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Everything posted by Cassio

  1. Hey, you have identified all the files you need. The ..Define.con defines material properties. Material.active XXX // defines the new material ID. It must be unique. AFTER the active line come all the properties for the material which mostly are self-explanatory. The ..Settings.con defines properties between 2 materials. A cell basically is a link between a ATTACK (XXX) and a DEFEND (YYY) Material MaterialManager.createCell XXX YYY // defines what happens when XXX hits YYY MaterialManager.damageMod 0.8 // how much of the damage is actually dealt to the object with YYY material MaterialManager.setEffectTemplate 0 e_bhit_20mm_rubber // what effect should be shown on impact MaterialManager.setSoundTemplate 0 S_Impact_25mm_shell // what sound template should be played on impact The impactsounds.con then defines the sound templates used in the ..Settings.con
  2. Hey, just tried your updated tool.. however it doesn't show any kind of meshes (bundled, static, collision) in the viewport, the geom/lod hierarchy is loaded correctly though. Might be related to my new GPU (AMD 7870) ?! Also the old 210 build shows this error on startup: "DrawColMeshGeom Division by Zero". A similar error shows up when opening the UV editor in the 220 build: "Run-time error '11': Division by Zero"
  3. When creating a new level you already have a flat terrain and would just have to texture that (search for tutorials here in the forum or "bf2 tpaint" for some quick results. For exporting you can follow this tutorial: http://www.bfeditor.org/forums/index.php?showtopic=14784 (you can skip some steps to just get it in the editor and see how it looks)
  4. Ok you are trying to place the same instance of the building you selected again on the map. That doesn't work. You need to get a new instance. To get an instance even easier you can create a copy of you instance and place it (use menu or CTRL+C / CTRL+V) or keep CTRL pressed and move your object.
  5. You might also try youtube for basic tutorials about the terrain and level editor if images or links are broken in the written tutorials. I've seen some good ones there. Yes the tunnel would have to be above the maps waterplane or above the waterplane object as everything below would be "in water" and causing the player to swim.
  6. What did you change to make it damage people? Try adding a Networkable BasicInfo if the effect doesn't have one already.
  7. For all your question the search function or tutorials section would have helped Check the official tutorials found here: http://www.bfeditor.org/forums/index.php?showtopic=4323 or this for creating Terrain: http://www.bfeditor.org/forums/index.php?showtopic=6916 List of Tutorials: http://www.bfeditor.org/forums/index.php?showtopic=4611 http://www.bfeditor.org/forums/index.php?showtopic=4538 Editing existing maps is tricky and requires some work to set then up: http://www.bfeditor.org/forums/index.php?showtopic=14618 Tunnels can't be done unless you lower the terrain where the tunnel is supposed to be and then cover the roof with objects. For adding waterplanes, search for "waterplane"
  8. How is your map looking? Terrain or Buildings/structures? Why don't you use a .raw greyscale heightmap? Using a mesh for the whole terrain is definitely possible but you may have to split it in separate parts. Chael may tell you how to do this best. You can test your map ingame whenever you like. Just put controlpoints and spawnpoints for both teams and load it ingame. BF2 can handle pretty many polygons. I've seen scenes with over 1 million polys. It depends mostly on your hardware. The problem here is rather the max exporter which has a limit of about 65k I think.
  9. I don't think you can do that. It's either dependant on the vehicles dimensions or the chase distance.
  10. Make sure you are in the "Level Editor" (not "Terrain Editor" or some other)! What buildings are you trying to place exactly?
  11. How about searching for this issue? I've got many many hits on the query "+black +undergrowth" Just generate lightmaps and the undergrowth will be fixed. http://www.bfeditor.org/forums/index.php?showtopic=13495&st=0&p=90122&hl=%20black%20%20undergrowth&fromsearch=1entry90122
  12. Do I understand correctly that other people can load these 3 maps fine and play on the dedicated server? If so, are you sure that you have the very same zipped level files in your bf2 levels folder? Do you have any unpacked level data which may conflict with the zipped data? (You wrote you created on of the maps) Can YOU play on a dedicated server running vanilla maps?
  13. lol what a quick reply. I'll see if I can find the tutorial 6. Edit: Looks like I had posted it here in forums already. Battlefield 2 Modding Tutorial 6
  14. Wow this looks very good and easy to use. Thanks for sharing it here
  15. I meant here in the object editor forum (where you see all the threads) Scroll down there and do as I said to see the older threads.
  16. In the thread overview scroll down to the bottom. There click "Click here to show filter options". Then change your timeframe to "Show All". An admin should set this as default for all users though!
  17. You need to hook in the Object_client.zip file too as that contains the bundledmeshes.
  18. Did you add the gamemodes GPO file to your map? levels/Mapname/server.zip/gamemodes/
  19. What does the debugger log/error message say when it crashes?
  20. Have you tried entering the MG using the soldier cam and then switching the camera?
  21. No they are not broken but they have a few bugs. So when you can live with those they actually work.
  22. I've been testing destroyable windows over the last few days too. Have you used a DestroyableWindowsBundle? I have alot of issues with these.
  23. Check your LayerOnit.con ...\Battlefield 2\bf2editor\mods\YOURMODHERE\LayerInit.con it should look like this (add any gamemodes you need): LayerManager.CreateDefaultFilter gpm_cq Conquest LayerManager.CreateDefaultFilter gpm_coop Coop LayerManager.CreateDefaultFilter sp1 SP1 LayerManager.CreateDefaultFilter sp2 SP2 LayerManager.CreateDefaultFilter sp3 SP3 LayerManager.CreateDefaultPlayerFilter 16 LayerManager.CreateDefaultPlayerFilter 32 LayerManager.CreateDefaultPlayerFilter 64
  24. Hey, I have a quick question: Do you know how to make an explosion volume penetrate objects? In my case a projectile explodes on impact on a car and its explosion should damage/kill the passenger. I do not want other explosions to penetrate, just one specific (custom material).
  25. So you have fixed the water.con too and it still crashes on low?
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