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Everything posted by phresh

  1. Any folders I mention that you do not have, you should create. Any files you do not have in your mod folder you can copy from the mods/bf2 content and modify as described. 1. Create your custom python game mode file: -------- Goes in ..modsmodnamepythonyour gpm_xxx.py -------- (for sake of example this can be a renamed copy of gpm_cq.py) 2. Add support for the mode to your map. -- A - Edit ..levelsmap_nameinfomap_name.desc ------------ within <modes> you need to have: <mode type="gpm_xxx"> <maptype ai="1" players="16" type="whatever" locid="GAMEMODE_DESCRIPTION_whatever">Unlocalized test for this mode on this map</maptype> <maptype players="32" type="whatever" locid="GAMEMODE_DESCRIPTION_whatever">Unlocalized test for this mode on this map</maptype> <maptype players="64" type="whatever" locid="GAMEMODE_DESCRIPTION_whatever">Unlocalized test for this mode on this map</maptype> </mode> -----------this can replace an existing one you don't plan on including (like supply line) or add it on. -- B - in ..levelsmap_namegamemode you need a gpm_xxx folder with 16/32/64 folders in it for each map size you'll support -------------You can simply copy one of the existing ones and name it accordingly for our example. ------** With the latest editor (jan06) we can modify it to support the mode: ----------in ..Battlefield 2bf2editormodsmodnameLayerInit.con ----------add or edit a line like this: LayerManager.CreateDefaultFilter gpm_xxx Whatever ------------If you do this before you create a map to test on, your map should have step B done and you can skip it. It does appear, however, that you still have to do step A manually. 3. You can add appropriate entries in the localization files to make things look pretty --------- In ..modsmodnameLocalizationEnglishEnglish_Patch.utxt add lines like these: GAMEMODE_whatever __Whatever__ GAMEMODE_DESCRIPTION_whatever __Whatever Mode__ 4. You can edit ..modnameMenuExternalFlashMenugameModes.con --------Add a line such as: swiffHost.addGameMode "gpm_xxx" "Whatever" --------This makes it display 'Whatever' as your mode's name in the create local server menu. At this point you can package your mod. Launch the game and through multiplayer -> "create local" you'll see 'Whatever' in there under game modes. It should run and if it doesn't there is some problem with the code in your custom gpm_xxx.py file. Most, if not all, of this info is already on these forums but I figured I'd condense it into a tutorial for the community's sake. Credit and thanks go out to the following people who helped me figure all of this out in other posts: [RC]Azaezel[WWX] Jaguar JJeep [iS2]TheFlyingCorpse SuperB Rexman (anyone else who contributed to related discussions - sorry if I left you out) Please reply to this if you find anything wrong or have something to add. Cheers!
  2. phresh

    Boat To Airship

    ForceObjects rock! =]
  3. phresh

    Finding An Object's Texture Path

    I can't believe not everyone is using Harry's GUI for the bf2materials.exe. It's makes it so painless! I believe it was posted in the WIP showcase thread. Get it, use it, love it.
  4. Just FYI you'll probably find it easier to create a mod to work from. your_mod/objects folder will mirror the folder structure of the objects_client and server zips. You could have nothing in your objects folder but the textures you're working on, the editor will read your custom content and ignore the corresponding stock content.
  5. phresh

    Way too shiny...

    DFast has a really good explanation of bundledMesh techniques somewhere. Anyone got a link? I don't have it here sorry. It appears someone posted most of it on the wiki but sadly it's lacking the good/needed information. The trick comes down to if you're using an alpha technique or not. I forget the details though so I'm not going to guess. I will say this: The alpha channel of one of your textures will control the specularity. There's only two so get to trying. Okay fine I'll guess. I _think_ if you're using an alpha technique (for transparency) the alpha for transparency goes in the _c's alpha and specular in _b's alpha. If no alpha technique/transparency then the specular alpha goes in the _c. It's either that or the opposite of that, lol. Cheers, -phresh
  6. phresh

    How To Create Bump Maps?

    Might have a look through this tutorial thread to gain a better understanding of bump vs normal maps etc: http://bfeditor.org/forums/index.php?showtopic=4927 In short, you can create normal maps with the above method but it doesn't create a true normal map, more of a glorified bump map in the normal map format, if you will. The link is to a tutorial on doing it this way and getting decent results - with some good Q&A. Cheers to Squirelly for the knowledge droppage. -phresh
  7. phresh

    Demo Playback Problem

    Two different things.
  8. phresh

    Heirarchy For A Simple Rocket Pack

    PCOs should be BundledMesh. Don't forget geom3 (wreck) and it's cols or you'll likely bomb the game when it gets destroyed.
  9. phresh

    Copilot Question For The Uh-60

    Check out the print screen button on your keyboard - the universal screenshotter. Just open mspaint and click paste - the screenshot gets put on your clipboard when you press the key. ..the more you know**
  10. phresh

    Demo Playback Problem

    Make sure the level is packed when you try to run the playback. If that's not it you'll have to debug with the bf2_r.exe -phresh
  11. phresh

    Changing Bf2 Sounds

    Well, changing the stock BF2 files will effectively break bf2. I'm sure you made a backup of the original zips though, didn't ya? Though, if you remove the md5 files you may be able to run it locally, can anyone confirm this? Anyhow, you need to create a mod to do this and then the server and all clients would have to be running that mod. So, did you create a mod? I see that you have the editor. To pack in the editor you go to the mod menu, choose package mod. Let us know, -phresh
  12. phresh

