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Everything posted by rhysm_08

  1. I'd love to help out with this one ! I've done a lot of exporting for Alpha Project, just ask Jones But the campaign idea in this mod is great! It made the bf experience heaps good imo
  2. That looks awesome! I remember a couple of years ago I thought of trying to get a stadium level for bf2, i wanted to do a 1on1 from across the field, perhaps even chuck in some cars haha. Tried looking at google earth 3d models but they were just way too low poly haha, I'd love to see how this turns out!!
  3. Sorry Thread Overview? I'm not to sure where that is, looked under settings? :\
  4. So I went to go check out some old threads posted in Object Editor and they're all gone, as you may have noticed Anybody have any info if they're going to come back or not :S?
  5. I'm wondering if it's possible, with HUD or with the map somehow, to automatically make it select the control point so all you have to do is press enter or the deploy button to go in? It's needed for this spawn menu concept: As there is only one controlpoint (for each team) used in this mod, the map isn't useful and we decided a deploy button or just pressing enter could be simple. Problem is, i need to be able to select the spawnpoint first, is there away to do this without requiring the map HUD?
  6. Ahh I see what you mean, thanks a heap guys
  7. I've been keen to see a redesigned bf2 spawn screen and me and my friend have been working on it. But now comes the part to actually implementing these features and i'm a little stuck on how to get an accurate menu. hudBuilder.createPictureNode MapButtons MapDoneBg 666 539 103 40 hudBuilder.setPictureNodeTexture Ingame/MiniMap/newspawn/Deploy.tga First off this is the new "deploy" button we're using. I'm assuming "666 539" is the x and y coordinates and "103x40" is the size of the icon. However i took a screenshot ingame of the icon and it's not quite that size, or close to that size. What i'm trying to do is design a different spawnscreen over the top of a bf2 screenshot, and then translate the coodinates and size of the images (picturenodes?) to the game. Here's an example In this picture, the red square is 103x40 pixels in size, located at 666x, 539y as referred to by the code. the "Deploy" button in this image, however, is 175x51 and located at 1138x, 690y. The screen resolution of this screenshot is 1366x768. Any suggestions?
  8. It's good to see interest in cracking the bf3 files. I hope we can learn more into the files, but more onto editing them
  9. Cheers guys, it works great! Love using X as handbrake.
  10. Dam that's intuitive, I love you're thinking, nice one!!
  11. Trying to make a handbrake AltFire handbrake weapon to add to some cars, any ideas that could make the car brake hard or turn hard? I'm thinking like a wing, force object or weapon that could somehow use recoil force or something?
  12. Ok thanks for the help, yes the left side wheels on the X-axis was not symmetrical, easy fix and it looked good thanks!
  13. Exported a new car today but when I go for a drive, it isn't perfectly straight and starts veering off the the left for some reason, what are the possible causes that could do this?
  14. Woah this i got to see! I've been using bergerkiller's debugger tool, which skips the errors for you. I wonder what this one does! EDIT: I get this "DirectX version 9.0c or higher is required to run BF2. Please install DX9c and try again." if i click Okay, the screen goes black and says "aBF2r.exe is not responding" copied over the DLLS, but didn't replace them.
  15. One thing i noticed about 2142 was that it had no change of cameras on the ladders, only "Inside" view, no Chase, front Chase or Flyby. Bf2, however does have chase, flyby and all the rest. So i was wondering, does anybody know where the camera is for the ladders? I tried looking but i only found animation files and the .tweaks for the ladders didn't help much at all. Perhaps its an exe thing ? EDIT: Lol why do i always find the solution straight after posting? "DummyObject.con" has this ObjectTemplate.create Camera LadderContainerCamera ObjectTemplate.setMinRotation -130/-60/0 ObjectTemplate.setMaxRotation 140/60/0 ObjectTemplate.setMaxSpeed 250/250/0 ObjectTemplate.setAcceleration 5000/5000/0 ObjectTemplate.setInputToYaw PIMouseLookX ObjectTemplate.setInputToPitch PIMouseLookY 2142 has this ObjectTemplate.create Camera LadderContainerCamera ObjectTemplate.setMinRotation -130/-60/0 ObjectTemplate.setMaxRotation 140/60/0 ObjectTemplate.setMaxSpeed 250/250/0 ObjectTemplate.setAcceleration 5000/5000/0 ObjectTemplate.setInputToYaw PIMouseLookX ObjectTemplate.setInputToPitch PIMouseLookY ObjectTemplate.CVMChase 0 ObjectTemplate.CVMFrontChase 0 ObjectTemplate.CVMFlyBy 0
  16. Hmmm the bot idea sounds good, like the 2142 auto turret.
  17. Maybe try add a dummy auto rotate projectile that moves on like PIYaw or something, and then add the FireInput to PiYaw? I don't know how else to help sorry!
  18. Nose cam! I forgot about that one thanks beex! EDIT: 1000th post woohoo!
  19. I did a bit of a search for 'camera' but found nothing too useful unfortunetly. I'm wondering if it is possible to make it so that you can have two inside cameras? EG: I plan on having an 'orbit' 3p inside camera, with the geom of 1 instead of 0, so that i can move the mouse to look around instead of using f10/f11. But when i create a second camera, it defaults to that and doesn't let me switch back to my old 1p camera. Is there a way possible of having two cameras interchangeable through 'c'?
  20. Nonsense! It's not the PCO, this is my Hmmwv with a 1p Geom copied from the 3p so that i can have 'hands' on the gun. I parented the HMG_M134 to the HMG_M2HB and you can see here, the 1p Geom is shown for the M2HB, but not the M134! EDIT: SOLVED! The problem was the rotationalbundle, i re-exported that as "gunmount" just like the M2HB and it worked by parenting the weapon under that.
  21. Hmmm, i thought that was a little strange to have a camera attatched, thanks for the info!
  22. I recently discovered that the Minigun has a more High-poly 1p mesh, I've tried making the cockpit geom 0, cockpit lod geom 0, re-exporting it as a different name but i just can't seem to get it right. Anybody know what the cause of setting this to a 3p mesh, even though the cockpit around it is obviously 1p! Images: Ingame, the problem is still unresolved I suspect the PCO of the helicopter has only been added to the 3p mesh, perhaps this is causing the minigun to stay on the 3p level. My guess woudl be to re-export the helicopter mesh (least it's not a tank! )
  23. Thank you very much Mschoeldgen, removing the exsiting cockpitSubGeom line and adding the Fake Turret to the PCO did the trick.
  24. Hmm maybe try look for a command in bf2 debugger and add to the gamelogic, this can sometimes work but it doesn't with the "terrainculler.lodswitchdistance" command. Can't seem to set sloping terrain in the bf2.exe but can in bf2 debugger, i think Kev4000 has a thread about all the bf2 commands, maybe there will be one like "castshadowdistance" or something? Sorry can't offer much!
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