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[BF:A] Croupier

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About [BF:A] Croupier

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    Expert

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    the__croupier@hotmail.com
  • Website URL
    http://www.jesseredhead.com
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  • Location
    Melbourne, Australia
  • Interests
    Modding, Game Development.

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  1. [BF:A] Croupier

    Effect Render Distance

    Cool, good luck.
  2. [BF:A] Croupier

    Snowy Trees Go Blurry

    There are no copyright issues to just check the files out, however if you use the files their may be issues.
  3. [BF:A] Croupier

    Effect Render Distance

    As far as I know low, medium and high are the only settings you can use for distance of effects.
  4. [BF:A] Croupier

    Real World Height Data?

    This is page 3 of the tutorial thread you were probably after, unfortunately the poster did not include the tutorial in the thread only links that have since expired. However if you look at my post (#33) and follow the link you should find a tut and tools that will help you out.
  5. [BF:A] Croupier

    New Effects For Materials

    Confirm your effect works standalone in the effects editor, in the material editor select by Display Value: defaultEffect and confirm that your effect shows there, you will notice that unlike you thought the large projectiles actually do have 1 damage effect each listed under Armour_7_stationary_object_metal. Make sure you save your changes, also make sure you have packed your material files into the Common_server.zip and also make sure you have packed your effect files correctly. Lastly if it still not working you should try switching out the default bf2 effects for Armour_7_stationary_object_metal with your custom gore effect and test ingame. Good luck.
  6. [BF:A] Croupier

    Swell

    Unfortunately your not going to be able to make a waterplane have a swell effect, the closest you could do to get that effect is animate a heavily subdivided plane and place it in your map, but kiss realistic collisions goodbye.
  7. [BF:A] Croupier

    Custom Decals

    First you need your texture, dxt5 with alpha masking out your blood decal (you can make it animated if you like, see my other post), put your texture in Effects\decals\Textures, Create the folders if they don't exist in your mod, also create folders named large, small and explosions in the decals folder if you want to go crazy with custom decals. Next you need to create the decal files. Open the editor and in the resources window click the + and add new resources and select Decal from the list, name it blood_splatter or whatever you want, click OK and navigate to Effects/Decals/ and then the folder of your choice (large, small etc) Choose no as you don't need the con and tweaks all in their own folders. Now in your resources window you have a new basic detail, drag it into the editor stage, and switch to the effects editor, open up your tweakerbar and you will see the options for decals, if your not to sure about the settings then look at a bf2 decal tweak and punch in those values, most of them though are self explanatory. So now in the tweaker the most important thing is to assign your decal texture. Click on DecalTextureName and click on the little + sign at the the top of the pop up window navigate to your mod/objects/effects/decals/texture and select your texture, next click on the texture box again and you will see you texture is now available to select, select it, the name now appears in the texture box. Unfortunately I know of no way to view the decals in the effect editor so you kinda work blind, if anyone does please enlighten me. Set any other settings like size or color overlay and reload geometry to save your changes. Now lets generate the decal atlas, Switch to LevelEditor and load up one of your maps, select Compile/Generate Decal Atlas, Done, OK. So now you have a decal but its useless unless assigned to an material. Switch to the material editor, select Attack Material(Projectiles) Defend Material(World) and Display Value(defaultDecal) Lets make a simple esay to test change. Bullet Small Arms and Ceramic tiles, So goto the first line Bullet_small_arms and scroll across to Ceramic_tiles, Click in the box there and goto your tweakerbar, click on defaultDecal and navigate to your custom decal. Click on File save. OK package up your mod, test and you should be good. Note, to retain the color of your texture set the color in the editor to white, 255,255,255 or in the tweak to 1/1/1 Also the editor will not read textures from the decal path (Effects/Decals/Textures) So if you just drop your texture in there and expect it to show in the editor it wont, use the + to add it but be aware that it actually adds it to Effects/Textures. If you manually put in decal tweak values without referring to a bf2 decal and your not seeing your decal ingame then change your decals tweak to reflect the settings of a bf2 one and see if that helps, remembering not to overwrite your texture path and name or the decals template name.
  8. [BF:A] Croupier

    Adding New Decals?

