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gamer.supreme.1

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Everything posted by gamer.supreme.1

  1. After opening the sky.con file (I copied Operation_Harvest sky.con to my map) there are lines which i think calls for the a location outside of my maps directory. Am i to change this to something else? Lightmanager.init Lightmanager.skycolor 0.360784/0.396078/0.427451 Lightmanager.ambientcolor 0.682353/0.682353/0.682353 Lightmanager.sunColor 0.537255/0.513726/0.462745 Lightmanager.sunSpecColor 0.478431/0.458824/0.396078 if v_arg1 == BF2Editor LightSettings.TerrainSunColor 0.37/0.35/0.30 LightSettings.TerrainSkyColor 0.58/0.65/0.67 LightmapSettings.waterSunIntensity 0.8 else terrain.sunColor 0.37/0.35/0.30 terrain.GIColor 0.58/0.65/0.67 terrain.waterSunIntensity 0.8 endIf Lightmanager.staticSunColor 0.38/0.37/0.29 Lightmanager.staticSpecularColor 0.36/0.36/0.33 Lightmanager.staticSkyColor 0.60/0.63/0.65 Lightmanager.singlePointColor 0.00/0.00/0.00 Lightmanager.sunDirection -0.209633/-0.6289/0.748691 Lightmanager.enableSun 1 Lightmanager.effectSunColor 0.47/0.47/0.41 Lightmanager.effectShadowColor 0.29/0.33/0.33 Lightmanager.defaultEffectLightAffectionFactor 1 Lightmanager.hemilerpbias 0.3 hemiMapManager.setBaseHemiMap Levels/OperationHarvest/groundhemi 0.000000/0.000000/0.000000 2048.000000 500.000000 Lightmanager.treeAmbientColor 0.34/0.35/0.24 Lightmanager.treeSunColor 0.24/0.32/0.24 Lightmanager.treeSkyColor 0.28/0.29/0.22 if v_arg1 == BF2Editor else run /Common/Sky/SkyDome/skydome.con run /Common/Sky/Flare/flaresprite.con endIf Skydome.skyTemplate skydome Skydome.cloudTemplate cloudlayer Skydome.hasCloudLayer 1 Skydome.hasCloudLayer2 0 Skydome.scrolldirection -0.004/-0.004 Skydome.scrolldirection2 -0.002/-0.002 Skydome.cloudTexture common\textures\cloud\Cloud00_XP2 Skydome.cloudTexture2 common\textures\cloud\Cloud04 Skydome.skyTexture common\textures\sky\harvest_sky Skydome.domeRotation -40 Skydome.fadeCloudsDistances 320/600 Skydome.cloudLerpFactors 0.6/0.5 Skydome.flareTexture common\textures\sunflare\Harvest_32bitglow.dds Skydome.flareDirection -0.21/-0.53/0.25 Renderer.fogColor 127.00/134.00/133.00 Renderer.fogStartEndAndBase 20.00/470.00/1.60/0.60 OK, so messing around with the tweak i found that i can keep the sky animation the same as harvest, but i had to change the textures to get rid of Uncle Sam who plagued my skydome. It was a very easy process, so my question above is no longer needing answers.
  2. Thanks for this info. I came looking for this exact info. There seems to be 1 thing missing though, "Hoistflag". I assume that means the flag is hoisted high when checked, low when unchecked, but to be sure, can you confirm thats what it means?
  3. Ahh, ok, i see now. I was actually following the first link tutoria for this mapl, got to the navmeshing part and got stuck bcuz my maps navmesh wasnt showing anywhere, making it imposible to place spawn points that were green. Not really knowing if that was a real problem i decided to look for an answer. Thanks for the tip and the lnks. Merry Christmas!
  4. At what point in the map making process do you get an "Output" folder? I searched all my map folders and found nothing, which is confusing me. As for 3DS Max 9, great prog. I've been using it since "Freelancer". Probably my fav prog ever.
  5. Interesting stuff here. My question is, do i add multiple envmaps to my waterless map, or will just 1 be enough? My map is a very high mountain region with a winding road, sort of like a passage through the mountians. For good results, what do i do as far as how many do i place?
