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Psi_Co_Killa

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Everything posted by Psi_Co_Killa

  1. Psi_Co_Killa

    Object Bundels

    Hi Its time for me to re-install windows , and this isnt reeally a problem just - i remembered that i had a whole bunch of object bundels saved in the editor and i dont want to loose them + have to redo them all 01 ) where does the editor save this info 02 ) can i just copy it into a new installation + have all my stuff again regards Psi_
  2. Psi_Co_Killa

    Skinned Folders

    Hi all I found this little portable app in my internet trawlings which u may find usefull Just to give your maps / mods that final touch. its called icon constructor + what it does is create skinned folders + other stuff. This isnt like using windows to change the folder icon because that way if u copy ur folder onto another pc its no longer got ur icon. with this u can copy the folder onto any windows pc - xp / vista / 7 and still have the same icon (use bmps,pngs,jpgs,exes) also changes the folder icon in the address bar and in the "other places" on the side heres a screenshot of the folderview with some normal ugly folders for comparison. heres a download link : only 6 mb http://www.gamefront.com/files/21357595/icon+constructor.rar it only adds about 32 kb to the foldersize when skinning it enjoy , just download soon , they're shutting down the internet on 8 march....hehehehehe Regards Psi_
  3. Psi_Co_Killa

    Black Undergrowth

    Hi. The undergrowth i have added to my map doesnt show in colour in game. In the editor it shows in colour , but ingame its black... heres some screenies of it : in the editor and ingame : Help? Psi_
  4. Psi_Co_Killa

    Object Bundels

    briliant! thanx man. Psi_
  5. Psi_Co_Killa

    REAL world in the bf2 editor

    yay dude - u r a legend ! thanx a lot. Psi_
  6. Psi_Co_Killa

    REAL world in the bf2 editor

    ive done all of the above . but theres only a few usable green squares and their all in the usa rather handy that google earth has a big red x over northern america + u cant look at anything. the map i am trying to make is based on the temple : Preah Vihear , wich is on the border of thailand + cambodia and there is actually some contention over whether it belongs to thailand + cambodia its just perfect for a bf2 map and with all the above steps i still dont get the dem for this area....i tried doing it by hand (it took ages + looked crap...) using the site i mentioned i get a dem , but its zoom is useless - so the dem is of an area probably 30 times what i need. regards Psi_
  7. Psi_Co_Killa

    REAL world in the bf2 editor

    hi please can you provide some working links to free dem download sites. ive searched and searched + have only found 1 semi-decent site : its called NGA Raster Roam - heres a link : http://geoengine.nima.mil/geospatial/SW_TOOLS/NIMAMUSE/webinter/rast_roam.html its completely free + no registration you can get the dem for any part of the planet each dem is a small 0.2 mb download theres various different output file options but its not perfect the worldmap is a bit small making accuracy a nightmare fortunately you can also use gps data to get exactly what you need (get that from google earth) it could use a better zoom factor tho... theres even an option to export as a terragen file - but this doesnt seem to work...maybe u need to have terragen installed for it to work - idk Regards Psi_
  8. Psi_Co_Killa

    Bots Wont Use Boats

    hi ok - so i copied the ai folder from Op Cleen Sweep into my map folder set the spawns at the boats to "aienteronspawn" now the bots r spawning into the boats , then jumping out and swimming instead. 1 STEP CLOSER... ???????How do i Include the water clusters when Calculating the navmesh ????????? Regards Psi_
  9. Psi_Co_Killa

    Bots Wont Use Boats

    thanx 4 the quick response i dont think i did either of those things devilman + clivewill will try it when i wake up this afternoon its now 8.30 am + im spent thanx again Regards Psi
  10. Psi_Co_Killa

