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Majora1991

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About Majora1991

  • Birthday 09/29/1991

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  1. Yeah, but I'm, still trying to figure out why the shadows are not being cast on the ground but rather (what appears to be) on the objects themselves.
  2. StaticSunColor is a light tan color and StaticSky is a light blue color here is a video of the shifting talking about http://www.youtube.com/watch?v=7JzMEIaj8EQ
  3. ambient light (sky) is at 0.5 intensity Sunlight is at 1.0 (white hue) intensity with 0.5 shadow density (black hue) I think this what your asking, EDIT: BTW is am I supposed to light map all of the LOD's (one's greater than 1) or just a few because I noticing some strange behavior and can see "shifting" in black spots when I move between them (the LOD's) in the editor. and rendering using the "render selected objects" with all LODs selected will render not only 0 and 1 like stated in the tutorial but sometimes LODs 3 and 4 also!!??
  4. I did this but the static still turns out black or near black. I put the ambient light intensity at 0.5. I did not do the point light pass because I don't have any in the map
  5. Doing this had no effect on objects and the result looks exactly like the picture above
  6. Units are correct the tga's and dds both have shadows TGA RGB channal: the dds shows the same thing but only in the green channel (others are black) Sunlight settings: lightmapping the adjacent building yields similar results: any ideas?
  7. I'm remapping Strike at Karkand and I keep running into the same problem I'll first render just with sunlight in Max (raytraced) and get near perfect shadows: Then i render just the oil container (all the LODs) with the BF2 utility (sunlight pass), convert the TGAs with the batch file and place the DDS files in the objects\lightmaps folder load the level in the editor and get this: I not sure what I've missed or what I've done wrong Note that the shadows on the ground are from before, and all of the atlases and other object lightmaps have been removed except this container
  8. do you have a ObjectSpawnerDef.con in your "\Battlefield 2\bf2editor\mods\(your mod)\LevelEditor" folder and if you do does it look kinda like this when you open it with notepad rem ************** rem *** MEC/US *** rem ************** ObjectSpawnerDef.AddDef ME_US_LightJeep JEP_PARATROOPER JEEP_FAAV ObjectSpawnerDef.AddDef ME_US_HeavyJeep JEP_VODNIK USJEP_HMMWV ObjectSpawnerDef.AddDef ME_US_ATV XPAK_ATV XPAK_ATV ObjectSpawnerDef.AddDef ME_US_APC APC_BTR90 USAPC_LAV25 ObjectSpawnerDef.AddDef ME_US_AAV AAV_TUNGUSKA USAAV_M6 ObjectSpawnerDef.AddDef ME_US_HeavyTank RUTNK_T90 USTNK_M1A2 ObjectSpawnerDef.AddDef ME_US_TransHeli THE_MI17 USTHE_UH60 ObjectSpawnerDef.AddDef ME_US_AttakHeli AHE_HAVOC AHE_AH1Z ObjectSpawnerDef.AddDef Ops_Heli SHE_LITTLEBIRD SHE_LITTLEBIRD ObjectSpawnerDef.AddDef ME_US_Fighter RUAIR_MIG29 USAIR_F18 ObjectSpawnerDef.AddDef ME_US_Fi_bomb