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Amok@ndy

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Everything posted by Amok@ndy

  1. thats done by the CombatArea bf2 automatical fit in the CombatArea to your MinimapHud
  2. got it fixed :S was an issue in the terrain.con (was using a lowdetailsize of 1024) seems like the editor is messing up the files when trying to generate lowdetailmaps with that setting
  3. the error currently appeared (i cant remember what i have changed i just loaded up the map after months and its there) any ideas or help to fix this is aprreciated cheers @ndy
  4. n1 the editor is still a misterious programm
  5. you can simply edit the Undergrowth.cfg if you know how it would look like in the editor
  6. im using Win7 64-Bit screenresolution is 1280x1024 .net framework is installed (dunno if it is the most recent version though)
  7. its crashing for me before its even starting up
  8. how many objects will it show at the same time ?
  9. all we need is a preview for the settings we will change i think regenerating the Undergrowthatlas can be done in the editor should work without crashing
  10. is there an update for the undergrowth stuff ?
  11. i may be stupid but this seems to be the C-160 from OPK and some pages ago you posted pics from the vectors of MW2 its fine if you use it for privat use only but you cant release it without making a lot of guys unhappy
  12. thats the problem if you import stuff from other games ... you are not allowed to release it
  13. displayin it in 3d and textured like the bfmeshviewer so the mapper can play around with the settings and if they are done apply it to his map
  14. painting the undergrowth is not the problem in the editor berger the problem is selecting meshes, textures and detensity this causes the editor to crash everything else you can do in the editor fine
  15. can you make a 3d output window ? so like a small area that shows the current selected brush ? so you can modify the detensity, meshsizes, meshes, textures, etc ? (i think you can drop the sway and the skew stuff)
  16. ViewDistance 50 ViewDistanceFadeScale 0.5 ViewDistanceHeightScale 0.4 ViewDistanceHeight2Scale 0.4 ViewDistanceStreamingScale 1 PatchSubdivide 15 SwayScale 0.15 LightingScale 1.8 AlphaRef 0.15 Material steep 1 { GeneralHeight 0 } Material high 2 { GeneralHeight 0 Type grass { Mesh hexagon Texture cattailsgreen RandomSizeScale 0.7 0.7 Density 1.5 Variation 1 TerrainColorScale 1 TypeSwayScale 1 Skew 0 } } Material low 3 { GeneralHeight 0 Type grass { Mesh hexagon Texture cattailsgreen RandomSizeScale 0.6 0.6 Density 2 Variation 1 TerrainColorScale 1 TypeSwayScale 1 Skew 0 } Type grass2 { Mesh hexagon Texture flower RandomSizeScale 1 1 Density 0.1 Variation 1 TerrainColorScale 1 TypeSwayScale 0.5 Skew 0 } } Material appeltrees 7 { GeneralHeight 0 Type grass { Mesh hexagon Texture cattails RandomSizeScale 1 1 Density 1 Variation 1 TerrainColorScale 1 TypeSwayScale 1 Skew 0 } Type stone { Mesh ME_genrock01 Texture ME_genrock01 RandomSizeScale 1 1 Density 0.01 Variation 1 TerrainColorScale 1 TypeSwayScale 0 Skew 0 } Type test { Mesh thistle Texture cattails_fat RandomSizeScale 1 1 Density 0.1 Variation 1 TerrainColorScale 1 TypeSwayScale 1 Skew 0 } } Material forest 5 { GeneralHeight 0 Type grass { Mesh hexagon Texture cattails RandomSizeScale 0.6 0.6 Density 0.9 Variation 1 TerrainColorScale 1 TypeSwayScale 1 Skew 0 } Type ast { Mesh ME_deadstick01 Texture ME_deadstick01 RandomSizeScale 1 1 Density 1 Variation 1 TerrainColorScale 1 TypeSwayScale 0 Skew 0 } } Material fields 13 { GeneralHeight 0 Type grass { Mesh hexagon Texture cattailsyellow RandomSizeScale 0.7 0.7 Density 1 Variation 1 TerrainColorScale 1 TypeSwayScale 0.05 Skew 0 } Type stone { Mesh ME_genrock01 Texture ME_genrock01 RandomSizeScale 0.4 0.4 Density 0.01 Variation 1 TerrainColorScale 1 TypeSwayScale 0 Skew 0 } Type flower { Mesh hexagon Texture flower RandomSizeScale 0.8 1 Density 0.02 Variation 1 TerrainColorScale 1 TypeSwayScale 0.1 Skew 0 } Type flower2 { Mesh hexagon Texture flower2 RandomSizeScale 0.8 1 Density 0.02 Variation 1 TerrainColorScale 1 TypeSwayScale 0.1 Skew 0 } } its because the file is called Undergrowth.cfg
  17. Amok@ndy

    Tunnels

    not possible in the bf2 engine ... you can only do it with objects
  18. i will create some more video tutorials for the stamp'n'allign tool in the future greetz @ndy
  19. sounds strange but it works ty ms
  20. workin on 3 4km Maps for Project Reality

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