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Outlawz

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Everything posted by Outlawz

  1. It's not putting off for me, but I do see it as an annoyance, it's like trying to build a house from cards and you can't get past the first level because there's always a few bent cards :/ that's why I keep trying to find a way to fix this, so I can move onto bigger bugs Hm does HDD space have anything to do with this? I know I couldn't generate the "perfect" minimap (see Rhino's tut) for a scale 4 map, because I didn't have enough space on the HDD for Photoshop to put together all the minimap parts and I do keep running low on space all the time.
  2. Hm, could you also do a small application to pack maps? The bfeditor one is screwed up, even more screwed for me, I know Rhino@PR has a 7-Zip script that packs your map files but I never got it working right, something more semi-automated would be nice to have
  3. Well, any sized map, I created both 1024x2, 1024x4 and 256x2 and they all crash. Win Xp, 3 Gb RAM, GeForce 9600
  4. Bump A few editor reinstalls later, I still get this problem, it also doesn't create the Hud folder alongside Info, color/detail/lowdetailmaps folders and when packing the map it leaves out some files. I heard that this was an issue for some too (editor not packing everything/packing the wrong way), but I never had this issue til now, is this the program going berserk and could that be solved with a compelte reinstall of everything (bf2+patches+mods+editor etc.) or is there something wrong with my PC (virus/dying CPU/mobo)? edit: I checked the editor/logs for error, last line in the file
  5. Issue resolved, had nothing to do with textures or memory, one of the teams didn't have their kits modded for SP (complex PR-mod stuff ), map works now.
  6. A bit late, but just copy the gpm_coop? It's the same thing.
  7. Not in this case, resetting them in game doesn't fix them. Also, debug usually screws up my controls when running on regular .exe after I debugged.
  8. I have an issue with running mods with bf2_r.exe - every time I run a map wit hit and get in-game, I can't move my mouse to select anything on the Caps lock screen, but I can in the menu. I think I had this before but can't recall and couldn't find anything on this with the search function here.
  9. No, it happens on Join Game or just before that on Textures IIRC. I did use debugger and it found an error with a texture that was 2048x2048 for one of the weapons, but that texture/weapon doesn't cause crashes in the regular game... I have no vehicles on the map and I kinda know which stuff is AI supported because I'm on the mod team as a navmesher Well, it is true that one of the 120k maps doesn't seem to have a vehicle mesh, since it's infantry and helicopters only. Hm, none of that, in fact I changed the teams in the init.con to two that work and played the map fine for 30 minutes, it seems to be a core mod problem with the two original teams.
  10. I recently navmeshed a map for PR 0.9 and the infantry mesh has 72k polys and vehicle is 30k, however I can't even play it because it mem crashes before it even finishes loading, running with 40 bots and all my gfx on high. The only way I got it to run was by setting all my gfx to low and running it only with 3 bots and even then it crashed 10 minutes into the game. I asked the other SP devs what the biggest inf meshes in the mod are and 2 perfectly stable maps, which I've also played numerous times online on PRSP 0.87, have around 120k polys for the inf mesh. My system specs haven't changed, I still run with a 2Ghz AMD CPU and 3 Gb of RAM, however it could still be an issue with my PC or the mod, I also edited a vBf2 map for PR and it mem crashed constantly while the same navmesh&map in Bf2 worked fine. Any ideas?
  11. I was looking at AIDefaultStrategies and saw this at the bottom: I'm assuming this refers to the AIDefaultStrategiesAdd file since it continues there So does this work at all, and where does it go to in the map files?
  12. Yes, they take effect if you place them after generating the navmesh, but if you place them before generation (more precisely before exporting the GTSData) the Navmesh.exe will take them into consideration (see 'keypoints') and generate a more fine mesh in that area.
  13. Yeah, small disclaimer, this tut only covers editing the navmesh, not generating one Follow the first link from mschoeldgen, I learned navmeshing with that tut and it's very good.
  14. Added 'adding new faces' section, I'd say the tutorial covers all the basics now.
  15. Eh? How would that block the AI spawn point? Also where are the spawn points handled in python files?
  16. I was wondering if it's possible to edit spawn point blocking. I know you can block spawn points by placing a vehicle over one, but is it possible to block them with human players/bots. What I'd like to do is to have a map where AI spawns all over the map on AI only spawn points, but don't want bots spawning straight into players face or behind their back, so was wondering if it's possible to block the spawns to prevent that.
