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Posted August 27, 2021
👀 I pop on very rarely
Posted October 12, 2016
Great work Detrux, good to see the forum back up, and back to normal.
in BF2 Discussion Main
Posted September 15, 2016
Detrux has always been difficult to contact
I'm a moderator, but I'm unable to delete topics or posts anymore, think whoever restored the site didn't restore the privileges. Plus some spam bots have 40,000+ posts and topics, so would need someone able to delete accounts along with posts to even get close to clearing the site.
but I'm removing posting abilities of bots when I see them though.
in Terrain Editor
Posted December 6, 2013
in Object Editor
They look very much like bf4 buildings, to be your "own".
In bf2 we are quite limited to how you can do destroyable buildings, we cant do like how you see in modern games where you make a mesh then set where and how to break it in the engine/editor, its just done with a second destroyed building object and swapped meshes through code on destruction, with a some effects in-between. Which in this case I imagine with such a large building isn't going to look very nice. But to start make a new model of it destroyed, and I'm sure someone can give you the info on the coding which isn't my line of work
in Level Editor
Posted April 27, 2012
You need to double the size of the detailmaps in the editor folder.
in 3ds Max
Posted April 21, 2012
Edited April 21, 2012 by Bensta
Hard to see the problem area from your pics because of the writing, but i bet all you need to do is add some verts here and clean the edges up. (shown in pic, maybe better little lower too) to fix it and it wount affect the overall curve. Hope my pic helps, if not and are stuck upload the file and sure myself or clive could find an easy fix.
Posted April 19, 2012
Yea needs better triangulation, they way too long and narow, i'd add some verts along the center spine to trianglate to, so to get those triangles more triangle looking.
Posted March 27, 2012
More exact, its an ati card editor bug, as said by CB will be ok ingame, only problem is doing the minimap image.
in WIP Showcase
Posted March 27, 2012
Edited March 27, 2012 by Bensta
Looking real nice, looks like your a regular max pro I would keep in mind chopping it up into small bits, so to get nice detailed lightmaps which will bring this to life when done
Keep up the good work
in BF2 Community Tutorials
What version of windows you useing? might be an admin rights thing.(check properties on the .bat and nvdxt.exe files to run as admin) Also check that that nvdxt.exe and and .dll's are inplace. Failing that, its been awhile but could test out your batch and a LM file, that you could upload if stuck, i've no doubt had this problem, but been too long to remember the fixes.
Posted March 20, 2012
Naa you dont need to run point light pass, but wount hurt
To create the .dds files you need to run the .bat file as said before. create you own or alter the one that should be in the tool files. make sure all paths are correct to your computer.
Posted December 21, 2010
Edited December 22, 2010 by Bensta
you set the sun in the editor, place camera where you want it then light settin/sun/set sun from camera..
Mavrik347, theres easy way to import the overgrowth yea... think rhino has a tut somewhere on pr forums... but basicly all you have to do is place 1 of each trees used as statics, then select them all, then select all same type button, then in options with all selected tick is savable, think thats how it goes.. not opened bfed in awhile
Posted September 30, 2010
Top stuff Cassio, look forward to trying it
Posted September 25, 2010
They no doubt used a custom object, not done with the terrain.
Posted September 21, 2010
Nic idea yea, i don't have alot of stuff bf2 ready, but im open to requests:P
What about a weekly or monthly modeling competition? Build something simpleish every week? cookie for the best?
Well how i did the crater... http://www.bfeditor.org/forums/index.php?showtopic=14277
Is i shaped the terrain in the editor and photoshop, to make some craters etc..
Then imported terrain to geocontrol, then ran some errosion filters over it, and then created a base texture in geocontrol. Then i used this awesome site... http://hirise.lpl.arizona.edu/results.php?keyword=crater&submit=Search&lat_point=&lon_point=&latlon_limit=&lat_beg=&lat_end=&lon_beg=&lon_end=&order=release_date&page=1
Has many many high resolution planet images, has loads of craters etc, find a or some good ones, then use photoshop to layer them over youe geocontrol base texture.
If you wanna hand let me know, i like making terrains
Its a loss for us, but not for dice, as dice is ea owned, that next big thing will no doubt have ea on the cover too, so long as theres always more ea games on the shelf than anyother they not care about long life games anymore, all just quick bucks console games, that people trade in when bored of for the newest game... which is no doubt an ea game
Posted September 9, 2010
Yup cool stuff the test gadget is a cool idea too
Posted September 8, 2010
If i remember right the glowshits should work.
Posted September 3, 2010
Edited September 3, 2010 by Bensta
I just use shader wrapper to set shader stuff outlaw.
Nice tips Beex, i used to use your first method, but cleaning it can be a pain if you havent got pro bolean. I found its alot quicker and easier to just create a box (if making a building), and use shell modifier, then bolean/pro bolean windows doors ect in. Pro bolean rocks as it auto cleans any un needed edges/verts. But its all about knowing the diffrent methods to do the same job, then you can mix then up as you chose
Posted September 1, 2010
This isnt a colourmap issue, even though thats what it looks like.. it happens after lightmapping the terrain, its especially noticeable on low or medium lightmaps, on high it shouldnt be noticeable.
Posted August 23, 2010
Nice, now it matches your name yeakeep it up, look forward to seeing more.
Posted August 21, 2010
Nice, loving the geocontrol texture I'd suggest maybe a darker sky, well dusty sky, as tht terrain would kick up some dust in the sky, but great that you made your own, keep up the good work