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Everything posted by Bensta

  1. Could be a few reasons, could be you had too bright a sun compaired to sky lights, or your light settings in the editor need some tweaking. Try having a play with the staticsun staticsky and single point light (only if you did point lighting)lighten/darken them... Halfhalf did a lighting colour tutorial too, so check that out. edit: here.. http://www.bfeditor.org/forums/index.php?showtopic=11145&pid=74755&st=0entry74755
  2. Deleate the server and client.zip and the md5, You don't need the map repacked for testing no, and the game will read the .zip's first, which is why i say deleate them. Try loading your level in windowed mode, this will pop up an error message on crashing. Right bf2 click shortcut, go properties,shortcut tab, them in the target box change fullscreen 1 to full screen 0. You can add your mod the the shorcut too, so you load straight into your mod. example of my shortcut target box.. "E:\Program Files (x86)\EA GAMES\Battlefield 2\BF2.exe" +modPath mods/bfp2 +fullscreen 0 moved to bf2 section...
  3. Control point names? look in EA GAMES\Battlefield 2\mods\bf2\Localization\English lists all cp names in there.
  4. All the single player needs is well making multiplayer, coop would make me play the campaigns alot.
  5. Does the fishing box bf2 object wreck not get lightmapped, looks like it does to me?
  6. No way to lightmap destroyable objects no, although importing and re-exporting as a staticmesh may work.. but your proberly best doing them in the editor. No exact way to match them with the 3dsmax lm's, other that some trial and error, just lightmap 1 of the objects till happy, then do the rest.
  7. Delt with, thanks,. yea there was another bot i banned yesterday too.
  8. Just put "None" instead of the lightmap sizes in the lightmap text file, or just remove the overgrowth lines.
  9. I'm guessing you made a x4 map, and your spawning near the edge of the map, and you have no combat area yet..... adding a combat area will fix the problem
  10. Yea they did used to repair bridges, don't remember hearing about it being taken out.
  11. http://www.bfeditor.org/forums/index.php?showtopic=9361 And give admin rights too
  12. Well there must be something wrong with your .bat, as i said, double check it.... or post it here.
  13. Select the light then uncheck the "on" box. The bat should convert to .dds, make sure all paths are correct in the .bat ... heres what mine looks like... @echo off "E:/Program Files (x86)/Autodesk/3ds Max 9/scripts/bf2/bin/release/mergeTgaColors.exe" "C:/Users/Ben/Desktop/lmtest_temp/" "C:/Users/Ben/Desktop/lmtest_temp/merged/" echo . echo . "E:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\bin\extern\nvdxt.exe" -file "C:\Users\Ben\Desktop\lmtest_temp\merged\*.tga" -dxt1a -outdir "C:\Users\Ben\Desktop\lmtest_out" And just to be sure, you finish rendering your lightmaps, which saves tga's to the temp folder, then you run the convert.bat and it created tga's in the output folder???
  14. Looking good, Rhino made a simular map yea.. http://www.bfpirates.com/phpBB2/viewtopic.php?t=2218
  15. create env maps, and lightmap the terrain, or if your useing waterplanes, then lightmap them.
  16. Thank god for mscho, all day its been bugging me why the simpleist of objects wouldnt export as a bundlemesh
  17. Or just generate lightmaps... the terrain lightmaps will fix the patch and the dark vegitation, Theres a few apps that can mirror your primary terrain onto the surrounding terrain too (bfheightmapgenerator.exe and bgf heightmap tools), which would fix the spikes, or you can just remove the surrounding terrain if you dont want it.. remove it in terrain editor, surrounding terrain tab on right hand side. (rightclick on surrounding terrain tiles and remove)
  18. Very nice, i like the spring thaw map alot Good luck with what ever you do next
  19. Bensta

    Gmax Capabilities

    Yea it would still give the warning, but aslong as you collapse channel 1 then changing to channel 2 wount change your channel 1.
  20. Toot Toot! Na you blow it hard, Great idea too
  21. I don't know about fast ... Thanks to Pirate Plunder, the clock is now updated from a server at start of round.. so now it tells correct time, Well correct minutes past 12 midnight, as its a night map http://img33.imageshack.us/img33/7109/pegclock.jpg http://img72.imageshack.us/img72/7268/pegclock2.jpg I'll give this out as a free to use object soon if any are interested, soon as PP has swapped servers to the pirates one
  22. Done http://img168.imageshack.us/img168/2949/clockpegville.jpg
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