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rhysm_08

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Everything posted by rhysm_08

  1. Ok thanks. Im thinking of not adding point lightmaps and using dynamic lights instead. (Not sure if thats how bf2 xpack does it). But I can't open any nightmaps it always crashes and I can't find out why. hmmm
  2. By crossmap do you mean split it up into left,right,up, down?
  3. Ok I tried HDR shop many times but it just stretched the earth very far across the skybox. Any ideas for creating skyboxes from an image like that?
  4. Ok still unsure about it. These are the last few lines I got in logs D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1778): tl: Begin merge for xp1_airtower_elevator_button D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1781): tl: Begin merge for geom 0 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1785): tl: Begin merge for lod 0 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1903): tl: End merge for lod 0 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1785): tl: Begin merge for lod 1 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1903): tl: End merge for lod 1 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1785): tl: Begin merge for lod 2 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1903): tl: End merge for lod 2 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(2013): Mesh: xp1_airtower_elevator_button wastes a grand total of -288 bytes. D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1221): numMaterials 1 D:\bf2editor\Code\BF2\Geom\StaticMeshStateManager.cpp(204): Fx technique BaseDetailDirtNDetail D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1221): numMaterials 1 D:\bf2editor\Code\BF2\Geom\StaticMeshStateManager.cpp(204): Fx technique BaseDetailDirtNDetail D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1221): numMaterials 1 D:\bf2editor\Code\BF2\Geom\StaticMeshStateManager.cpp(204): Fx technique BaseDetailDirtNDetail D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1325): tl: Error: StaticMesh xp1_airtower_elevator_door lod: 2 mat: 0 is a per-pixel material. Per-pixel materials are only allowed on lod 0 and lod 1. To fix this, change material in maya, and re-import the fixed mesh in Bf2Editor. D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1778): tl: Begin merge for xp1_airtower_elevator_door D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1781): tl: Begin merge for geom 0 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1785): tl: Begin merge for lod 0 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1903): tl: End merge for lod 0 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1785): tl: Begin merge for lod 1 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1903): tl: End merge for lod 1 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1785): tl: Begin merge for lod 2 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(1903): tl: End merge for lod 2 D:\bf2editor\Code\BF2\Geom\StaticMeshTemplate.cpp(2013): Mesh: xp1_airtower_elevator_door wastes a grand total of 0 bytes. D:\bf2editor\Code\BF2\IO\Console\Console.cpp(1697): Couldn't open console script "levels/night_flight/editor/layer.con" d:\bf2editor\code\bf2\geom\StaticMeshTemplate.h(247): (m_geomDependentMaterialList.size() > 0)
  5. I have been always wanting to do a Moon level and I have gotten the terrain and textures great. Except, the skydome... Im not excatly sure how to "distort" an image to the shape of a skydome so it looks normal. At the moment, the earth in space is a circle ontop of stars. The stars look decent but the earth is almost an egg shape. Is there any tools, plugins, methods to "distort" the texture and make the earth look circular? IMAGE: Texture is underneath screenshot
  6. Every time i load a nightmap it always crashes the editor. I have removed lines of code from Init and DESC "Isnightmap" and all the fake HDR stuff as well from sky.con. I have also removed normal.con, helicoptervision.con, nightvision.con, commandervision.con from the map files. But everytime i load the map (Night_Flight) it doesn't allow me to go around in the editor. Does anyone have a solution for this?
  7. Indeed it is a drivable shopping trolley. It slides as a trolley should, I will do a video soon Car park has some problems though and im not sure if its Graphics card or not. News: Night vision works Fixed terrain black square bug Generated ENV Maps Shopping trolley has sound effects Problems: Every time I shoot, the whole car park goes black Lightmap problems (as screen shotted above) Destroyable objects glow when destroyed Armoured Fury objects do not load whatsoever
  8. rhysm_08

    Oahu

    WIN WIN WIN WIN Its like Test DRive Unlimited....but much smaller. This map will be very fun
  9. Yes, following the "Advanced Lightmapping tutorial" by 1|2 hawk
  10. Ok new lightmap images. The map is almost ready for release when the lightmap texture bugs are fixed. There are no decal artifacts which is good, but I am constantly getting 8-bit looking lightmaps on some sections, especially on the point lights (roof). One extra problem is the terrain is completly black in some areas (blocky black). Booster content (Armoured Fury and Euroforce) content doesn't load and last but not least, the car park garage lines are black when the light shines on them. Apart from those errors, the map looks pretty decent. Glowing cones because its a destroyable object and can't have a lightmap for some reason, but the objects behind can.... Custom light, very eerie looking Destroyable objects glow when something blows up on them Black terrain problem For some reason its' completely black Weird dots on walls The line on the left is in the light, one on the right is in the dark, shadow problem Blocky problem 8 Bit terrain shadow weird bug same problem
  11. Getting pixely lightmaps and the terrain is completely black at the tunnel, here are screenshots to show. Also getting black pixely blotches on the terrain for some reason (they are very boxy pixels and aren't rounded). Oh no, more problems... Terrain is gone all black due to the lightmaps in the tunnel area. If I can fix pixely lightmaps on the car park object and fix the terrain problems, it will be ready! EDIT: Glowing cones because I don't know how to import them. They don't import in 3ds max for some reason, so they must default have no shadow
  12. rhysm_08