RUAIR_SU34 USAIR_F15 ObjectSpawnerDef.AddDef ME_US_VTOL AIR_F35B AIR_F35B ObjectSpawnerDef.AddDef US_WartHog AIR_A10 AIR_A10 ObjectSpawnerDef.AddDef ME_FrogFoot AIR_SU39 AIR_SU39 ObjectSpawnerDef.AddDef ME_US_ART ARS_D30 USART_LW155 ObjectSpawnerDef.AddDef ME_US_AAS IGLA_DJIGIT USAAS_STINGER ObjectSpawnerDef.AddDef ME_US_ATS ATS_HJ8 ATS_TOW ObjectSpawnerDef.AddDef ME_US_SMG MEC_BIPOD US_BIPOD ObjectSpawnerDef.AddDef ME_US_SpdBoat BOAT_RIB BOAT_RIB ObjectSpawnerDef.AddDef M_Stinger mobile_stinger mobile_stinger ObjectSpawnerDef.AddDef Black_ops Black_Ops Black_Ops rem **************** rem *** CHINA/US *** rem **************** ObjectSpawnerDef.AddDef CH_US_LightJeep JEP_PARATROOPER JEEP_FAAV ObjectSpawnerDef.AddDef CH_US_HeavyJeep JEP_NANJING USJEP_HMMWV ObjectSpawnerDef.AddDef CH_US_APC APC_WZ551 USAPC_LAV25 ObjectSpawnerDef.AddDef CH_US_AAV AAV_TYPE95 USAAV_M6 ObjectSpawnerDef.AddDef CH_US_HeavyTank TNK_TYPE98 USTNK_M1A2 ObjectSpawnerDef.AddDef CH_US_TransHeli CHTHE_Z8 USTHE_UH60 ObjectSpawnerDef.AddDef CH_US_AttakHeli AHE_Z10 AHE_AH1Z ObjectSpawnerDef.AddDef CH_US_Fighter AIR_J10 USAIR_F18 ObjectSpawnerDef.AddDef CH_US_Fi_bomb AFB_SU30 USAIR_F15 ObjectSpawnerDef.AddDef CH_US_VTOL AIR_F35B AIR_F35B ObjectSpawnerDef.AddDef CH_US_ART ARS_D30 USART_LW155 ObjectSpawnerDef.AddDef CH_US_AAS IGLA_DJIGIT USAAS_STINGER ObjectSpawnerDef.AddDef CH_US_ATS ATS_HJ8 ATS_TOW ObjectSpawnerDef.AddDef CH_US_SMG CH_BIPOD US_BIPOD ObjectSpawnerDef.AddDef CH_US_SpdBoat BOAT_RIB BOAT_RIB ObjectSpawnerDef.AddDef M_Stinger mobile_stinger mobile_stinger
  9. I can definitely see the problem in copying the gameplayobjects.con from /editor to /gamemode/64 as the gameplayobjects.con in the editor folder contains the objects for all the gamemodes (so that the editor knows where to place the objects when loading a map in the editor.) So to fix the crashing I would go back to the other gameplayobjects.con file (the one that would not update) for the mean time so that it's not causing conflicts in the game or the editor for that matter As far as the updating goes assuming that the folder is gamemode/gpm_cq/64 and not gamemode/64 go to Battlefield 2\bf2editor\mods\(your mod name here) and open your LayerInit.con with notepad It should look kind like this: [color="#FF0000"]LayerManager.CreateDefaultFilter gpm_cq Conquest[/color] LayerManager.CreateDefaultFilter gpm_sl SupplyLine LayerManager.CreateDefaultFilter gpm_coop Coop LayerManager.CreateDefaultFilter sp1 SP1 LayerManager.CreateDefaultFilter sp2 SP2 LayerManager.CreateDefaultFilter sp3 SP3 LayerManager.CreateDefaultPlayerFilter 16 LayerManager.CreateDefaultPlayerFilter 32 [color="#FF0000"]LayerManager.CreateDefaultPlayerFilter 64[/color] The lines of code in red are the ones that you need to at least be able to update the 64 player gamemode as far as I remember, but I would just copy the whole thing to be on the safe side (and plus you should be able to update every gamemode with ease ) EDIT: Welcome to the fourms by the way
  10. ?? Links were (re)moved or were off topic!!