    First you need your texture, dxt5 with alpha masking out your blood decal (you can make it animated if you like, see my other post), put your texture in Effects\decals\Textures, Create the folders if they don't exist in your mod, also create folders named large, small and explosions in the decals folder if you want to go crazy with custom decals. Next you need to create the decal files. Open the editor and in the resources window click the + and add new resources and select Decal from the list, name it blood_splatter or whatever you want, click OK and navigate to Effects/Decals/ and then the folder of your choice (large, small etc) Choose no as you don't need the con and tweaks all in their own folders. Now in your resources window you have a new basic detail, drag it into the editor stage, and switch to the effects editor, open up your tweakerbar and you will see the options for decals, if your not to sure about the settings then look at a bf2 decal tweak and punch in those values, most of them though are self explanatory. So now in the tweaker the most important thing is to assign your decal texture. Click on DecalTextureName and click on the little + sign at the the top of the pop up window navigate to your mod/objects/effects/decals/texture and select your texture, next click on the texture box again and you will see you texture is now available to select, select it, the name now appears in the texture box. Unfortunately I know of no way to view the decals in the effect editor so you kinda work blind, if anyone does please enlighten me. Set any other settings like size or color overlay and reload geometry to save your changes. Now lets generate the decal atlas, Switch to LevelEditor and load up one of your maps, select Compile/Generate Decal Atlas, Done, OK. So now you have a decal but its useless unless assigned to an material. Switch to the material editor, select Attack Material(Projectiles) Defend Material(World) and Display Value(defaultDecal) Lets make a simple esay to test change. Bullet Small Arms and Ceramic tiles, So goto the first line Bullet_small_arms and scroll across to Ceramic_tiles, Click in the box there and goto your tweakerbar, click on defaultDecal and navigate to your custom decal. Click on File save. OK package up your mod, test and you should be good. EDIT: Note, to retain the color of your texture set the color in the editor to white, 255,255,255 or in the tweak to 1/1/1 Also the editor will not read textures from the decal path (Effects/Decals/Textures) So if you just drop your texture in there and expect it to show in the editor it wont, use the + to add it but be aware that it actually adds it to Effects/Textures. If you manually put in decal tweak values without referring to a bf2 decal and your not seeing your decal ingame then change your decals tweak to reflect the settings of a bf2 one and see if that helps, remembering not to overwrite your texture path and name or the decals template name.
  9. [BF:A] Croupier

    Help Me Please

    Somewhere along the line you have checked the EnvMap box in one of your Terrain Texture Layers, check all your Texture layers and un-check the EnvMap box. Only use the EnvMap on terrain textures where you want to reflect a environment map, like with a watery ground texture.
  10. [BF:A] Croupier

    Custom Maps

    Get a job and buy a new PC, or search the forums.
  11. I can't remember which patch it was that fixed all that, but now you can create a Local Co-Op and set the Bot Ratio, Number of Bots and Bot Difficulty.
  12. [BF:A] Croupier

    Uav_pred

    Hard Coded so I don't think it's possible, but you could do a dodgy fake job by setting the uavVehicleRadius to be absolutely huge so it would appear to be somewhat flying straight from one side of the map to the other, problem when commander sets uav say in the middle of the map no one will see it flying or it will be way out in the distance to the side of the map, if commander sets it down on the edge of the map you would probably see it flying through the middle of the map.
  13. [BF:A] Croupier

    Repair A Wreck

    ObjectTemplate.armor.canBeRepairedWhenWreck 1
  14. [BF:A] Croupier

    No Mesh

    Yep good old uv's. I have a regimental habit of using the Map Channel Info window to get rid of those suckers, glad you got it sorted.
  15. [BF:A] Croupier

    No Mesh

    The most common cause for this is rogue UV channels but you say you cleared them already, r u using maya or some new fangled version of max, the schematic view looks like max but the hierarchy view I have never seen.
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