Jump to content
Official BF Editor Forums


  • Posts

  • Joined

  • Last visited

Everything posted by Outlawz

  1. Same issue here. I have two separate installations of bf2editor and on one it simply crashes to desktop on Apply Spline and on the other does what Daniel S and others describe. Reading the other thread I managed to find on this: http://www.bfeditor.org/forums/index.php?/topic/12070-roads-issue/#comment-79710 is it basically a GPU issue? I'm on iGPU at the moment and didn't have this issue while I was on a dedicated GPU. edit: i switched to dedicated gpu from integrated, using Apply Spline on vbf2 installation of bfeditor now works fine, but it still fails on my Project Reality install. I also noticed that two tbmtest.dds files get created in C:\ whenever i use Apply Spline, but they only seem to get created on using the vbf2 installation. With size 16384 its a 1Gb dds file that fails to open but with 8192, its "only" 250Mb and opens a 8192px texture. D:\bf2editor\Code\BF2\Geom\RoadEditable.cpp(2742): TBM: Setting up ApplySpline to use texture size 16384 D:\bf2editor\Code\BF2\Geom\RoadEditable.cpp(2785): TBM: Failed 2 BeginScene: Out of video memory D:\bf2editor\Code\BF2\Geom\RoadEditable.cpp(2742): TBM: Setting up ApplySpline to use texture size 8192 D:\bf2editor\Code\BF2\Geom\RoadEditable.cpp(2792): TBM: ApplySpline uses texture size 8192 My PR is installed on an SSD while my BF2 install is on a HDD from old computer. That's the obvious difference between the two, both run on same GPU. edit2: Apply Spline works if I run bf2editor for vbf2 or PR that are installed on my HDD edit3: I noticed a correlation, every time I run bf2editor, if a BF2Editor.dxvk-cache is created, it'll fail the Apply Spline, otherwise not file is same directory as bf2editor.exe final edit: reinstalling PR fixed the PR problem
  2. Or rather 'polygon is supiciously big' as DiCE spelled it. Anyone got any experience with this error?
  3. Holy cow, how? Who did it? Thank you! And who's gonna clean up the spambots?
  4. Well isn't that 3ds pic basically the same as my 3ds pic?
  5. But if you look at the 3ds Max pic, technically I've placed the texture where I want it and everything else on the blank part. It just got more messed up the the second try. I'll try with slices then. edit: still doesn't work, I even separated the materials and only added the mat with crack texture on faces where I want crack texture.
  6. Reexported and still won't work. Still looks as it should in 3ds Max.
  7. Found the valid shader techniques list. My object had color, detail and crack, which is not a valid technique
  8. This is how my model looks in 3ds, and below is how it looks in editor/bfmeshview. I haven't got a clue what causes this.
  9. anyone know where the lsit of valid material channels is?

  10. I'm trying to tweak the Eryx missile to die at 600m, but I can't figure out the number of commands that affect the missile's speed. I've been changing the TimetoLive line a lot, but can't get even close with that. Here's the weapon and missile tweaks: rem *** Generated with Bf2Editor.exe [created: 2005/3/29 18:47] GeometryTemplate.maxSkip3pLods 0 GeometryTemplate.setMaterialReflectionScale 0 0 0 0.35 GeometryTemplate.setMaterialReflectionScale 0 0 1 2 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe GenericFireArm chat_eryx ObjectTemplate.creator TLO-1:tlo ObjectTemplate.modifiedByUser jsa ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.castsDynamicShadow 1 ObjectTemplate.cullRadiusScale 10 rem ---BeginComp:WeaponHud --- ObjectTemplate.createComponent