  17. I was hiding this in the Project Reality Single Player forums for some time now, correcting and adding stuff to it and I think I got to the point where the tutorial is safe to be released into the "wild" I have to thank you guys here at BFEditor.org for helping out, I'd probably be still figuring out how to import the meshes into 3ds Max properly if it wasn't for these forums That being said, I don't know much about 3ds Max 9, so this tutorial will probably never be as detailed as the one from kysterama for Maya 7, but it does the job. This is a very crude tutorial, which I'll add to later on, but for now I'll just explain the basic importing, editing (deleting islands which is our main goal) and exporting. I'll be using 3ds Max 9 and Notepad. Importing: To start, open 3ds Max and once loaded, go to File>Import. Navigate to your map's output folder. The import directory can be configured like in Maya so you don't have to browse through half your HDD to get to your files. Don't forget to select the file type to be .obj, otherwise you won't see your files. When you'll open the file, 3ds max will ask your for import settings, set them according to these: Important! Materials Library's string needs to be typed in, since it's custom. Copy it from here: Importing preopt (optional) If you need some orientation, you can import the preopt to get a better idea of where your mesh is situated. To do this, simply import the preopt.obj the same way as you imported the navmeshes while you already have a navmesh open, however you do not need to add the 'materials.mtl' line, I find it more practical to import it without materials as it stays gray colored and is easier to distinguish. On import 3ds Max will also ask you for a new object name, just keep the default suggestion unless you want to give it a name However you don't want to mess everything up, so select the preopt, right-click on it and click Freeze selection. The preopt will turn dark gray and you'll be unable to select it select the navmesh to bring it up on top. To delete the preopt before exporting, right-click anywhere in viewport and click Unfreeze above the Freeze selection, select the preopt and delete. Editing: Your navmesh will now open in a new scene with four views, select the Perspective (bottom right) one and go to the bottom right of the program, where there's a toolbar which contains tools that you can use to navigate around your object. Select the Maximize Viewport Toggle as shown by the arrow, then select your navmesh object. Right-click on your selected navmesh and go Convert To>Editable Poly You may have noticed a toolbar on the right side before. Once you have converted the object, go there and under Selection, pick Element. Select the main part of your navmesh, the one you want to keep Now go to Edit>Select Invert Now everything else you didn't select is selected. Press Delete and all those evil useless navmesh islands will go away. Note: this also deletes manifolds, since faces have to be connected by an edge to "qualify", not just by a vertex This concludes the basic deletion of mesh islands. You can now skip to exporting, or stick around for more (still WIP as said) Removing faces If you want to remove parts of the mesh you don't want to use like I had to, then go to Selection and select Face (next to Element from before). Select the faces you want to remove and press Delete. Moving vertices Select Vertex mode either from the icon or the list under the Edit Poly modifier. Right-click on 'Perspective in the top left of the viewport and change the view to Wireframe. Select the Move tool, then select the vertice you want to move. Extracting materials out of the mesh for later use Note: When extruding new faces in 3ds Max the materials are carried over. This might be useful if you somehow lose your materials. :confused: Press M to bring up the Material editor and click 'Get material from selection' (eyedropper tool) then click on the mesh in the viewport. The materials are carried over into the Material editor. Adding new faces Unlike Maya, materials are carried over from the extruded mesh, however if you find yourself extruding ie. deep water mesh and want it to be shallow/ground mesh, you can use the above technique for material extraction to add new materials to faces. First, convert your navmesh to Editable Mesh (not Poly) Sečect the Edge tool and pick an edge you want to extrude. Edges can only be extruded up or down or left or right for some reason, so don't panic; with the edge still selected, use the Select&Move tool to move the edge up/down/left/right to align it with the rest. Having preopt loaded is recommended, so you can better adjust the faces. Converting quad faces to triangles Again unlike Maya, there doesn't seem to be a magic 'turn quads to triangles' option, so I found a very simple solution for this one. Convert your mesh to Editable Poly, select two opposite vertices, then under Edit Vertices click Connect, and you're done. Adding detail to your faces In case you've got an enormous face and want it in smaller parts to align it better with the terrain, do the following. Convert your mesh to Editable Mesh (unless you're already it that mode) and select the face. Then scroll down in the Edit geometry to Tesselate, you can play with the amount and two options, Edge and Face-Center. Edge does this: And Face-Center does this. I prefer the latter, as you only need to connect the two opposing vertices in the middle quad and you're good to go. Exporting: Go to File>Export and save over the file you opened before as .obj, 3ds max will ask you for export settings, set them according to these: Close down 3ds Max (don't save the scene). We're not done yet. Important: Go to your output folder and open the navmesh you edited (Vehicle or Infantry.obj) with Notepad. It will open a huge wall of text, but may also open it in a nice tidy column like shown. On top you should see a word 'mtllib'. Again copy the 'materials.mtl' after it, leaving one space and save. This is to add back the materials, since they get lost by 3ds Max. Yeah I don't quite understand everything yet. You can now go and run fixNavmesh.bat
  18. And if I create a map using a size that no other map has, like 256x1? Also again it worked just fine and suddenly started doing this out of nowhere. I don't run on Vista...
  19. Well I can restart the editor and open the map that crashed and it works fine... :?
  20. I started a new map in BFEditor and it crashed half way through creating it, the map folder was created and about half the files needed were there, but the rest wasn't. I tried creating a new map on two different mods and also reinstalled the editor and tried again, but no success. Any ideas?
  21. edit: Ok, I got past that...is material setup needed? I tried 3ds Max help, can't figure out how to get to the window thing in your pic edit 2: I got a working mesh in-game with 3ds max but without the material setup...no crashing or anything bad so far.
  22. Hmm, what are the import and export settings for navmeshes in 3ds? I know they're posted somewhere but I couldn't find them. And where is 'element selection'? Can't find anything like that.
  23. Umm, where do I check that in Maya or 3ds max? edit: nvm, found the command for Maya My Vehicle mesh has 84 004 polys My Infantry mesh has 92 071 polys I thought the issue would be something like that, so I deleted parts of the vehicle mesh near the middle of the mesh where there's a forest in-game and bots don't go, exported it to AiPathFinding, then added it to the map files and also removing the Infantry mesh, so it was just Vehicle (bots start in tanks and APCs anyway) then I got the 'more than one island in mesh' error, even though there was no islands in the mesh, 3ds Max STL check helped nothing and I didn't edit anything aside from deleting faces, so no idea how the stupid game thinks there's an island in the mesh
  24. Again PRSP related stuff but I got this crash today after finally getting Qinling in-game, thought it had something to do with the navmesh, but the number of boundary edges was 30 000 at generation, the number is probably lower after I deleted the islands. I lowered the number of bots from 48 to 20 on second run and the memory crash didn't occur..so is this related to my PC or to the navmesh/map?
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