    Bots Wont Use Boats

    Hi . I have the same problem . I know this is an old post but id rather post here than start another thread Been trying to get bots to cross islands using boats like operation cleansweep as i am testing the map is super basic : absolutely flat ground at 0 hieght + 3 small platfomed + flat islands at 25 height with water up to 24 height , a bare minimum of trees in the corner + 1 building per island ( keeps navmesh time down ) each island has a flag + sum spawns : 1 uncapable per team (4 boats each + 2 apc's ) with a neutral capable flag on the middle island ( 8 boats + 2 apc's ) and of course a valid combat area and deep water in between all three islands (24 deep) BASICALLY it looks like this : ISLAND 1<--------------> ISLAND 2 <---------------> ISLAND 3 BASICALLY it looks like this : Team1 Uncappable <--> Neutral Cappable <--> Team2 Uncappable My bots will use any vehicles except the damnable rib-boats ( i have put tanks ,jets , heli's , jeeps - bots use them all) I have tried everything : 01 ) made sure my boats where close enuf to land and actually on areas that have both the vehicle and soldier navmesh (i figured if the bots couldnt actually walk to the boat what chance is there they'd get on it) 02 ) I unpacked Operation clean sweep and had a look at that - it looked like there was a waypoint on the pier so i tried putting a pier with infantry waypoints with boats (made no difference...) 03 ) made sure the vehicle + soldier order positions were not on the pole 04 ) gave the center flag a "heat" of 100 - uncappable flags nrml "50" heat (made no difference...) 05 ) made sure the green cube on the boat model was touching both the navmeshes (made no difference...) 06 ) teamonvehicle on/off (made no difference...) 07 ) tried creating "shallow water" areas where the boats could drive and bots could still walk (made no difference...) 08 ) put spawns right next to the boats (made no difference...) It just seems that no matter what i try - the bots wont even acknowledge the boats existence... they get stuck on it just like as if its an object that was placed after the navmesh was done (they get stuck on it as they try to run through it...cause to them it doesnt exist...) I climb into the boat and call them to get in (no way man - comes the response - like its impossible....) Even creating a squad and calling them to get in doesnt work.... everthing else works - bots take flags + defend them well enuf and attack the uncappable flags even bots drive anything else ive dumped into the level ,even if it wont cross the water but they avoid the damned boats like the plague...they'd rather swim it across the frikking channel Once during a test a bot (got into / spawned into ) a boat - i didnt see which , but then he just sat there...useless so i went back and compared that boat to all the others at that flag ,it had the same tweak settings and was sitting in the same basic position in relation to the navmeshes as the other boats .......... just using apc's instead of boats wont help as i feel 2 much armour makes maps restricted (in the sense that it sorta forces u to play engineer/rocketeer/spec forces-kit with armour killing capability) even then : having to deal with 2 apc's is bad enuf , but try taking on 6!!! I have rambled on again (as usual...) but i hope i have given a decent breakdown of the problem as well as the tests i have done trying to correct this. Please Help?????
  11. Psi_Co_Killa

    Bot Support

    Hi All Please see below for a rundown of my problem its mostly my stupid-im sure..... Regards Psi_
  12. Psi_Co_Killa