WeaponHud ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\CHAT_ERYX.tga ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\antiTank.tga ObjectTemplate.weaponHud.hudName "killed" ObjectTemplate.weaponHud.GuiIndex 0 ObjectTemplate.weaponHud.altGuiIndex 58 ObjectTemplate.weaponHud.disableOnSprint 1 rem ---EndComp --- rem ---BeginComp:SingleFireComp --- ObjectTemplate.createComponent SingleFireComp ObjectTemplate.fire.addFireRate 0 ObjectTemplate.fire.projectileStartPosition 0.001/0.05/0 ObjectTemplate.fire.showWeaponAfterReloadDelay 3 ObjectTemplate.fire.dropWeaponAfterFiringDelay 1.5 ObjectTemplate.fire.hideWeaponAfterReloadDelay 2.25 ObjectTemplate.fire.dropWeaponAfterReloadDelay 2.21667 ObjectTemplate.fire.dropLod 3 ObjectTemplate.fire.hideLod 2 ObjectTemplate.fire.busyUntilButtonRelease 1 rem ---EndComp --- rem ---BeginComp:DefaultAmmoComp --- ObjectTemplate.createComponent DefaultAmmoComp ObjectTemplate.ammo.ammoType 1 ObjectTemplate.ammo.nrOfMags 1 ObjectTemplate.ammo.magSize 1 ObjectTemplate.ammo.reloadTime 18.75 ObjectTemplate.ammo.minimumTimeUntilReload 1 ObjectTemplate.ammo.autoReload 0 ObjectTemplate.ammo.instantReloadOnEnable 0 ObjectTemplate.ammo.toggleWhenNoAmmo 1 ObjectTemplate.ammo.reloadWithoutPlayer 0 rem ---EndComp --- rem ---BeginComp:SoldierBasedRecoilComp --- ObjectTemplate.createComponent SoldierBasedRecoilComp rem ---EndComp --- rem ---BeginComp:SoldierDeviationComp --- ObjectTemplate.createComponent SoldierDeviationComp ObjectTemplate.deviation.minDev 0.1 ObjectTemplate.deviation.setTurnDev 20 0.78 0.78 0.13 ObjectTemplate.deviation.setSpeedDev 20 .132 .132 0.13 ObjectTemplate.deviation.setMiscDev 20 20 0.2 ObjectTemplate.deviation.devModStand 1 ObjectTemplate.deviation.devModCrouch 0.8 ObjectTemplate.deviation.devModLie 400 ObjectTemplate.deviation.devModZoom 1 rem ---EndComp --- rem ---BeginComp:DefaultSoundComp --- ObjectTemplate.createComponent DefaultSoundComp rem ---EndComp --- rem ---BeginComp:DefaultAnimationComp --- ObjectTemplate.createComponent DefaultAnimationComp rem ---EndComp --- rem ---BeginComp:DefaultZoomComp --- ObjectTemplate.createComponent DefaultZoomComp ObjectTemplate.zoom.zoomDelay 1.5 ObjectTemplate.zoom.changeFovDelay 1.5 ObjectTemplate.zoom.zoomLod 1 ObjectTemplate.zoom.addZoomFactor 0 ObjectTemplate.zoom.addZoomFactor 0.405 ObjectTemplate.zoom.mouseSpeedMod 0.5 rem ---EndComp --- rem ---BeginComp:LPTargetComp --- ObjectTemplate.createComponent LPTargetComp ObjectTemplate.target.maxDistance 9999 ObjectTemplate.target.setTargetAtMaxDistance 1 ObjectTemplate.target.targetSystem TSWireGuided ObjectTemplate.target.connectionEffect e_predatorscope ObjectTemplate.target.targetObjectTemplate UniqueTarget ObjectTemplate.target.connectionEffectOnlyWhenZoomed 1 ObjectTemplate.target.disableGuidanceOnReload 1 rem ---EndComp --- ObjectTemplate.geometry CHAT_ERYX ObjectTemplate.drag 20 ObjectTemplate.mass 100 ObjectTemplate.gravityModifier 4 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.aiTemplate at_heavy_ai rem ------------------------------------- ObjectTemplate.addTemplate S_chat_eryx_Fire1P ObjectTemplate.addTemplate S_chat_eryx_Fire1P_Outdoor ObjectTemplate.addTemplate S_chat_eryx_Fire3P ObjectTemplate.setPosition 0/0.04293/0.48837 ObjectTemplate.addTemplate S_chat_eryx_BoltClick ObjectTemplate.addTemplate S_chat_eryx_TriggerClick ObjectTemplate.addTemplate S_chat_eryx_SwitchFireRate ObjectTemplate.addTemplate S_chat_eryx_Reload1P ObjectTemplate.addTemplate S_chat_eryx_Reload3P ObjectTemplate.addTemplate S_chat_eryx_Deploy1P ObjectTemplate.addTemplate S_chat_eryx_Deploy3P