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Just wondering if any one knows how to edit the billboards. I have several custom maps i would like to place a graphic on the billboards.

Is this possible?

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Yep - you can redirect the graphic on them using Rexmans material tool... then repack the object in your map.

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been trying this out, I edited one of the rad files, saved as dxt1 alpha mipmap 10. i then opened the static mesh with rexman shaderwrapper, edited the rad_2101100 line to

geom0
lod0

 Shader: StaticMesh.fx
 Technique: BaseDetailCrackNDetailNCrack
 Type: 0
  Texture: bf2142/Levels/Suez_Canal/STATICOBJECTS\textures\billboards\ukwftest.dds
  Texture: objects/staticobjects/textures/billboard_detail.dds
  Texture: objects/staticobjects/textures/billboard_crack.dds
  Texture: objects/staticobjects/textures/billboard_detailb.dds
  Texture: objects/staticobjects/textures/billboard_crackb.dds
  Texture: Common\Textures\SpecularLUT_pow36.dds

i then added a STATICOBJECTS folder which contained: the graphic in the textures\billboards & billboards\ground_16x4 which has the tweak/con files and both meshes

 
fileManager.mountArchive mods/bf2142/Objects/Common_client.zip Objects\Common
fileManager.mountArchive mods/bf2142/Objects/Effects_client.zip Objects\Effects
fileManager.mountArchive mods/bf2142/Objects/Roads_client.zip Objects\Roads
fileManager.mountArchive mods/bf2142/Objects/Soldiers_client.zip Objects\Soldiers
fileManager.mountArchive mods/bf2142/Objects/StaticObjects_client.zip Objects\StaticObjects
fileManager.mountArchive mods/bf2142/Levels/Suez_Canal/STATICOBJECTS\textures\billboards
fileManager.mountArchive mods/bf2142/Levels/Suez_Canal/STATICOBJECTS\billboards
fileManager.mountArchive mods/bf2142/Objects/Water_client.zip Objects\Water
fileManager.mountArchive mods/bf2142/Objects/Vegitation_client.zip Objects\Vegitation
fileManager.mountArchive mods/bf2142/Objects/Weapons_client.zip Objects\Weapons
fileManager.mountArchive mods/bf2142/Objects/Vehicles_client.zip Objects\Vehicles
fileManager.mountArchive mods/bf2142/Objects/Common_bp1_client.zip Objects\Common
fileManager.mountArchive mods/bf2142/Objects/Effects_bp1_client.zip Objects\Effects
fileManager.mountArchive mods/bf2142/Objects/Kits_bp1_client.zip Objects\Kits
fileManager.mountArchive mods/bf2142/Objects/Roads_bp1_client.zip Objects\Roads
fileManager.mountArchive mods/bf2142/Objects/Soldiers_bp1_client.zip Objects\Soldiers
fileManager.mountArchive mods/bf2142/Objects/StaticObjects_bp1_client.zip Objects\StaticObjects
fileManager.mountArchive mods/bf2142/Objects/Vegitation_bp1_client.zip Objects\Vegitation
fileManager.mountArchive mods/bf2142/Objects/Weapons_bp1_client.zip Objects\Weapons
fileManager.mountArchive mods/bf2142/Objects/Vehicles_bp1_client.zip Objects\Vehicles
fileManager.mountArchive mods/bf2142/Common_client.zip Common
fileManager.mountArchive mods/bf2142/Menu_client.zip Menu
fileManager.mountArchive mods/bf2142/Fonts_client.zip Fonts
fileManager.mountArchive mods/bf2142/Shaders_client.zip Shaders
fileManager.mountArchive mods/bf2142/Sound_client.zip Sound
fileManager.mountArchive mods/bf2142/Common_bp1_client.zip Common
fileManager.mountArchive mods/bf2142/Menu_bp1_client.zip Menu
fileManager.mountArchive mods/bf2142/Sound_bp1_client.zip Sound

, yet it still shows the generic image which should be the edited image :( any ideas where i'm going wrong?

Edited by Chaos_Marine

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been trying this out, I edited one of the rad files, saved as dxt1 alpha mipmap 10. i then opened the static mesh with rexman shaderwrapper, edited the rad_2101100 line to

geom0
lod0

 Shader: StaticMesh.fx
 Technique: BaseDetailCrackNDetailNCrack
 Type: 0
  Texture: bf2142/Levels/Suez_Canal/STATICOBJECTS\textures\billboards\ukwftest.dds
  Texture: objects/staticobjects/textures/billboard_detail.dds
  Texture: objects/staticobjects/textures/billboard_crack.dds
  Texture: objects/staticobjects/textures/billboard_detailb.dds
  Texture: objects/staticobjects/textures/billboard_crackb.dds
  Texture: Common\Textures\SpecularLUT_pow36.dds