    Bot Support

    OK so i got it all working - my bots are taking flags without me having to give orders (not just standing there anymore heres a list of what i found where the absolute minimum requirements 4 bots 2 work + without using any 3rd party apps TERRAIN - PAINTED - AT LEAST 1 COLOUR (LOW DETAILTEXTURE SET + GENERATED) flat for this test LEVEL - 1 FLAGperTEAM + 1 SPAWNPOINTperFLAG + 1 CapABLE FLAG WITH SPAWNPOINT,AND AT LEAST 1 CAR on ANY FLAG OVERGROWTH - PUT A BIT SOMEWHERE ON YOUR MAP + GENERATE ALL,MAKING THE DUMMY FOLDER LIKE IN THE TUT DIDNT WORK 4 ME FOLDERS - PASTE AI + WATER INTO YOUR_MAP FOLDER }EXTRACTED FROM - DALIAN PLANT (use any original map) FILES - PASTE SKY.CON + WATER.CON INTO YOUR_MAP FOLDER }EXTRACTED FROM - DALIAN PLANT (server.zip) COMBAT AREA - TICK - used by path finding -OPTION AVAILABLE AFTER YOU CONNECT THE DOTS-or edit gameplayobjects.con STRATEGIC AREAS - 1 SA / FLAG + 1 NEIGHBOUR / SA (1 WAY= CAPABLE-to-NEUTRAL FLAG) + SA's NEEDS VEHICLE + INF.ORDER POSITIONS NEIGHBOURING - THESE 4 VARIATIONS WORK FOR ME EVERY TIME : 01 ) TEAM_1_UNCAPPABLE <-> TEAM_1_CAPPABLE --> NEUTRAL_CAPPABLE <-- TEAM_2_CAPPABLE <-> TEAM_2_UNCAPPABLE 02 ) TEAM_1_CAPPABLE --> NEUTRAL_CAPPABLE <-- TEAM_2_CAPPABLE 03 ) TEAM_1_UNCAPPABLE <-> NEUTRAL_CAPPABLE <-> TEAM_2_UNCAPPABLE 04 ) TEAM_1_CAPPABLE <--> TEAM_2_CAPPABLE THEN RUN - CREATENAVMESH.BAT (IT MUST LAUNCH EDITOR TWICE DURING BUILD) AND THEN RUN FIXNAVMESH.BAT BOTS - SHOULD NOW BE WORKING IN CO-OP + SINGLE PLAYER WAYPOINTS - ONLY ADD THEM AFTER THE NAVMESH IS DONE Ive put my findings here to hopefully help other noobs like me get bots going if u havent yet succsesfully got bots to work - follow the above steps KEEP IT SIMPLE.after some success doing simple maps - scale up in size and complexity THEN AS U SEE THE BOTS GO FOR A FLAG BY THEMSELVES ON YOUR OWN MAP FOR THE 1ST TIME Thanx for the assistance Psi_
  13. Psi_Co_Killa

    Hidden Weapons / Special Weapons

    Hello I didnt see this topic after much forum searching in a couple of user maps there is a sniper rifle that fires explosive tipped rounds (abbandoned village) where do i find this gun in the editor + how do i put it into my levels thanx Psi_
  14. Psi_Co_Killa

    Ai Bot Commander Spamming Orders

    Hi I have just got the same thing - it happened after changing 2 of my CP's to neutral - after the navmesh was done. each cp was assigned to each team when the navmesh was created - but i thought id try changing it afterwards + then the spamming started + its the only change i made. so its gotta b that. so that means u will have to redo the createnavmesh.bat + fixnavmesh again if u want to get rid of the spamming orders there may be more reasons why he starts spamming - but at least heres 1.im sure the list will grow... EDIT:i just changed it back to the original cp setup + no more spamming - without redoing the navmesh -u might not have the option if u cant remember the layout u had when u navmeshed Regards Psi_
  15. Psi_Co_Killa

    Bot Support

    dont redo it...OK-so itll be the last thing i do. will keep that in mind... regarding the vehicle navmesh thing - i dont know if this is relavant at all : i didnt make any roads using the roads tool - just let the bots figure it out 4 thenselves in my previous tests i tried keeping the map simple till i got bots working - so there were 2 or 3 buildings only. they found their way ok - i am currently putting something a bit more complex together - will test before continuing (will back it up before continuing.) no point putting more work into it if it wont work again... Thanx . Psi_
  16. Psi_Co_Killa

