfTicketsEx 128 2 250 gameLogic.setDefaultTimeToNextAIWave 0 gameLogic.setTicketLossAtEndPerMin 200 gameLogic.setTicketLossPerMin 1 12 gameLogic.setTicketLossPerMin 2 6 rem ----------------------------------------------------------------------------- rem ----------------------------------------------------------------------------- renderer.globalStaticMeshLodDistanceScale 1 renderer.globalBundleMeshLodDistanceScale 1 renderer.globalSkinnedMeshLodDistanceScale 1 gameLogic.setTeamDropVehicle 1 "jep_vodnik" gameLogic.setTeamDropVehicle 2 "usjep_hmmwv" Now what we want to do, is to add to this a few lines of code. So under the line of code that says: "gameLogic.setTicketLossPerMin" You will notice something like this: rem ----------------------------------------------------------------------------- rem ----------------------------------------------------------------------------- Now, inbetween these lines we can post some code to help with the lightning. I've explained the ones you really need to play with to suit your need. weatherManager.stormEnabled 1 weatherManager.lightningMaxInterval 20 - Maximim interval before strike - low value for testing replace 20 with 300 weatherManager.lightningMinInterval 10 - Minimum interval before strike - low value for testing replace 10 with 240 weatherManager.lightningDuration 0.2 - How long lightning effect will appear to the eye weatherManager.lightningScale 25/1250 - Length & width of effect weatherManager.lightningColor 0.85/0.95/1/1 - Lightning colour weatherManager.lightningMinPos -650/0/650 - Affects where the lightning will occure in the sky weatherManager.lightningMaxPos -400/0/400 - Affects where the lightning will occure in the sky weatherManager.lightningBlendOutTIme 0.5 weatherManager.lightningPertubation 20 weatherManager.lightningSegments 25 weatherManager.inFadeSegments 5 weatherManager.lightningGroundPenetration 60 weatherManager.doubleStrikeProbability 0.6 - Chance of a double strike happening weatherManager.doubleStrikeMinDelay 0.3 - Minimum delay between next strike in a doublestrike weatherManager.doubleStrikeMaxDelay 0.75 - Maximum delay between next strike in a doublestrike SkyDome.lightingColor 0.7/0.75/0.8 rem -------------- Sound ----- weatherManager.lightningSFXDelay 0.8 - Delay after effect until thunder sounds weatherManager.lightningSFXName S_Thunder - Effect name that links to your ambientobjects.con file So, now you know what the important (For now) parts mean, add the following code... weatherManager.stormEnabled 1 weatherManager.lightningMaxInterval 300 weatherManager.lightningMinInterval 240 weatherManager.lightningDuration 0.2 weatherManager.lightningScale 25/1250 weatherManager.lightningColor 0.85/0.95/1/1 weatherManager.lightningMinPos -650/0/650 weatherManager.lightningMaxPos -400/0/400 weatherManager.lightningBlendOutTIme 0.5 weatherManager.lightningPertubation 20 weatherManager.lightningSegments 25 weatherManager.inFadeSegments 5 weatherManager.lightningGroundPenetration 60 weatherManager.doubleStrikeProbability 0.6 weatherManager.doubleStrikeMinDelay 0.3 weatherManager.doubleStrikeMaxDelay 0.75 SkyDome.lightingColor 0.7/0.75/0.8 rem -------------- Sound ----- weatherManager.lightningSFXDelay 0.8 weatherManager.lightningSFXName S_Thunder So now you should have a init.con that resembles this one: rem *** Generated by BF2Editor *** if v_arg1 == BF2Editor run Heightdata.con LevelSettings.InitWorld run Terrain.con BF2Editor run StaticObjects.con BF2Editor run Sounds.con run Sky.con BF2Editor run Editor/GamePlayObjects.con host UndergrowthEditable.create Undergrowth.load Levels\YOUR_MAP_NAME\ run Overgrowth/Overgrowth.con Overgrowth.editorEnable 1 run AmbientObjects.con BF2Editor run Water.con else run Heightdata.con run Terrain.con v_arg2 run Sky.con v_arg2 run CompiledRoads.con run Sounds.con run tmp.con v_arg1 Undergrowth.load Levels\YOUR_MAP_NAME\ run Overgrowth/Overgrowth.con run Overgrowth/OvergrowthCollision.con run AmbientObjects.con run Water.con endIf rem ------------------------------- LevelSettings ------------------------------- rem ----------------------------------------------------------------------------- gameLogic.setTeamName 1 "MEC" gameLogic.setTeamName 2 "US" gameLogic.setTeamLanguage 1 "Mec" gameLogic.setTeamLanguage 2 "English" gameLogic.setTeamFlag 0 "flag_neutral" gameLogic.setTeamFlag 1 "flag_mec" gameLogic.setTeamFlag 2 "flag_us" gameLogic.setKit 1 0 "MEC_Specops" "mec_light_soldier" gameLogic.setKit 2 0 "US_Specops" "us_light_soldier" gameLogic.setKit 1 1 "MEC_Sniper" "mec_light_soldier" gameLogic.setKit 2 1 "US_Sniper" "us_light_soldier" gameLogic.setKit 1 2 "MEC_Assault" "mec_heavy_soldier" gameLogic.setKit 2 2 "US_Assault" "us_heavy_soldier" gameLogic.setKit 1 3 "MEC_Support" "mec_heavy_soldier" gameLogic.setKit 2 3 "US_Support" "us_heavy_soldier" gameLogic.setKit 1 4 "MEC_Engineer" "mec_light_soldier" gameLogic.setKit 2 4 "US_Engineer" "us_light_soldier" gameLogic.setKit 1 5 "MEC_Medic" "mec_light_soldier" gameLogic.setKit 2 5 "US_Medic" "us_light_soldier" gameLogic.setKit 1 6 "MEC_AT" "mec_heavy_soldier" gameLogic.setKit 2 6 "US_AT" "us_heavy_soldier" rem ----------------------------------------------------------------------------- gameLogic.setBeforeSpawnCamera -203/157/-27 -28/-12/0 if v_arg1 == BF2Editor LevelSettings.CustomTextureSuffix "" else texturemanager.customTextureSuffix "" endIf rem ----------------------------------------------------------------------------- GameLogic.MaximumLevelViewDistance 140 rem ----------------------------------------------------------------------------- gameLogic.setDefaultNumberOfTicketsEx 16 1 100 gameLogic.setDefaultNumberOfTicketsEx 16 2 110 gameLogic.setDefaultNumberOfTicketsEx 32 1 200 gameLogic.setDefaultNumberOfTicketsEx 32 2 220 gameLogic.setDefaultNumberOfTicketsEx 64 1 300 gameLogic.setDefaultNumberOfTicketsEx 64 2 330 gameLogic.setDefaultNumberOfTicketsEx 128 1 150 gameLogic.setDefaultNumberOfTicketsEx 128 2 250 gameLogic.setDefaultTimeToNextAIWave 0 gameLogic.setTicketLossAtEndPerMin 200 gameLogic.setTicketLossPerMin 1 12 gameLogic.setTicketLossPerMin 2 6 rem ----------------------------------------------------------------------------- weatherManager.stormEnabled 1 weatherManager.lightningMaxInterval 20 weatherManager.lightningMinInterval 10 weatherManager.lightningDuration 0.2 weatherManager.lightningScale 25/1250 weatherManager.lightningColor 0.85/0.95/1/1 weatherManager.lightningMinPos -650/0/650 weatherManager.lightningMaxPos -400/0/400 weatherManager.lightningBlendOutTIme 0.5 weatherManager.lightningPertubation 20 weatherManager.lightningSegments 25 weatherManager.inFadeSegments 5 weatherManager.lightningGroundPenetration 60 weatherManager.doubleStrikeProbability 0.6 weatherManager.doubleStrikeMinDelay 0.3 weatherManager.doubleStrikeMaxDelay 0.75 SkyDome.lightingColor 0.7/0.75/0.8 rem -------------- Sound ----- weatherManager.lightningSFXDelay 0.8 weatherManager.lightningSFXName S_Thunder rem ----------------------------------------------------------------------------- renderer.globalStaticMeshLodDistanceScale 1 renderer.globalBundleMeshLodDistanceScale 1 renderer.globalSkinnedMeshLodDistanceScale 1 gameLogic.setTeamDropVehicle 1 "jep_vodnik" gameLogic.setTeamDropVehicle 2 "usjep_hmmwv" Save that for now. Step 2 - Sound Open up your maps ambientobjects.con file. Look for the header like this: rem ************ AmbientSounds ************ Now, we need to add a section under that header like this: rem [SoundObjectTemplate: S_Thunder] ObjectTemplate.create Sound S_Thunder ObjectTemplate.activeSafe Sound S_Thunder ObjectTemplate.modifiedByUser "jung" ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "levels/YOUR_MAP_NAME/common/sound/levelambients/thunder_1.ogg" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 0 ObjectTemplate.volume 1 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 0 ObjectTemplate.minDistance 300000 Sound.addTrigger S_Thunder Now look a bit further down the ambientobject.con file and find this line: if v_arg1 == BF2Editor Under that, add this: Object.create S_Thunder Object.absolutePosition 0.00/200/0.00 Object.rotation 0.000/0.000/0.000 Object.layer 1 Ok, now save! So, now we need to make a new folder directly in the folder YOUR_MAP_NAME Add this folder: common Inside common add: sound Inside sound add: levelambients And inside there place the file "thunder_1.ogg" from my download pack (Available at the top of this page). Step 3 - Sky Ok, so this would be enough for our map to see some lightning action, but if we want the sky to light up with the lightning we need to look at the sky you are using. Skies in BF2 can be saved as DXT 5 .dds file. These files have alpha channels, so the white area is the area that will light up with the lightning effect. If it's all black, nothing in the sky will light up except the lightning effect. So if we look at this sky normally: And at the Alpha Channel: You can see where the sky will light when the lightning effect happens. You'll need to understand photoshop and save the sky as 2048 x 512 DXT 5 .dds file. I'm not the best one to do a tut on how to make an alpha channel like that I'm affraid. We can use the sky from Operation Harvest located in OperationHarvest/client/common/textures/sky/harvest_sky.dds if you can't make your own. NOTES The init.con will remove your weather info if you load the map in the editor so remember to re-add it before you play, or do it at the end of making your map once you pack it all up. You can get round this by using the tmp.con and weather.con but I'll explain this later on. So that's pretty much it for the lightning!
