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rhysm_08

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Posts posted by rhysm_08

  1. 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!! :D

  2. 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:

    v2-1.jpg

    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?

  3. 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

    hudelements.jpg

    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?

  4. 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.

  5. 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
    
    
    

  6. 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'?

  7. Nonsense!

    nonsensef.jpg

    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.

  8. 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:

    geom0mini.jpg

    geom0.jpg

    geom1.jpg

    ingameproblem.jpg

    Ingame, the problem is still unresolved :huh:

    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! B))

  9. 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!

  10. In a very annoying work around to get 1p hands working on the USTNK M1A2, i've decided to export the turret, cupola and gunmount as seperate rotationalbundle meshes. Making geom0 the mesh, and geom1/2 as dummys. Adding it to the M1A2 has provided nothing though, i can't tell if it's been added or not as it doesn't show up ingame and ineditor in 1p or 3p. I was wondering how children are set to the geom1 at default, or so it seems, and how i could reset it back to geom0 as it should be. This also could be an issue as the 1p model of the tank in bf2 doesn't have a Cupola or Gunmount, but it does have a turret, according to the BF2 Import tools.

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