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About Rhino

  • Birthday 01/30/1988

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  1. Wow that's amazing! You managed to take my/EOD2s A-4 out of Project Reality Falklands, WITHOUT PERMISSION, and try to pass it off as your own work.... http://www.realitymod.com/forum/f380-project-reality-news/115204-pr-bf2-falklands-v0-1-addon-release-date-trailer.html If you had asked our permission to use this etc you would have most likley gotten it, but not to ask permission and even to re-distribute it without even crediting the orignal creators is really, really, really bad form...
  2. This post contains information needed for Static Modellers and Mappers to ensure players can walk though doorways, climb up stairs and shoot over walls comfortably etc without having to find out the best heights though trial and error. NOTE: All the min/max values are the absolute limits and you should go above/below them as much as possible to be roughly in line with the Recommend values. Min Stand Gap Height: 1.7m Min Crouch Gap Col2 Height: 1.4m Min Crouch Gap Visual Height 3p: 1.3m (Below this, the head in 3p clips though the object when you move, example of 1.3m visual height and 1.4m col height) Min Prone Gap Height: 0.52m Min Gap Width: 0.5m Recommend Doorway Height: 2m (required for New Breachable Doors) Recommend Doorway Width: 1m (required for New Breachable Doors) Recommend Door Frame Thickness: 0.04m (semi-required for New Breachable Doors) Min Gateway Height: 2.5m (required for New 3m wide gates) Min Gateway Width: 3.05m (required for New 3m wide gates) Recommend Gateway Height: 3m + (required for New 3m wide gates) Recommend Gateway Width: 3.06m (required for New 3m wide gates) Min ATV Gap Width: 1.2m Min Standing Cover Height: 1.65m Min Crouched Cover Height: 1.15m Min Prone Cover Height: 0.55m Recommend Standing Cover Height: 1.7m + Recommend Crouched Cover Height: 1.3m + (at 1.3m you can see top of helmet when moving, can't at 1.35m) Recommend Prone Cover Height: 0.6m + Max Standing Firing Position Cover Height: 1.47m Max Crouched Firing Position Cover Height: 0.95m Max Prone Firing Position Cover Height: 0.37m Recommend Standing Firing Position Cover Height: 1.32m Recommend Crouched Firing Position Cover Height: 0.85m Recommend Prone Firing Position Cover Height: 0.3m to 0.35m Max Jump Height - Standing: 1.37m Max Jump Height - Walking: 1.45m Max Jump Height - Sprinting: 1.62m Max Climb/Stair Angle - Normal Mat: ~45 Degrees (with a struggle) Max Climb/Stair Angle - Stair Mat: ~55 Degrees (with a struggle) Max Climb/Stair Angle - Steep Stair Mat: ~65 Degrees (with a struggle) Recommend Climb/Stair Angle - Normal Mat: <40 Degrees Recommend Climb/Stair Angle - Stair Mat: <50 Degrees Recommend Climb/Stair Angle - Steep Stair Mat: <60 Degrees
  3. Download link for anyone looking for this: http://www.gamefront.com/files/20034282/hudeditor.exe
  4. Undamaged, like the wreck when its "spawned", stays in view for the full 3km view distance of the map. The problem isn't the meshes cull distance, its the emitter not spawning the effect if your outside a 300m radius of it
  5. for an effect yes, if you look at my above code I have that. Will that work on a PCO? If so how would you add it?
  6. Ye, could possibly do that by python. The question is how would I get the ship to sink in a random manner? Not even totally sure how to get it to sink at all as a PCO but could probably work that out, just as an effect I can set random directions to roll over in etc Don't want it going directly down and not rolling or anything
  7. Hey guys, got a bit of an issue here I'm hoping someone might be able to help me with. I've basically got this destroyable cargoship and I want its dest effect, which is basically the ship sinking to show up at long ranges (ideally 3km). Here's my cargoship as it stands in a quite damaged state, hence the fires but not sinking: Now if I destroy it when I'm in 500m of the ship, I can then see its dest effect just fine: And even if I now fly far away from this point, after being within 500m at the point its destroyed, I can still see the wreck sinking in the distance: However if I destroy the ship outside of the 500m radius, then all I see is water/smoke effects, and if much further out, nothing other than the ship