    Car Park

    My mod (1on1) has always been about small maps and having fun killing each other with over powered weapons. Now I have done some conversions of cars from the AironeRacing website like the Lamborghini police car or the Aston Martin DBS. Well this time, i wanted a 1on1 map with vehicles, so i remembered the old multi-storey Car park from Warlord in Special forces. I figured with some custom statics, I could transfer it into an underground car park. So, away I went and built the roof and general boundries of the car park, it fitted well with the texture and looked nice, I decided to have a very spookey look to the map and went and made the map a night one. They first step, though, was filling in the car park. Now it isn't filled completely (the first floor has only forklifts and trolleys). But I managed to fit in 50 vehicles (52 if you include the decorative aircraft in the background). Vehicles from all over BF: Civ1 Civ2 AilRaider Truck1 Semi Musclecar HumveeTOW Humvee FAV Vodnik DPV Nanjing BMP3 ATV M6 Bradely Forklift Not to mention a few custom ones as well: Alpha Romeo Brera Lamborghini Gallardo Shelby Mustang GT500 Aston Martin DBS Shopping Trolley And lastely, Custom Statics such as a tunnel (from my bondmod) and of course the roof and an eerie looking light. SCREENIES (more to come soon): Pre-Lightmapped: Lightmap Test:
  13. Do you reckon it would suit well on the modelled effects (attached to saber) or somehow make the effects made in the BFEditor similar to that?
  14. Hmm yes, well a saber needs to have the glow on all the time, so I have modeled the effects similar to the tracer geometry effect. Looking allright, not as good as the effects, but not to bad.
  15. OK effects are a problem for weapons but... could there be a way to model it. What sort of shape should the effects be, if they were to be modeled?
  16. Same problem, haven't been able to figure it out, might decide to model the effects with the saber (Alpha_One). Up ladders, vehicles, or grappeling hooks it looks bad, seen in both 1p and 3p the effect sticking out of the soldier. The effects only start when i fire the weapon, so at first the pickup kit is fine, but when I die, there effects are still turned on in the pickup kit.
  17. K great, the saber glows automatically but when I pull it out its blank. When I fire the effects start (kinda doesn't work with deploy sound) and when i pull out a pistol, they go away, when i pull out the saber again, it has the effects starting without clicking (like it should) but when going up a ladder, or vehicle the saber effects are still present. :S
  18. I don't understand the "Starteffect0" to "Starteffect9" and what they do. I would want to know how they could be set (Do they involve PI commands or something else?). Anyway, i have a weapon (lightsaber) with two effect bundles, bundeled with sprite particle emitters. All the effects look great and are finished but ingame they are triggered incorrectly. This is not like a Muzzle Effect, that triggers on fire. It has to be a permanent effect. Is it possible to always have an effect running as long as the weapon is pulled out? What settings must be changed in order to trigger it?
  19. For the shopping trolley, perhaps add an afterburner Flying the jetpack was hard to do i had to toggle enable physics a lot because it flys in random direction lol. Though, I will put in your tip to the tutorial about loading maps.
  20. There has always been problems with the soldier camera, eversince the BFEditor first came out. I figured what causes the crash is changingthe kits files. Any changes in kits for you mod will always crash the editorwhen going in soldier camera, so what’s best is loading the kits using theEditor’s Mod Manager and have a “Kits” folder under Objects\ but nothinginside. This will allow you to walk around as the soldier. Did you know you can load levels in the editor and drive vehicles as well as walk around with custom weap ons? Yes it is possible usingthe Object Editor. For example, my double bladed lightsaber, I converted from Jedi Knight Jedi Academy. Now this is all good, but against grey and blackbackgrounds, it’s hard to see how it will look ingame without going in the gameitself. So by going “renderer > Toggle Draw Terrain”, you can select any mapthat has its client/server archives unzipped. It will load the map you want, but don’t worry if you chooseanother map by accident, you can go to the Level/Terrain Editor and load another map. After doing that, just switch back to the Object Editor. But be careful in doing this more than twice as it can cause the Editor to be unstable Map loaded though Object Editor. Now, you should go “Renderer>Toggle Draw Sky” to Enablethe sky and then go “Renderer>GameplayObjects” and tick “Off” (even thoughit is already ticked). You can also do stuff like turn fog off if you reallywant. Map loaded now with sky and no gameplayobjects. You should now want to drag your object onto the map, for meit will be “w_saber”. Now, all you have to do is press the button(Should be top right hand corner) and the press the buttonright under Enter. And there you have your weapon/vehicle that you can walkaround/drive around. Rendering Terrain in Object Editor could be helpful if youwant to learn how to fly, as the planes/helicopters don’t blow up when youcrash them lol. SCREENIES:
  21. After seeing inception.... To epic lol. I reckon just an import of the Humvee, and then get the snow tracks moddeled. It would be a funny vehicle to drive around in. Epic though
  22. hmmm BFOnline looks intresting, weather or not it is just the 2142 engine or the "Updated refractor engine". There is a few things that would be funny to do that couldn't be done in bf2, like making shootable tires off cars, cause the 2142 engine supported the child getting destroyed without the parent, though in BF2 the parent must die (lol). I just hope it doesn't turn out to be another combat arms
  23. Very cool! I had a go at it. Side scroller one is funny. New ideas comming.... "3rd person cage match" (lol) But... how does aiming work? the whole crosshair thing?
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