    Bot Support

    Hello Again 1ST - APPOLOGIES - THIS STARTED OUT AS A QUESTION ON LIGHTMAPPING... and sorta changed to bot-support after i got lightmapping working properly OK - so I got bot support working (under very strict conditions) Heres the 3 ways I could get it working (this works without even having to edit the navmesh with a 3rd party app) as long as i do it last If i make changes to the map + run createnavmesh.bat + then fixnavmesh.bat again - it no longer works... (??WHY??) SA NEIGBOR SA NEIGHBOR SA team1 uncapable <-> neutral capable <-> team2 uncapable team1 capable --> neutral capable <-- team2 capable team1 uncapable <-> team1 capable --> neutral capable <-- team2 capable <-> team2 uncapable So thats OK for now...i can live\work with that. And u say GMAX is a no-no(TOO COMPLICATED). Will try BLENDER when the time comes-downloading now. Thank u so much for ur patience. I tried BF2 Mapping 2 years ago - but lost heart when I couldnt get to grips with a lot of the things (and i think I just didnt have the patience) + nowadays the Tutorials are also organised better !!!!!Special thanx for the "checklist" tutorial!!!! There used to be a video tut that showed how to make the brush larger than 100% - i cant find it now... And i never downloaded it back then (regrets.....) The maker of the tut's had a post that was pinned (under general discussion i think)with many usefull video tut's ,but now i cant find it anywhere...it involved the 3 dropdown console thingies - i tried some combinations that seemed logical - but could not find the right combination...(big surprise....lol) Hoping to get my 1st complete level done soon. Regards Psi_
  17. Psi_Co_Killa

    Bot Support

    WOW WOW WOW Thanx for the links! ive downloaded all of the tuts i eventually started all over - completely removed bf2+python+editor (everything) deleted all leftover folders+files + re-installed the lot now i have a back-up of the original 'GenerateNavmeshLocal.py' stashed safely away...(lesson learned) also - as u suggested - i made sure the file associations where correctly set (not auto open with notepad) so currently - its working - sortof - the bots just sit in 1 place... still experimenting...the tuts will help a lot i am planning on using GMAX to do the navmesh editing - are there any issues i should be aware of beforehand? thanx again!! Psi_
  18. Psi_Co_Killa

    Bot Support

    hi i am using the 1 created by Mschoeldgen . its part of the checklist. I did install python , even tried re-installing it when this wouldnt work. I have followed the instructions step-by-step.... checklist : http://www.bfeditor.org/forums/index.php?showtopic=4611 bot support : http://www.bfeditor.org/forums/index.php?showtopic=3809 I get to the point where it says edit 'GenerateNavmeshLocal.py' , edited it using notepad... then I export the 2 .con files (as prescribed : i have overgrowth - so skip that step.) and then run "createnavmesh.bat" When prompted - i enter the mod : bf2 (+ enter) When prompted - i enter the map : Psi_Co_Killas_1st_Assault (+ enter) then it just opens up 'GenerateNavmeshLocal.py' in notepad again.... more info - dont know what might be usefull : bf2 patched - 1.41 (not 1.5) (default paths) editor version - 1.3 (v.0.1.237.0) (default paths) python version - 2.4.2 (#67, Sep 28 2005, 12:41:11) [MSC v.1310 32 bit (Intel)] (default paths) Right now I dont have big plans for mods :(u need a masters degree in patience for that) I just wanna make ( small - medium sized )co-op levels with bot-support for me mates + I to lan on. Normal BF2 vanilla maps , which we will then run in Folkes_Unlocks123 Mod (to get all the guns etc.) And according to the checklist - I am nearly there the link to the other tut u mention is broken (i think-if its the same 1 : http://kysterama.co.nr/ ) site unavailable... Any1 that can tell me where Im going wrong - please do. Regards Psi_
  19. Psi_Co_Killa