ObjectTemplate.addTemplate S_chat_eryx_Zoom ObjectTemplate.addTemplate e_muzz_eryx ObjectTemplate.setPosition 0/0.04293/0 rem ------------------------------------- ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/CHAT_ERYX/AnimationSystem1p.inc ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/CHAT_ERYX/AnimationSystem3p.inc ObjectTemplate.projectileTemplate eryx ObjectTemplate.keepProjectiles 15 ObjectTemplate.velocity 18 ObjectTemplate.itemIndex 4 ObjectTemplate.delayToUse 18.75 rem *** Generated with Bf2Editor.exe [created: 2005/4/10 10:26] GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe GenericProjectile eryx ObjectTemplate.creator DSU-3:dsu ObjectTemplate.modifiedByUser ljo ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.createNotInGrid 1 rem ---BeginComp:DefaultCollisionComp --- ObjectTemplate.createComponent DefaultCollisionComp ObjectTemplate.collision.hasCollisionEffect 1 rem ---EndComp --- rem ---BeginComp:DefaultDetonationComp --- ObjectTemplate.createComponent DefaultDetonationComp ObjectTemplate.detonation.explosionMaterial 3706 ObjectTemplate.detonation.explosionRadius 10 ObjectTemplate.detonation.explosionForce 10 ObjectTemplate.detonation.explosionDamage 200 ObjectTemplate.detonation.endEffectTemplate e_exp_medium ObjectTemplate.detonation.useMMOnEndEffect 1 rem ---EndComp --- rem ---BeginComp:DefaultProjSoundComp --- ObjectTemplate.createComponent DefaultProjSoundComp rem ---EndComp --- rem ---BeginComp:SeekClosestTargetComp --- ObjectTemplate.createComponent SeekClosestTargetComp ObjectTemplate.seek.targetType TTUnique ObjectTemplate.seek.trackingDelay 0.7 ObjectTemplate.seek.maxAngleLock 90 ObjectTemplate.seek.maxDistLock 800 ObjectTemplate.seek.reLockTime 0 rem ---EndComp --- rem ---BeginComp:DefaultFollowComp --- ObjectTemplate.createComponent DefaultFollowComp ObjectTemplate.follow.maxYaw 0.5 ObjectTemplate.follow.maxPitch 0.5 ObjectTemplate.follow.changePitch 0.25 ObjectTemplate.follow.changeYaw 0.25 ObjectTemplate.follow.minDist 10 rem ---EndComp --- rem ---BeginComp:DefaultPenetrateComp --- ObjectTemplate.createComponent DefaultPenetrateComp ObjectTemplate.penetrate.allowSolidPenetration 0 ObjectTemplate.penetrate.allowLiquidPenetration 0 rem ---EndComp --- ObjectTemplate.geometry eryx ObjectTemplate.setCollisionMesh eryx ObjectTemplate.mapMaterial 0 lambert1 0 ObjectTemplate.drag 7 ObjectTemplate.mass 10 ObjectTemplate.gravityModifier 0 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Point ObjectTemplate.collisionGroups 8 ObjectTemplate.material 3706 rem ------------------------------------- ObjectTemplate.addTemplate S_eryx_Looping ObjectTemplate.addTemplate e_eryx_trail ObjectTemplate.setPosition 0/0/-0.45 rem ------------------------------------- ObjectTemplate.timeToLive CRD_NONE/10/0/0 ObjectTemplate.material 3706 ObjectTemplate.hasOnTimeEffect 1 ObjectTemplate.damageOwner 1 ObjectTemplate.acceleration 175 ObjectTemplate.maxSpeed 245 ObjectTemplate.startDelay 0.2 ObjectTemplate.damage 800 ObjectTemplate.armingDelay 0.63 ObjectTemplate.activeSafe Sound S_eryx_Looping ObjectTemplate.modifiedByUser ljo ObjectTemplate.soundFilename "objects/weapons/armament/missiles/sounds/mono/rocket_engine_start_idle.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 0 ObjectTemplate.volume 1 ObjectTemplate.pitch 1 ObjectTemplate.reverbLevel 1 ObjectTemplate.minDistance 6 ObjectTemplate.halfVolumeDistance 30
  11. Bump Running Photoshop, then bfeditor (and closing PS after loading the mod&level, just to be sure) fixes the issue on my side, been doing it for a while, hasn't failed once.