  11. Yep that line of code was definitely the problem, and I totally agree with that statement that's why I removed them (the unlocks) . I just didn't realize that line of code would cause a problem I have also been able to add the kits with out the renaming: I simply go to Battlefield 2\bf2editor\mods\yourmodhere\LevelEditor\ObjectSpawnerDef.con rem ************** rem *** MEC/US *** rem ************** ObjectSpawnerDef.AddDef ME_US_LightJeep JEP_PARATROOPER JEEP_FAAV ObjectSpawnerDef.AddDef ME_US_HeavyJeep JEP_VODNIK USJEP_HMMWV ObjectSpawnerDef.AddDef ME_US_APC APC_BTR90 USAPC_LAV25 ObjectSpawnerDef.AddDef ME_US_AAV AAV_TUNGUSKA USAAV_M6 ObjectSpawnerDef.AddDef ME_US_HeavyTank RUTNK_T90 USTNK_M1A2 ObjectSpawnerDef.AddDef ME_US_TransHeli THE_MI17 USTHE_UH60 ObjectSpawnerDef.AddDef ME_US_AttakHeli AHE_HAVOC AHE_AH1Z ObjectSpawnerDef.AddDef ME_US_Fighter RUAIR_MIG29 USAIR_F18 ObjectSpawnerDef.AddDef ME_US_Fi_bomb RUAIR_SU34 USAIR_F15 ObjectSpawnerDef.AddDef ME_US_VTOL AIR_F35B AIR_F35B ObjectSpawnerDef.AddDef ME_US_ART ARS_D30 USART_LW155 ObjectSpawnerDef.AddDef ME_US_AAS IGLA_DJIGIT USAAS_STINGER ObjectSpawnerDef.AddDef ME_US_ATS ATS_HJ8 ATS_TOW ObjectSpawnerDef.AddDef ME_US_SMG MEC_BIPOD US_BIPOD ObjectSpawnerDef.AddDef ME_US_SpdBoat BOAT_RIB BOAT_RIB ObjectSpawnerDef.AddDef [color="#9ACD32"]Test_Kit[/color] [color="#0000FF"]Pickup_Test Pickup_Test[/color] rem **************** rem *** CHINA/US *** rem **************** ObjectSpawnerDef.AddDef CH_US_LightJeep JEP_PARATROOPER JEEP_FAAV ObjectSpawnerDef.AddDef CH_US_HeavyJeep JEP_NANJING USJEP_HMMWV ObjectSpawnerDef.AddDef CH_US_APC APC_WZ551 USAPC_LAV25 ObjectSpawnerDef.AddDef CH_US_AAV AAV_TYPE95 USAAV_M6 ObjectSpawnerDef.AddDef CH_US_HeavyTank TNK_TYPE98 USTNK_M1A2 ObjectSpawnerDef.AddDef CH_US_TransHeli CHTHE_Z8 USTHE_UH60 ObjectSpawnerDef.AddDef CH_US_AttakHeli AHE_Z10 AHE_AH1Z ObjectSpawnerDef.AddDef CH_US_Fighter AIR_J10 USAIR_F18 ObjectSpawnerDef.AddDef CH_US_Fi_bomb AFB_SU30 USAIR_F15 ObjectSpawnerDef.AddDef CH_US_VTOL AIR_F35B AIR_F35B ObjectSpawnerDef.AddDef CH_US_ART ARS_D30 USART_LW155 ObjectSpawnerDef.AddDef CH_US_AAS IGLA_DJIGIT USAAS_STINGER ObjectSpawnerDef.AddDef CH_US_ATS ATS_HJ8 ATS_TOW ObjectSpawnerDef.AddDef CH_US_SMG CH_BIPOD US_BIPOD ObjectSpawnerDef.AddDef CH_US_SpdBoat BOAT_RIB BOAT_RIB Dark Green is the name of your mod of course Light Green can be anything you want it to be, but no spaces in between word Blue is the name of your kit (you probably don't have to have it typed in there twice as a kit is neutral and isn't assigned to a faction, but I did it just to be on the safe side)