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not a lot, our fault really, forgot the file extention in the file path.
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ok, got your one working on mine, just uploading to my usi ftp folder. If it works on your bf2 then I'll tell you what I did.
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Must be something you're not doing somewhere then as works fine in BF2 & EoD2 mate. Don't know what you're not doing though yet, will have a think... P.s. Was that Karkand added to another mod, or Karkand run in BF2? Its crashing at the start of the sound file so must be something there. You're adding the sound to the mod and packing the mod back up yes? And your path to the sound in ambientobjects.con is 100% correct yes?
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Try adding my files to one of your BF2 maps, then try adding them to a different PR map maybe. Just to elliminate BF2 & PR
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My settings are working fine on BF2 + EoD2 so I'm not sure Andy?
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I'd do it by adding it to the init.con and forget the weather.con file all together. I know that's how they've done it now, but this way should still be just as effective I think. I take it you're looking for something like this (at 26 seconds). Other things to check are that the sound is encoded right. If it's crashing as the sound is meant to happen then it's something not right with it mate. To make sure, try this sound file that does work, (Extract .rar first) and pack your mod after adding it. Ive added an Init.con & AmbientObjects.con below for you to use to test. Remember to change the file path of the sound in my ambientobjects.con to suit your mod and file location. Also my Init.con is from BF2 so you will need to change it to suit your mod/map. Example: My Init.con rem *** Generated by BF2Editor *** if v_arg1 == BF2Editor run Heightdata.con LevelSettings.InitWorld run Terrain.con BF2Editor run StaticObjects.con BF2Editor run Sounds.con run Sky.con BF2Editor run Editor/GamePlayObjects.con host UndergrowthEditable.create Undergrowth.load Levels\test\ run Overgrowth/Overgrowth.con Overgrowth.editorEnable 1 run AmbientObjects.con BF2Editor run Water.con run TriggerableTemplates.con BF2Editor else run Heightdata.con run Terrain.con v_arg2 run Sky.con v_arg2 run CompiledRoads.con run Sounds.con run tmp.con v_arg1 Undergrowth.load Levels\test\ run Overgrowth/Overgrowth.con run Overgrowth/OvergrowthCollision.con run AmbientObjects.con run Water.con run TriggerableTemplates.con endIf rem ------------------------------- LevelSettings ------------------------------- rem ----------------------------------------------------------------------------- gameLogic.setTeamName 1 "MEC" gameLogic.setTeamName 2 "US" gameLogic.setTeamLanguage 1 "MEC" gameLogic.setTeamLanguage 2 "English" gameLogic.setTeamFlag 0 "flag_neutral" gameLogic.setTeamFlag 1 "flag_mec" gameLogic.setTeamFlag 2 "flag_us" gameLogic.setKit 1 0 "MEC_Specops" "mec_light_soldier" gameLogic.setKit 2 0 "US_Specops" "us_light_soldier" gameLogic.setKit 1 1 "MEC_Sniper" "mec_light_soldier" gameLogic.setKit 2 1 "US_Sniper" "us_light_soldier" gameLogic.setKit 1 2 "MEC_Assault" "mec_heavy_soldier" gameLogic.setKit 2 2 "US_Assault" "us_heavy_soldier" gameLogic.setKit 1 3 "MEC_Support" "mec_heavy_soldier" gameLogic.setKit 2 3 "US_Support" "us_heavy_soldier" gameLogic.setKit 1 4 "MEC_Engineer" "mec_light_soldier" gameLogic.setKit 2 4 "US_Engineer" "us_light_soldier" gameLogic.setKit 1 5 "MEC_Medic" "mec_light_soldier" gameLogic.setKit 2 5 "US_Medic" "us_light_soldier" gameLogic.setKit 1 6 "MEC_AT" "mec_heavy_soldier" gameLogic.setKit 2 6 "US_AT" "us_heavy_soldier" rem ----------------------------------------------------------------------------- gameLogic.setBeforeSpawnCamera 260/43/-121 159/-29/0 if v_arg1 == BF2Editor LevelSettings.CustomTextureSuffix "" else texturemanager.customTextureSuffix "" endIf rem ----------------------------------------------------------------------------- GameLogic.MaximumLevelViewDistance 270 rem ----------------------------------------------------------------------------- gameLogic.setDefaultNumberOfTicketsEx 16 1 100 gameLogic.setDefaultNumberOfTicketsEx 16 2 100 gameLogic.setDefaultNumberOfTicketsEx 32 1 200 gameLogic.setDefaultNumberOfTicketsEx 32 2 220 gameLogic.setDefaultNumberOfTicketsEx 64 1 300 gameLogic.setDefaultNumberOfTicketsEx 64 2 330 gameLogic.setDefaultNumberOfTicketsEx 128 1 50 gameLogic.setDefaultNumberOfTicketsEx 128 2 50 gameLogic.setDefaultTimeToNextAIWave 8 gameLogic.setTicketLossAtEndPerMin 1000 gameLogic.setTicketLossPerMin 1 10 gameLogic.setTicketLossPerMin 2 8 rem ----------------------------------------------------------------------------- weatherManager.stormEnabled 1 weatherManager.lightningMaxInterval 300 weatherManager.lightningMinInterval 240 weatherManager.lightningDuration 0.2 weatherManager.lightningScale 25/1250 weatherManager.lightningColor 0.85/0.95/1/1 weatherManager.lightningMinPos -650/0/650 weatherManager.lightningMaxPos -400/0/400 weatherManager.lightningBlendOutTIme 0.5 weatherManager.lightningPertubation 20 weatherManager.lightningSegments 25 weatherManager.inFadeSegments 5 weatherManager.lightningGroundPenetration 60 weatherManager.doubleStrikeProbability 0.6 weatherManager.doubleStrikeMinDelay 0.3 weatherManager.doubleStrikeMaxDelay 0.75 SkyDome.lightingColor 0.7/0.75/0.8 rem -------------- Sound ----- weatherManager.lightningSFXDelay 0.8 weatherManager.lightningSFXName S_Thunder rem ----------------------------------------------------------------------------- renderer.globalStaticMeshLodDistanceScale 1 renderer.globalBundleMeshLodDistanceScale 1 renderer.globalSkinnedMeshLodDistanceScale 1 gameLogic.setTeamDropVehicle 1 "jep_mec_paratrooper" gameLogic.setTeamDropVehicle 2 "JEEP_FAAV" objectdrawer.collectplanesdistance 130 The part you need to add from my Init.con to yours are these lines. rem ----------------------------------------------------------------------------- weatherManager.stormEnabled 1 weatherManager.lightningMaxInterval 300 weatherManager.lightningMinInterval 240 weatherManager.lightningDuration 0.2 weatherManager.lightningScale 25/1250 weatherManager.lightningColor 0.85/0.95/1/1 weatherManager.lightningMinPos -650/0/650 weatherManager.lightningMaxPos -400/0/400 weatherManager.lightningBlendOutTIme 0.5 weatherManager.lightningPertubation 20 weatherManager.lightningSegments 25 weatherManager.inFadeSegments 5 weatherManager.lightningGroundPenetration 60 weatherManager.doubleStrikeProbability 0.6 weatherManager.doubleStrikeMinDelay 0.3 weatherManager.doubleStrikeMaxDelay 0.75 SkyDome.lightingColor 0.7/0.75/0.8 rem -------------- Sound ----- weatherManager.lightningSFXDelay 0.8 weatherManager.lightningSFXName S_Thunder rem ----------------------------------------------------------------------------- AmbientObjects.con rem ************ AmbientSounds ************ rem [SoundObjectTemplate: S_Thunder] ObjectTemplate.create Sound S_Thunder ObjectTemplate.activeSafe Sound S_Thunder ObjectTemplate.modifiedByUser "jung" ObjectTemplate.lowSamples 2147483647 ObjectTemplate.mediumSamples 2147483647 ObjectTemplate.soundFilename "common/sound/levelambients/S_Thunder" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 0 ObjectTemplate.volume 0.74 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 0 ObjectTemplate.minDistance 300000 Sound.addTrigger S_Thunder if v_arg1 == BF2Editor Object.create S_Thunder Object.absolutePosition 0.00/150/0.00 Object.rotation 0.000/0.000/0.000 Object.layer 1 endIf
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Yeah, just redoing them in the editor is fine, I'm always doing this when I decide to change the light settings to see what looks better.
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For you lol Ok, looks good, couple of suggestions, change the amb tree colour from the default black, and the terrain seems a little dark for the light settings. Oh, and do you have envmaps for the water or is it only medium lightmaps? Looking good though mate.