  6. Hahahaha, i didnt forget about you CB & MSCH, i got caught up in Pre-Christmas bs. Thank you so much with the replacement and all the info. Everything is coming out alright. Now i'm working on AI. My son appreciates it a lot also. He's happy as a pig in shit to be able to edit video games, things his friends can't do. This AI is a trip to mess with. There are a few issues, but nothing i can't read up on. Again, thank you guys. I'm sure we will meet again.
  7. Thanks for the links. I'm a bit confused by it though. In order for me to use DV's color/texturemaps coords. only, i would have to copy the (v)DV object(say 64)....con file also? I don't want anything but the original terrain color and texturing. All objects, cp points, undergrowth/over will be different. Good tut nonetheless. To me it leans more torwards if i wanted to copy the whole entire vmap and rename it. I would be more than greatful if you did that.
  8. Ok, so this post is a bit old, but still relevant. As far as i know NOW, unzipping the vanilla maps client, server zips, you can copy and paste the Heightmapprimary.raw file to YOUR maps folder, overwriting the existing HeightmapPrimary.raw file in YOUR map. You may also have to change it from "Read-only" to edit it in any way. As for keeping vanilla color/textures, thats what im trying to find out.
  9. So far i have a good grasp of the basics. Repetition is key. So now i have the basic knowledge of how to create my own original map, i want to move on to something a little more challenging (as far as adding CP's and so on go). Plus my son (12) is pestering me to do it. We both share DV as our fav maps and he want to help me tweak it some for more fun. I'm up for that challenge, i'm just not down to paint the whole thing by hand or use tpaint for this one. I will do either if there is no way to use vanilla colors/textures. As usual Jung, your advice is solid. Thanks for the input.
  10. Hey again guys. Ok, so i'm remaking a vanilla map (Dragon_Valley_2012). After extracting the heighmapprimary from the vanilla map and placing it in my 1024*4 map folder, everything is cool. Now i'm looking to use the vanilla terrain colors and textures. How do i go about doing that? Is it a simple copy & paste of some kinds of folders/files? I used search and found things that were similar, but not exactly what i'm looking for. A little insight would help me alot. *Edit* I'm an idiot for the record... I somehow erased the Vanilla DV folder and the backup i made of it... A total Peter moment. Any links to download the folder or do i have to reinstall? Google produced little to nothing. Pre-Thanks
  11. Ok, heres a pic of a project i am working on. I want the whole map to be 1 texture (asphalt/tarmac/concrete) all but what is supposed to be under water. Do i just use the texture editor, set 2 layers as asphalt or w/e and the last as mud/dirt? Can all this be done without painting by hand? Will tpaint help in this situation and if so, how do i create a colourbig file for tpaint that matches what i need?
  12. Nice looking map. Yeah, the vector tool is mint. I play with it often trying to find that right road size. Sometimes i use it to create pre-determined bases and spawnpoints, it helps. Yeah, i know what you mean about the "Relief" issue. Depending on the map, it works. I can say the only issue i have ran into is being able to make flat land in certain area's of the map using isolines. Other than that, its the easiest terrain prog i have ever gotten the hang of (slightly). Compared to what i can make in the BF2 editor, which is like drawing with my teeth, the results are great. I recommend this prog to anyone wanting to make above average terrain and have no idea how to.
  13. Hey everyone! Just to let you know, i am not a genius at this or evenly remotely close to knowing how to use all the functions of GeoControl 2. I scoured the net for BF2 Editor tutorials and always end up here , so after reading hours of posts and getting my questions answered i feel confident to share what i know on terrain creation using GeoControl 2 and exporting it to be used in BF2 Editor. First and foremost you will need the following tools to get through this tutorial. Battlefield 2 Adobe Photoshop Tpaint BF2 Editor GeoControl 2 *I will try to update with links* Once you have established that these programs are up and running, you can now begin the tutorial. Below, i forgot to put a pointer showing the location of the pen tool. It's to the left of the grid slider, the very first button from the right. Below there is an error. Instead of choosing "Export" i chose "Import", just follow the text if it confuses you. Choosing and exporting the texture Opening your files in Photoshop Preparing the texture for your terrain in Photoshop Setting up Tpaint & your Terrain Edit Below: Right-Click the "colourbig.tga" and choose "Properties".