    Bot Support

    hello again... i havent slept since the above post and have worked thru the "checklist" in the tutorials section twice now.its all straight forward , except for "bots" I am hopelessly stuck on the "createnavmesh.bat" part being new to botsupport + mapping in general , i didnt make a copy of "generatenavmeshlocal.py" before editing + saving now i think i botched it up good , because whenever i try to run "createnavmesh.bat" i enter mod-bf2 map-my_map_name ,then it brings up the "generatenavmeshlocal.py" file again heres what the file looks like currently _____________________________________________________________________________________________________________________________ import os import sys import string # Change the line below to the mod you are working on mod = "bf2" # # TODO: # Replace ROBOCOPY with python copy instead, don't know if we can ship with ROBOCOPY. # ################################################################################ def findNocaseString(strings, toFind): index = 0 lowerToFind = string.lower(toFind) for entry in strings: if (string.lower(entry) == lowerToFind): return index index = index + 1 return -1 ################################################################################ def executeCommand(commandLine): print "Executing: " + commandLine result = os.system(commandLine) print "" return result ################################################################################ def copyDirectory(source, destination): executeCommand( "robocopy " + source + " " + destination + " /MIR") ################################################################################ def moveDirectory(source, destination): executeCommand("robocopy " + source + " " + destination + " /MOVE /MIR") ################################################################################ def removeDirectory(directory): executeCommand("rd /Q /S " + directory) ################################################################################ def runEditor(level, conScript): os.chdir("..") executeCommand("bf2editor +loadMod " + mod + " +loadLevel " + level + " +runConFileAndClose \"" + conScript + "\" +enableAsserts 0 +forceLoadPlugin SinglePlayerEditor") os.chdir("NavMesh") ################################################################################ def runNavMeshControl(level, workingFolder): return executeCommand("NavMeshControl.py " + workingFolder + "\\" + level + "\\GTSData") ################################################################################ def cleanupOldData(level, levelFolder): # Removing old data removeDirectory(levelFolder + "\\" + level + "\\GTSData\\Meshes") # Deleting old pathfinding mesh... executeCommand("del /Q /F " + levelFolder + "\\" + level + "\\aiPathFinding\\*.*") ################################################################################ def exportGts(level, levelFolder): print "-----------------------------------------------------------------------" print "- Exporting gts-data..." # Export GTS data... runEditor(level, "exportGTS") print "Done..." print "" return True ################################################################################ def generateNavmesh(level, levelFolder, workingFolder): print "-----------------------------------------------------------------------" print "- Generating navmesh..." # Copy GTS-files to working folder moveDirectory(levelFolder + "\\" + level + "\\GTSData\\Meshes", workingFolder + "\\" + level + "\\GTSData\\Meshes") # Generate the navmesh result = runNavMeshControl(level, workingFolder) print "Done..." print "" if (result == 0): return True; else: return False; ################################################################################ def createQtrFiles(level, levelFolder, workingFolder, useP4): print "-----------------------------------------------------------------------" print "- Creating qtr-files..." print "Copying navmesh-data to levelfolder" copyDirectory( workingFolder + "\\" + level + "\\GTSData\\Output", levelFolder + "\\" + level + "\\GtsData\\Output") print "Converting to qtr-files" conScript = "saveQuadNoP4" if (useP4 == True): conScript = "saveQuad" runEditor(level, conScript) print "Done..." print "" return True ################################################################################ def printUsage(): print "Usage: GenerateNavmeshLocal.py <modName> <levelName> [p4]" print "p4 - If specified the editor will automatically submit the data to perforce" ################################################################################ def main(): if (len(sys.argv) < 3): printUsage() return mod = sys.argv[1] level = sys.argv[2] p4 = findNocaseString(sys.argv[3:], "p4") >= 0 cleanup = True print "########################################################################" print "#" print "# Generating navmesh" print "#" print "# mod = " + sys.argv[1] print "# level = " + map print "# p4 = " + str(p4) print "#" print "########################################################################" levelFolder = "..\\mods\\" + mod + "\\levels" workingFolder = "work" # Make sure that the level exists if ( not os.path.isdir(levelFolder + "\\" + level)): print "Error: Failed to find level-directory for " + level return if (cleanup): cleanupOldData(level, levelFolder) if (not exportGts(level, levelFolder)): print "Error: Failed to export gts-data..." return if (not generateNavmesh(level, levelFolder, workingFolder)): print "Error: Failed to generate navmesh..." return if (not createQtrFiles(level, levelFolder, workingFolder, p4)): print "Error: Failed to create qtr-files..." return print "Generation completed" main() ___________________________________________________________________________________________________________________________________ any help would be appreciated - thanx Psi_
  20. hi guys This isnt really an editor related thing but it has made our lan sessions less frustrating: so i thought i'd share... usually when we run a server 4 lanning - its on a dual-channel memory PC (mine) we figured its the strongest ergo the best choice... but then we get ctd on the server every couple of maps so anyways - the other day we tried running Server on a single-channel PC and it only crashed 1 time - after a lot of rounds (about 4 hours without a ctd) ...After that we ran server on another dual-channel Pc (a mates)and again...crash every couple of rounds.. back 2 my PC - but 1 ram removed(so its single channel) and its much more stable as server... ram back in + ctd all the time again (i tested the ram - its not the ram or the ramslot - tested each stick in each slot for 2 hours each in our last lan session and over the last week - bf2 runs stable no matter were/which ram i put in - so its not the ram or slot{hardware}) i would like to know if any1 else has experienced this / could test it (it may just be a local problem with our pc's (drivers etc... but i suspect its a dual-channel related problem) i still get crashes when serving - but a LOT less (like maybe 2 in an 8 hour session) when running single-channel compared 2 like a ctd every couple of rounds (4/6 or so...) i know it sucks to remove ram when gaming - but weighed up against constant crashes+frustration...hmmm..... lukily we can just use a single channel PC - our :TV PC" as host (not always an option to sum) may your lansessions be better... Regards Psi_
  21. Psi_Co_Killa