  12. Nope; I did a windows search of my entire hard drive and only found two instances of kit One in "object/kits/pickup kits" of my mod the other in Objects_Server.zip of my mod Other notes: I created this kit from the assault kit I added the Collisionmesh from post 14 to my kit and added the geometry of the P90 to change the look of the kit I changed the weapons in the kit, and removed the unlocks Pickup_Test.con: ObjectTemplate.create Kit Pickup_Test ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.networkableInfo KitInfo ObjectTemplate.kitType Assault ObjectTemplate.aiTemplate Assault ObjectTemplate.geometry eurif_fnp90 ObjectTemplate.geometry.kit 1 ObjectTemplate.geometry.dropGeom 1 ObjectTemplate.setHasCollisionPhysics 1 ObjectTemplate.dropHeadwear helmet ObjectTemplate.cullRadiusScale 2.4 ObjectTemplate.unlockIndex 1 rem ---------------CollisionMesh---------------------- ObjectTemplate.collisionMesh small_collonly0 ObjectTemplate.mapMaterial 0 wood_thin 0 ObjectTemplate.physicsType Mesh rem ---------------/CollisionMesh--------------------- rem ------------------------------------- ObjectTemplate.addTemplate kni_knife ObjectTemplate.addTemplate eurif_fnp90 ObjectTemplate.addTemplate medikit ObjectTemplate.addTemplate defibrillator ObjectTemplate.addTemplate ParachuteLauncher rem ------------------------------------- ObjectTemplate.createComponent Ability ObjectTemplate.ability.hasHealingAbility 1 ObjectTemplate.createComponent AbilityHud ObjectTemplate.abilityHud.ammoSound S_Resupply ObjectTemplate.abilityHud.healingSound S_Heal ObjectTemplate.abilityHud.repairingSound S_Repair ObjectTemplate.createComponent VehicleHud ObjectTemplate.vehicleHud.hudName "HUD_TEXT_MENU_SPAWN_KIT_ASSAULT" ObjectTemplate.vehicleHud.miniMapIcon "Ingame\Kits\Icons\kit_Light_Assault_outline.tga" ObjectTemplate.vehicleHud.vehicleIcon "Ingame\Kits\Icons\kit_Light_Assault.tga" ObjectTemplate.vehicleHud.spottedIcon "Ingame\Player\Icons\Minimap\mini_Soldier.dds" ObjectTemplate.vehicleHud.abilityIcon "Ingame\Weapons\Icons\Hud\SpecialKitIcons\kevlarVest.tga" ObjectTemplate.vehicleHud.pantingSound S_SprintBreath ObjectTemplate.vehicleHud.injurySound S_Injury ObjectTemplate.vehicleHud.vehicleType 7 ObjectTemplate.sprintStaminaDissipationFactor 0.6 rem ---BeginComp:Radio --- ObjectTemplate.createComponent Radio ObjectTemplate.Radio.spottedMessage "infantery_spotted" rem ---EndComp --- I added the line "ObjectSpawnerDef.AddDef Test_Kit Pickup_Test Pickup_Test" to ObjectSpawnerDef.con to try and add the kit from the editor which in return gave me the itemIndex error I then tried adding a vehicle to the area i wanted the kit and then turn around and change the name of the vehicle of that of the kit (Pickup_Test) in the GamePlayObjects.con of the level i was editing rem [ObjectSpawnerTemplate: CPNAME_GO_SP16_beach_ME_US_Kit] ObjectTemplate.create ObjectSpawner CPNAME_GO_SP16_beach_ME_US_Kit ObjectTemplate.activeSafe ObjectSpawner CPNAME_GO_SP16_beach_ME_US_Kit ObjectTemplate.modifiedByUser "ZM" ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 1 Pickup_Test ObjectTemplate.setObjectTemplate 2 Pickup_Test I get the same error when I reopen the editor to edit the level EDIT: I think the line "ObjectTemplate.unlockIndex 1 " in my kit might be causing an issue as I have removed the unlocks therefore my kit has no "unlockIndex" to index or reference to!
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