  14. wow, this is exactly what i needed for what i'm working on. Thank you !
  15. I've been playing with GC2 for a couple days now and i'm loving the "Isolines" and "Vectors". Thanks for passing this info on, i would've never heard of it if it wasnt posted.
  16. Excellent advice guys, thanks. Everything is working alright now. Thank you!
  17. Ok, i created a PS HM (sort of) with something close to what i want if i have to use terrain, but as i get to the saving part, none of the options are anything like the tuts and what you expressed above. I assume this is because i started the raw file in PS. I havent tried to add it to a map yet, but will do that very soon. Would it be prudent to load up the existing HMP file from the maps folder into PS and work with that file or should i replace the existing with a new PS HM made from scratch? Heres what i have so far. This is supposed to be the platform that i want to build off of. This is what i got as far as options go in PS when saving the raw file. *EDIT* Ok, so i experimented a little bit with the default "HeightmapPrimary.raw" file in my maps folder. After opening it in PS, using a square marquee tool to create the base of the "floating city" i threw a little texture onto it for substance. So far so good. Now i'll experiment with object pieces like walls and such to cover up the stretched, horrible looking textures on the sides that are in the water. You guys just helped me out soooo much. I wish there was a rep system here. I'll keep updating this post with my results and experiments. The insight here is unmatched. *EDIT* Ok so things are going alright, but i have a few questions about this project. I'm adding walls to the sides of the map which has proven to be time consuming and annoying. Is there an easier way to group all the walls i want to use and have them automatically join, like the carrier or do i have to line them suckers up myself one at a time? Also, i have some of these wall pieces overlapping each other to fit, will that cause a problem, especially with collision (Object Collision)? There were no errors posted in the editor, so i take that is a good sign?
  18. Thanks Bensta, your a frickin genius man. I spent all lastnight trying to reproduce what i did and you hit it on the head. 4096 is NOT what i put in for the texture resize. It makes sense now. Ty again. Any tutorials you could link me to that would show me how to do this? Thanks.
  19. Thats what i did originally (Image 1) and what i got was a wall. After doing it again without resizing, the wall has gotten bigger, but only on 1 side of the map and no texture what so ever. If not stated above, i created the HM in Geocontrol2 as per the tutorial instructions and followed them to the letter.
  20. I have been working on polishing my terrain making skills and i somehow ran into 2 problems. Following a tutorial in exporting HM's from Geocontrol to BFe everything worked alright until the final part, loading it up in BFe. Everything loaded great, but i found that 3 of 4 edges were flattened like a wall (See below). Then scrolling around my map to find anymore things that were screwy i find that my texture is far off in the corner, totally off (see below). I assume that by resizing the .raw file (was told to go +1 more than the map size) in PS and then adding the new sized HeightmapPrimary.raw file to the map, this problem occured. I'm wondering if i DONT resize the HM will it have a problem like shown above? As for the texture issue, i'm at a loss. I assume that when naming the texture it has to be colourbig.tga and not colorbig.tga. There was no specifics on that part, but testing with both spellings has resulted different results. With "colorbig" i get a textured map, but none of the texture from the actual file i made, more like a default texture is being used instead of what i put in the tpaint folder. "Colourbig" produced a blank map (minus the terrain editing part) and what i have posted above. Any input on how to fix these issues would be nice. As for the walled edges would it cause errors if i just don't resize the HM in PS? Thanks in advance. *edit* Ok so i went and remade another HM for a different map without going +1 on the size and got the following. Now i get an error and the wall is higher on the edges, plus the terrain texture (using colourbig) does not show up at all in any render state. i guess i'll keep trying until i get it right. BTW: My map sizes are 1024 *2
  21. ok, i'm at the folder for Oman, what do i do now? I don't see any object archives, assuming i have to extract it.
  22. Just saying thanks for your tuts. I would never have gotten as far as i am now with just reading and trying to understand text only tuts. Your a life saver. :)

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