  12. I've fixed a collision mesh for one of the objects I use on a map and added it along with objects_server.zip in the map's folder, with proper file hiearchy and updated .con and .tweak files for it (serverarchives.con included in map's server.zip to load it ofc). However it doesn't work ingame; it uses the old collision mesh loaded from the main object .zips. I'm guessing map's objects_server doesn't overwrite it somehow . Any ideas?
  13. Sorry if this was already asked, but since I'm on Win 7, I can't drag objects in real time anymore. I select an object in level editor, then drag it, but it won't show it moving until I let go and it snaps to the new position. Any ideas? edit: nevermind, it fixed itself somehow... :S
  14. Heh, turns out the object had UVs on different channels which caused the error.
  15. I noticed this one when I imported one of PR trees to make a cluster and out of curiosity I split the model according to materials (bark and leaves) and exported them separately and the error only popped up on the leaves. However the UV coordinates on individual leaves are within 1:1 range and there isn't 1400 leaves in the object. Which leads me to the topic title; I know textures coordinates mean how many times the texture is tiled, but how can something that's not even tiled once have such a large texture coordinate?
  16. Is there a way to disable navmesh.exe running bfeditor after its done? Because I have to edit all of the navmeshes I make anyway and seems a waste for it to run editor and export it (also because I usually work in bfeditor to pass the time while navmesh.exe hogs the CPU )
  17. I'm confused wrt occlusion meshes. When I took a look at BF2 occ files in bfmeshview, I'm pretty sure the position of the mesh differed from the staticmesh, for example the occ for the Karkand hotel building looks a lot slimmer than the actual building mesh. Most meshes seem to be just boxes in approximate positions to the static mesh. I exported an occ mesh for one of the PR statics by importing the static mesh into 3ds max and modeling the occ mesh along its boundaries and exporting it from the same position. I added the occ into the objects_client, then placed that static on a map along with its double that had no occ and identical objects behind both statics to compare FPS, but due the above I'm not sure if it actually worked, though there was a difference in FPS when looking at the object with occ and no occ. Am I doing this right or wrong?
  18. No it isn't. I forgot to modify this line include house_dest_1a.tweak to include house_dest_1a_dest.tweak lol...
  19. I've crudely coded a destroyable object for a static that has both geo's, I copy pasted the armor comp and compared the tweak with a tweak from a working destroyable, but when I run the map with the object on, I get these errors: Here's my tweak rem *** Generated with Bf2Editor.exe [created: 2006/5/15 12:52] GeometryTemplate.setSubGeometryLodDistance 0 0 50 GeometryTemplate.setSubGeometryLodDistance 0 1 150 GeometryTemplate.setSubGeometryLodDistance 0 2 300 GeometryTemplate.setSubGeometryLodDistance 1 0 50 GeometryTemplate.setSubGeometryLodDistance 1 1 150 GeometryTemplate.setSubGeometryLodDistance 1 2 300 GeometryTemplate.doNotGenerateLightmaps 0 GeometryTemplate.lightmapOverride 0 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 GeometryTemplate.glowing 0 GeometryTemplate.noLighting 0 ObjectTemplate.activeSafe DestroyableObject house_dest_1a_dest ObjectTemplate.creator MB03:mb ObjectTemplate.modifiedByUser "mb" ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.isDestructable 1 ObjectTemplate.cullRadiusScale 5 rem ---BeginComp:Armor --- ObjectTemplate.createComponent Armor ObjectTemplate.armor.maxHitPoints 1000 ObjectTemplate.armor.hitPoints 1000 ObjectTemplate.armor.defaultMaterial 1001 ObjectTemplate.armor.waterLevel -0.3 ObjectTemplate.armor.explosionDamage 80 ObjectTemplate.armor.explosionRadius 10 ObjectTemplate.armor.explosionForce 5 ObjectTemplate.armor.explosionForceMod 8 ObjectTemplate.armor.explosionForceMax 50 ObjectTemplate.armor.explosionMaterial 78 ObjectTemplate.armor.wreckExplosionMaterial 78 ObjectTemplate.armor.wreckHitPoints 100 ObjectTemplate.armor.timeToStayAsWreck -1 ObjectTemplate.armor.timeToStayAfterDestroyed -1 ObjectTemplate.armor.wreckDelay 0.05 ObjectTemplate.armor.canBeDestroyed 0 ObjectTemplate.armor.showDamageAsDirt 500 ObjectTemplate.armor.addArmorEffect 0 e_mexp_m_prbuilding 1.67651/1.58434/1.71837 0/0/0 rem ---EndComp --- ObjectTemplate.geometry house_dest_1a ObjectTemplate.setCollisionMesh house_dest_1a ObjectTemplate.mapMaterial 0 Penetrable_plaster_wall 1001 ObjectTemplate.mapMaterial 1 Wood_solid 78 ObjectTemplate.mapMaterial 2 Ceramic_tiles 15 ObjectTemplate.mapMaterial 3 concrete 82 ObjectTemplate.mapMaterial 4 Stairs_concrete 34 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh
  20. You don't need to edit the colormap if you don't compile the terrain/textures when saving terrain.
  21. How to create roads from scratch. You'll need: -Photoshop CS3 with DDS plugin -BF2 Editor To begin, we need a good road texture. I won't show you how to create one of those, so Google or search websites with free textures, I recommend http://www.cgtextures.com/ For this tutorial I picked the following texture: http://www.cgtextures.com/texview.php?id=46169&PHPSESSID=iodr0h9fgm18hbijd1ambbn952 Make sure the texture is seamless, otherwise your road will look really bad when tiled. On cgtextures.com the star with 'Tiled' marks tileable, seamless textures. Open the texture in Photoshop. Let's start with resizing the texture to a proper size. In this case, the texture is 700x420, but it needs to be a power of 2 to prevent crashes with certain graphics cards. Right-click on the top bar of the image, go Image Size, then uncheck 'Constrain proportions' and resize to 512x256. All roads need to face upwards to be tiled properly, so Image>Rotate>Rotate 90° CW. We need to add an Alpha channel to the texture's edges, so the transition between the road mesh and the terrain won't be so noticeable. Switch to Channel tab, at the bottom click 'Create new channel'. Your Alpha channel has been created. Black color in the Alpha channel marks what will be invisible and white color what will be visible in game. Since the alpha is black by default, we need to change it. You can do this easily by pressing Ctrl+I to invert the picture and turning it white. Switch to Layer tab. Make sure your color is black. With the Rectangular Marquee Tool, select the grassy edge on one side and go Layer>New fill layer>Gradient. Rotate the gradient to 0°and click Ok. Do the same for the other side, but rotate gradient the opposite way (180°). Rasterize both layers, merge them together (click Apply on the prompt window that shows up), then select all (Ctrl+A), copy, hide the gradient layer, select the Background layer, go Channel tab, select Alpha channel and paste. Now save it as .dds to desktop for the moment. In the DDS save options window, pick DXT5 (interpolated alpha) and generate all mipmaps. Now, either extract the Roads directory from BF2 objects.zips or create a new directory: \bf2\Objects\Roads\Textures Place your texture there. Start BF2 Editor, load bf2, then go Level Editor (you do not need to load a level!) Select the Road tool, on the right side toolbar, click 'Create new template'. On the Resources tab (left side), scroll down throguh the Road templates list to the bottom where your new road template should be. In the tweakbar, pick a material for it, Tarmac would be best since it's a tarmac road. In the Primary Texture, click on the blank line next to Texture and browse the textures to find your texture. Uncheck Mirror, since we don't need to mirror this texture. In Secondary Texture, find a good underlying texture for your road. Now click Save All button and save your road. Inside Objects\Roads\Splines three new files will appear with the name of your template: yourroad.con, yourroad_compiled.con and yourroad_compiled.dat Load a level and place the road to see how it looks. You will probably need to tweak the secondary texture's tiling or change the texture to get it too look as you want. You can do that on the spot, the changes will be visible immediately. Your road is now complete. I apologize for no pictures, I'll try to add them when I can.
  22. Would it be possible to put the static object textures in an atlas, like it's done with overgrowth/undergrowth? ie. use different textures and then compile them into an atlas and let the game load each textures from there and tile it etc. as it already does with OG/UG atlases.
  23. Here's a question for anyone who has any insight into how BF2 loads stuff. Is it really better to have texture pallets or do single file textures also work; what are the advantages/disadvantages? I modeled a couple of statics using textures each in it's own file, resulting a bunch of files needed for those statics. Kinda worried, I then put them altogether into pallets in BF2 "dimensions" (1024x2048, 256x2048), and brought the number of files down to 8. Of course then I'd have to retexture all of the statics and add slices, which is when I thought of the above.
  • Create New...