    Parachute To Rocket Pack Mod

    Add a jet engine to the parachute. Mess with the forceobjects a bit. You really should try it for yourself, it's not that dificult with some object editing experience. In fact, I challenge you to do it yourself =p I did mine similar to mschoeldgen in that it's not a modded chute, it's a standalone PCO but I didn't use any heli stuff, just a jet engine and some forceObjects, and some dampers. I saw someone do it with just a jet engine added to a chute, and one of the guys from FS had a nice flying chair chute replacement. Here's a lil vid of mine for inspiration or something, not sure why it takes forever to buffer http://media.putfile.com/jetpackWIP-48 GL HF, -phresh
  13. phresh


    That is unfortunate =\ Would love to hear about it, sounds pretty ambitious =p
  14. phresh

    Where Can I Get Maya 6 Really Cheap?

    Autodesk only sells current versions. The cheapest way to get software like this is via student outlets. Retail for Maya is around $6,000. A student license is around $400. You can search around the web but it's not common. Best bet might be finding a college bookstore that happens to have a copy or two of 6 laying around. Of course you have to be a student to be elgible to buy from such a source but you could pay a semester of tuition and the $400 at most schools and still save over the retail price. If you're just getting into this stuff you might consider playing with Gmax, it's free and works for creating BF2 content. Cheers, -phresh
  15. phresh

    Light On My Projectiles!

    Not sure this applies but, depending on the shader technique used, you could try minimizing the specular factor. IIRC, the alpha channel of your color texture does it, forget if you want it light or dark though. If you're using an alpha technique though the spec map goes in the normal map's alpha channel. DFast has good info on BundledMesh techniques somewhere. Just thinking it's too reflective so it has that effect perhaps? Hope this helps, -phresh
  16. phresh

    Help Please

    You don't. However, here's an example soldier model: http://www.doomlab.com/Library/_Mod_Day_/M...s/3P_Soldier.mb Forget if it's skinned to the skele or not. You'll find the setup files in that animation folder. There's not much info on animating in Maya unfortunately but here's some instructions: http://bfeditor.org/forum/viewtopic.php?p=33725#33725 Yes, that's all you're supposed to have. You get to create the rest. You create your own soldier. Instructions here: http://bfeditor.gotfrag.com/Creating_a_New_Team.zip That's a link to a zip - the tutorial itself is in M$ Word format. You might consider following some of the simpler tutorials from L. Brown here before you attempt this. Be aware that skinning is not covered (as far as how-to skin) so yeah, you'll have to learn that on your own if you don't know how. On a sidenote, you could just edit the soldier's textures with photoshop or the like and effectively "change how my soldiers look". -phresh
  17. phresh

    Import ?

    Possible to get em into Max, but not Maya, directly anyhow. That's the point, right?
  18. phresh

    Breakable Glass

    So, I spent some time trying to create breakable glass using a few methods and I'm wondering if anyone has had success with this sort of thing. I was able to make the glass look right all three ways I tried. The glass is a bundledMesh and I tried making it these types of objects: __DestroyableObject __DestroyableWindow __DestroyableWindowsBundle However, the game doesn't like any of these being bundled to a static because of their networkable info (CTD). I'm going to try placing the glass of these dif types in the level editor, not as a component of the corresponding staticObject. What I'd like to have is glass that breaks from a few bullets or from a vehicle running into it. If anyone has had success with this sort of thing or has any good ideas, your insight would be much appreciated. Aslo, how should the geom nodes be set up on a destroyableObject. Wreck is typically geom2 but what about geom1 in this case? Cheers, -phresh
  19. phresh

    My Maya Is Gone Waaaaa

    Seeing that they've already released Version 8 (under AutoDesk ownership). I don't think Maya is going away. Hopefully we'll get better integration between Max and Maya if anything. The BF2 tools do not support Maya 6.5 anyhow, and it's doubtful they ever will unless 2142 brings on a new batch of tools that are compatible with BF2.. here's hoping. Sorry I'm fresh out of flowers.
  20. phresh

    Maya Scale

    The units in Maya don't really matter, whatever unit you are using will equate to 1cm in BF2, I believe. My advice is to download an example soldier from doomlab here: http://www.doomlab.com/Library/_Mod_Day_/M...s/3P_Soldier.mb And import that guy into your scenes so you can use him to gauge scale. There's some units info available at doomlab too, check this ever-so-helpful page: http://www.doomlab.com/bf2info.html Cheers, -phresh
  21. phresh

    Interstate Nitro Is Recruiting

    Bump to your heart's content =]
  22. phresh

    Need Import Help Please

    Getting the wheels (springs) right is tricky at first. Most likely you got some bad transforms so just repeat the process in the tut (setting the offset) and they should work.
  23. phresh

    New Full Mod! Read

    mmm paperwork Did he say Texturisers? =o
  24. phresh

    Plug-in Manager

    You have an nvidia card right? If you don't see the cgfxshader in the list of plugins you probably put the files in the wrong folder. They should go in the plugin folder that has a bunch of stuff in it already. See the stickied threads in this forum for more help, all the issues have been covered.