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Dr Rank

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About Dr Rank

  • Birthday 02/09/1981

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  1. If you're familiar with mapping you will find the editor likes to frequently crash the moment you start working on undergrowth, even with a decent amount of RAM. Here are some tips that can help. Tip 1 This is particularly relevent for anyone working on a large scale map (2km+). Its basically a way of setting up/making changes to your undergrowth outside of your main map, very useful if you want to edit one of your undergrowth types or set up some new ones. All you need to do is: Create a new map in the editor (I've called this temporary small map 'undergrowth' to help organise it a bit) - choose the smallest size possible to save on memory i.e. 256 scale 1. (the editor is still vulnerable to crashing when working with an empty map of this size but it should happen a lot less frequently.) Close the editor then copy all of you undergrowth files from your main map folder into this new map folder (you can also copy the sky.con across to help you see what the undergrowth will look like) Reload the editor with this new 'undergrowth' map (you can quickly paint a section of the terrain in the same texture as the one you wish to put the undergrowth on so as to give you a better idea of what it will look like in your main map) Set up your new undergrowth, make changes to you existing undergrowth setup etc (NOTE you cannot change how the undergrowth is painted onto the map here as that data is saved in the .raw file which we don't want to edit here. This process is only for setting up new undergrowth types/making changes to current types, adjusting densities, meshes, textures etc. However make sure you paint away so you can see what your new undergrowth looks like.) Save the changes, close the editor Copy all of the undergrowth files EXCEPT the undergrowth.raw file from your 'undergrowth' map to you main map (make sure you've backed up your main map first in case anything goes wrong) Load up your main map in the editor. Bingo, your new undergrowth is set up ready to be painted! NOTE: Make sure that when you load your main map in the editor in the final step you must re-save you undergrowth before you try to test your map in game otherwise it won't correctly update your undergrowth atlas. Tip 2 ALWAYS save your map before you do any work on your undergrowth, then save it regularly when your working on it and save it again before you work on anything else in the map. That way you minimise the risk of losing work. Tip 3 If you've forgotten to save your undergrowth and have made other changes to the map that need saving make sure that you deselect the undergrowth the first time you save. Once you have safely saved all of your other changes run the save again and save the undergrowth separately. Tip 4 Whenever you are making changes to the undergrowth make sure you are not rendering it in the editor as it is more likely to crash. I hope this helps!
  2. Rgr, cheers mate! yeah, trouble is you put those values up too high and the damn thing glitches However, I've just worked out how to do it! Basically give the normal.con the same content as your nightvision.con, play around with the Renderer.tvGranularity (I put mine onto 3) and bingo! Permenent NVG's!
  3. Thankyou but I've tried both values at -1 and it just turns off again straight away? Which bit did you mean to set to -1? Hmmm, having seen what setting the main nv setting to -1 does combined with your smiley I suspect you were actually 'trying to be funny'. If that wasn't the case np, if was, geez... Anyone else have any ideas?
  4. Hey lads! I was wondering if anyone knows if its possible to have the NVG's set so they are not battery dependent? I've tried messing around with the nightvision.con file and found that when I set the Renderer.setNightVisionMaxPower beyond somewhere around the 360 mark it starts to glitch in game (i.e. battery bar jumps around, you think its charged when its not and vica versa) I've put the recharge at Renderer.setNightVisionRegenRPS 200.0, so it doesn't take as long for the batteries to recharge but again, much longer than that and it starts to glitch. Ideally I'd like them to have no timer at all cos without the NVG's you can see, well, nothing! Any ideas? Or is it all hardcoded?
  5. Thanks for all your help lads, sorry I haven't replyed yet, been bogged down with work etc. which has been very frustrating cos I want to finish my map! I retrieved my orginal BF2 cd today, uninstalled everything, deleted all the regedit entries and reinstalled it all. Since then it seems to be behaving itself! Thankyou once again! Dr Rank
  6. ah, slight problem. I have to go through the same process every time I restart my pc. I had it working on this pc for weeks without a glitch. Is there anything else I could try? Here's some system info: http://i60.photobucket.com/albums/h29/Dr_R...pg?t=1170464030 p.s. what should the full line of code for starting with the object editor look like?
  7. Hello mate! THANKYOU!!! YOU'RE A GENIOUS! Deleted all the ini's and loaded up the editor. Tried to load a mod and it said it needed to add stuff in the Add In manager. Went there, selected all the boxes and hey presto! All I had to do then was reload all the static objects in mod manager! No idea why is was detecting such a naff cpu speed, perhaps the editor has some issues determining dual core processors. Really appreciate the help mate Dr Rank
  8. Hey lads I've had a good look through the forums and I have seen some similar threads, but none of the advice given appears to have any effect with this issue. Just to clarify, the editor crashes every time I load a mod, ones that previously worked. As far as I know, I haven't changed anything since it was working nicely yesterday. Here are some links to screenshots that show the messages: http://s60.photobucket.com/albums/h29/Dr_R...editorerror.jpg http://s60.photobucket.com/albums/h29/Dr_R...itorerrorp2.jpg The game itself works fine, as does the mod I'm building the map for (Project Reality). I've tried re-installing both the 1.41 patch and the Project Reality mod. As someone in the forum suggested, I tried deleting all the old editor files left from the uninstall before re-installing. The only thing I haven't tried is removing BF2 completely and reinstalling (I've only got a SF cd with me so if thats what I have to do I'll have to wait a few days before I can carry on mapping ) Any help would be much appreciated! Dr Rank EDIT: I got it to work once since posting. It was completely random, I didn't change anything before or after running it But its now decided to return to its broken state. Here is a copy of the editor log file that includes the errors: http://s60.photobucket.com/albums/h29/Dr_R...=debugfile1.jpg http://s60.photobucket.com/albums/h29/Dr_R...=debugfile2.jpg EDIT: Another quick note, (Not sure if this has any bearing on the problem, but just in case...) I unistalled SF and it stopped my map crashing in game. NO IDEA WHY?!!!
  9. Fantastic! Got it to work! No more silly bright model textures in my evening map! Cheers lads! Thanks Catbox! Dr Rank
  10. Thanks Lads! Turned down the StaticSunColour down to black, it does look better but the models are still a little bright. Tried to open Groundhemi.dds in Photoshop but it wouldn't recognise it (using Photoshop 7). Do I have to have a later version or a certain plugin to get it to work? Cheers! Dr Rank p.s. yeah Griffon, its all one HUGE RFAD conspiracy!! MWHAHAHAHA!!!! p.s.s good cheers duckhunt! You'll have to pop over for some Lanning and help me finish this map!
  11. Hey Lads (and Ladies) I was just wondering if anyone knew how to adjust the light setting for models (player and vehicle, I'm guessing it's something to do with the terrain editor) without having to turn the whole map into a nightmap?
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