vanishing: The only thing so far that I've found that affects this distance at all is this setting, which got the draw distance up from around 300m to 500m: ObjectTemplate.lodDistance High Problem is I can't seem to make this setting extend any further than just "High", even if I put in a high number like 9999999, no affect EDIT: actually scratch that about the ObjectTemplate.lodDistance High increasing it to 500m, turns out that while it works in the effects editor, it dosen't work ingame and stops that part of the effect being shown totally... Dose anyone have any ideas on how to fix this? My dest effect code so far: rem *** Generated with Bf2Editor.exe [created: 2011/8/17 16:27] ObjectTemplate.activeSafe EffectBundle e_vexp_cargoship ObjectTemplate.creator JEFFE_XP:jeffev ObjectTemplate.modifiedByUser "Edmund Fovargue" ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.cullRadiusScale 1000 ObjectTemplate.hasMobilePhysics 0 rem ------------------------------------- ObjectTemplate.addTemplate S_e_vexp_cargoship_Start ObjectTemplate.addTemplate e_vexp_GenericDebris ObjectTemplate.addTemplate em_vexp_cargoship_atlantic_conveyor ObjectTemplate.addTemplate e_dstate_cargoship_fire1 ObjectTemplate.setPosition 0/-8/0 ObjectTemplate.addTemplate e_dstate_cargoship_fire1 ObjectTemplate.setPosition 0/-8/-30 ObjectTemplate.addTemplate e_dstate_cargoship_fire1 ObjectTemplate.setPosition 0/-8/-60 ObjectTemplate.addTemplate e_dstate_cargoship_fire1 ObjectTemplate.setPosition 0/-8/30 ObjectTemplate.addTemplate e_dstate_cargoship_fire1 ObjectTemplate.setPosition 0/-8/60 ObjectTemplate.addTemplate e_destruction_dambridge ObjectTemplate.setPosition 0/0/0 ObjectTemplate.addTemplate e_destruction_dambridge ObjectTemplate.setPosition 0/0/30 ObjectTemplate.setRotation 90/0/0 ObjectTemplate.addTemplate e_destruction_dambridge ObjectTemplate.setPosition 0/0/60 ObjectTemplate.setRotation -200/0/0 ObjectTemplate.addTemplate e_destruction_dambridge ObjectTemplate.setPosition 0/0/90 ObjectTemplate.setRotation -90/0/0 ObjectTemplate.addTemplate e_destruction_dambridge ObjectTemplate.setPosition 0/0/-30 ObjectTemplate.setRotation 45/0/0 ObjectTemplate.addTemplate e_destruction_dambridge ObjectTemplate.setPosition 0/0/-60 ObjectTemplate.setRotation -45/0/0 ObjectTemplate.addTemplate e_destruction_dambridge ObjectTemplate.setPosition 0/0/-90 ObjectTemplate.setRotation -90/0/0 ObjectTemplate.addTemplate e_dstate_cargoship_water1 ObjectTemplate.setPosition 0/-8/0 rem ------------------------------------- ObjectTemplate.setStartOnEffects 0 ObjectTemplate.setStopOnEffects 0 ObjectTemplate.timeToLive CRD_NONE/1/0/0 ObjectTemplate.randomAgeFactor CRD_NONE/1/0/0 ObjectTemplate.startAtCreation 0 ObjectTemplate.speedFromPhysics 0 ObjectTemplate.activeSafe Sound S_e_vexp_cargoship_Start ObjectTemplate.modifiedByUser "Edmund Fovargue" ObjectTemplate.create Emitter em_vexp_cargoship_atlantic_conveyor ObjectTemplate.modifiedByUser "Edmund Fovargue" ObjectTemplate.cullRadiusScale 1000 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 rem ObjectTemplate.lodDistance High ObjectTemplate.template p_vexp_cargoship_atlantic_conveyor ObjectTemplate.positionalSpeedInDof CRD_UNIFORM/0/0/0 ObjectTemplate.positionalSpeedInUp CRD_UNIFORM/0/0/0 ObjectTemplate.positionalSpeedInRight CRD_UNIFORM/0/0/0 ObjectTemplate.rotationalSpeedInDof CRD_UNIFORM/-0.01/0.01/0 ObjectTemplate.rotationalSpeedInUp CRD_UNIFORM/-0.002/0.002/0 ObjectTemplate.rotationalSpeedInRight CRD_UNIFORM/-0.03/0.03/0 ObjectTemplate.startRotation CRD_NONE/0/0/0 ObjectTemplate.zRotation CRD_NONE/0/0/0 ObjectTemplate.zRotationSnap 1 ObjectTemplate.create Particle p_vexp_cargoship_atlantic_conveyor ObjectTemplate.modifiedByUser "Edmund Fovargue" ObjectTemplate.cullRadiusScale 2 ObjectTemplate.geometry cargoship_atlantic_conveyor ObjectTemplate.usedOnTransparentSurface 0 ObjectTemplate.collisionGroups 56 ObjectTemplate.mass 500 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.physicsType RotationalPoint ObjectTemplate.timeToLive CRD_UNIFORM/120/120/0 ObjectTemplate.gravityModifier CRD_NONE/0.001/0/0 ObjectTemplate.sizeModifier 1/1/1 ObjectTemplate.transparencyGraph 0/0/0/1 ObjectTemplate.transparency CRD_NONE/0/0/0 Cheers!
  8. \pr_edit\common\Material\MaterialEditor.exe - opening that up will display all the materials in the mod with there names and ids