    Multiplayer Server Constant Ctd

    hi If it was only on my pc-i would also rekon -hardware/drivers etc but its on 2 pc's thanx 4 that tho guess i'll try the bios update..on both pc's... regards Psi_
  22. Psi_Co_Killa

    Team Deathmatch

    also... check out bfrhys's 1 on 1 mod there's a download link on his signature its a small (120 Mb) download , and its close to what you are talking about it might be easier to just make maps for that.
  23. Psi_Co_Killa

    A Good Upload/download Site

    my pleasure umm..theres a thread just above/below this 1 :Making An Installer For My Mod? they are discussing NSIS code which works... maybe check it out...(i've already copied the thread to a word doc-may come in handy) EDIT:why dont you try Torrentreactor.net -Memberships free + i didnt c anything about upload limits and ive never ever experienced download limits-even as a non-member...(joined today-11 Oct2009-to test for upload limit) Testing 4 Upload Limit now-just zipping a 2.5 gig folder(swat4 ISO's +100 Co-Op maps) I got no more space on any me drives - so its the largest test i can do..zip has to be created somwhere... ...yes...I know...torrents are slow...but its a solution... Regards Psi_
  24. Psi_Co_Killa

    A Good Upload/download Site

    hi have u trieduniextract15 portable (9.6 Mb installed/unpacked) and another called Innounp – The Inno Setup Unpacker get it from this site (no direct dl link-sorry) http://www.pendriveapps.com/software/build-your-own/ theres also another 1 called NSISPortable (6Mb installed/unpacked) I would try uniextract 1st...its got lots of features hope that helps Cheers Psi_
  25. yeh! i tried a written tut from somewere else on these pages. idk - i think somewhere there's a step missing...(possibly me missinterpretting {more that likely }) anyways...thought i'd try my luk. dont want highjack this thread with my stupid... Maybe a tutorial on all the steps needed for a full release map(without bots 4 now...) you know - like a compiling step-by-step walkthrough step 1)compile whatever (1+2+3 maybe here just tell watchers the correct order-if any) step 2)copy file x from folder z (yadda yadda...) step 3)delete files xyz ( from folders abc ) step 4)zip it all up (which files go into what zip) etc... assuming that they already have run the Full lightmaps and have all the files needed(minimaps made etc...). I cant find any step-by-step tutorials on this - all of them just deal with an aspect like lightmapping etc but none of them deal with bringing it all together i am sure many people would benifit Cheers Psi_
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