  9. was reported to me that the link was down so I've uploaded them here: http://realitymodfiles.com/rhino/editor/poe2_3dsmax9_0.30a.zip
  10. You need to run the debugger in XP SP3 compatibility mode otherwise it will crash due to a DXT9 error
  11. Hey guys, I've noticed that for some odd reason, static waterplanes (the one you place down by hand in the editor) don't seem to be able to receive dynamic shadows.. I thought at first it might be just my waterplanes but I checked the ones in FuShe Pass and they also appear to have the same problem... Note this waterplane here up the river, the boat is casting a dynamic shadow on the terrain under the water, but not on the water: And here on normal water further down the river, the APC is casting a shadow both on the water, and on the terrain under it. Dose anyone know of a way to enable waterplanes to have shadows cast on them? One thing I have noticed thou is before you lightmap the waterplane, and its that flat blue colour from the watertemp.dds texture, dynamic shadows are cast on the waterplane 100% fine.... But once lightmapped, they then don't... Cheers!
  12. Rhino

    Rudder Roll

    Ye the rudder is a wing and is currently the mesh flap, but no matter where I place it the same issue is still there... Its on the centreline so don't think that's the problem either. I might try just having the engine rudder as you've done, could work. Cheers! EDIT: nope, oddly enough with just the tail engine, it still rolls just like if it was only the rudder wing, but its not the tail engine that's causing it either...
  13. Rhino

    Rudder Roll

    Interesting solution, didn't think of that one but it doesn't totally solve the rudder rolling problem in normal flight, its still initially there and/or rolls the aircraft after using it for more than a second. It also totally screws up hover flight as it has to be so far above, I found 16ms above the aircraft to be about the best rough setting, that it totally rolls it in vertical flight...
  14. Hey guys, I've ran into a problem on our Harrier jump jet where if you use the rudder, not only dose it change the yaw of the aircraft but it also rolls the aircraft... I've gone all the way though the code multiple times, stripping the jet down to its core parts including remove the VTOL, helicopter engines etc and it still happens when ever you use the rudder. Have any of you guys ever encountered this problem? related code to the rudder although can provide the entire .con and .tweak files if needed. ObjectTemplate.addTemplate gb_jet_harrier_Rudder ObjectTemplate.setPosition 0/1.1006/-6.7359 ObjectTemplate.setRotation 0/-13/-90 ObjectTemplate.create Wing gb_jet_harrier_Rudder ObjectTemplate.collisionPart 16 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType 3 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.geometryPart 16 ObjectTemplate.activeSafe Wing gb_jet_harrier_Rudder ObjectTemplate.modifiedByUser "Phil" ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh rem ------------------------------------- ObjectTemplate.addTemplate S_gb_jet_harrier_Rudder_RotationRpm rem ------------------------------------- ObjectTemplate.setMinRotation 0/-15/0 ObjectTemplate.setMaxRotation 0/15/0 ObjectTemplate.setMaxSpeed 0/200/0 ObjectTemplate.setAcceleration 0/50/0 ObjectTemplate.setInputToPitch PIYaw ObjectTemplate.setAutomaticReset 1 ObjectTemplate.setPositionOffset 0/0/0 ObjectTemplate.setWingLift 0 ObjectTemplate.setFlapLift 0.2 ObjectTemplate.activeSafe Sound S_gb_jet_harrier_Rudder_RotationRpm ObjectTemplate.modifiedByUser "Phil" Cheers!
  15. Are you saying its possible, but the reload time has to be the same but the animations and sounds can be different? Would prefer if the reload time was different as it would be in r/l but if animation difference is all we can get that's at least something. Quite a big difference, depending on the weapon naturally but the main common difference is you will not need to chamber a new round after the reload if reloading a mag with bullets still in it as you still have a round in the chamber.
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