i then added a STATICOBJECTS folder which contained: the graphic in the textures\billboards & billboards\ground_16x4 which has the tweak/con files and both meshes

 
fileManager.mountArchive mods/bf2142/Objects/Common_client.zip Objects\Common
fileManager.mountArchive mods/bf2142/Objects/Effects_client.zip Objects\Effects
fileManager.mountArchive mods/bf2142/Objects/Roads_client.zip Objects\Roads
fileManager.mountArchive mods/bf2142/Objects/Soldiers_client.zip Objects\Soldiers
fileManager.mountArchive mods/bf2142/Objects/StaticObjects_client.zip Objects\StaticObjects
fileManager.mountArchive mods/bf2142/Levels/Suez_Canal/STATICOBJECTS\textures\billboards
fileManager.mountArchive mods/bf2142/Levels/Suez_Canal/STATICOBJECTS\billboards
fileManager.mountArchive mods/bf2142/Objects/Water_client.zip Objects\Water
fileManager.mountArchive mods/bf2142/Objects/Vegitation_client.zip Objects\Vegitation
fileManager.mountArchive mods/bf2142/Objects/Weapons_client.zip Objects\Weapons
fileManager.mountArchive mods/bf2142/Objects/Vehicles_client.zip Objects\Vehicles
fileManager.mountArchive mods/bf2142/Objects/Common_bp1_client.zip Objects\Common
fileManager.mountArchive mods/bf2142/Objects/Effects_bp1_client.zip Objects\Effects
fileManager.mountArchive mods/bf2142/Objects/Kits_bp1_client.zip Objects\Kits
fileManager.mountArchive mods/bf2142/Objects/Roads_bp1_client.zip Objects\Roads
fileManager.mountArchive mods/bf2142/Objects/Soldiers_bp1_client.zip Objects\Soldiers
fileManager.mountArchive mods/bf2142/Objects/StaticObjects_bp1_client.zip Objects\StaticObjects
fileManager.mountArchive mods/bf2142/Objects/Vegitation_bp1_client.zip Objects\Vegitation
fileManager.mountArchive mods/bf2142/Objects/Weapons_bp1_client.zip Objects\Weapons
fileManager.mountArchive mods/bf2142/Objects/Vehicles_bp1_client.zip Objects\Vehicles
fileManager.mountArchive mods/bf2142/Common_client.zip Common
fileManager.mountArchive mods/bf2142/Menu_client.zip Menu
fileManager.mountArchive mods/bf2142/Fonts_client.zip Fonts
fileManager.mountArchive mods/bf2142/Shaders_client.zip Shaders
fileManager.mountArchive mods/bf2142/Sound_client.zip Sound
fileManager.mountArchive mods/bf2142/Common_bp1_client.zip Common
fileManager.mountArchive mods/bf2142/Menu_bp1_client.zip Menu
fileManager.mountArchive mods/bf2142/Sound_bp1_client.zip Sound

, yet it still shows the generic image which should be the edited image :( any ideas where i'm going wrong?

I don't, but i know someone who does..............Not only that but he's got a way to load full bf2 maps into 2142 and play them without downloading a mod!!!!!!!!!!!!!!!!!!!

:D

tgw_sharqi_peninsula_show.gif

Download Link

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Here's a tut on how to do billboards for 2142 without making it a mod.....

It's done by Called from Tournament Gaming World......<------Great Place.

First, you need to download and unzip to a folder the texture re-path tools: Download

In order to place a BF2 static object into a BF2142 map, you need 2 things:

1) The static object folders from BF2 Object_Client.zip & Object_server.zip for your object. ie, office_building

2) You need the texture re-path tools from the above link.

How did you get that cool Custom Billboard into your BF2142 Map?

tgw_billboard.jpg

It's not too hard once the complexity of the issue is solved. I've only got it to work if the static object is customized specifically for each map. Here's how.

1. Copy the static object "folder" of your choice to your map folder, into a new fiolder called "stuff". I found it works only if you use a non-map type folder name. Who knows why? I've used "billboard", "stuff" with success. (w00t!) So the folder hierarchy looks like levels/mymapname/stuff/office_building

---

2. Make a new folder in your map folder "textures" levels/mymapname/textures -- all your object textures will go here.

---

3. In the init.con file place the line(s) for your object's .con file at the bottom of the page: run Levels/maymapname/stuff/office_building/office_building.con.

---

4. Open you static object's .bundlemesh in ShaderWrapper.exe from within your map folder. You will see a list like this:

lod0

Shader: StaticMesh.fx

Technique: BaseDetailNDetail

Type: 0

Texture: objects/staticobjects/common/textures/common_01_c.dds

Texture: objects/staticobjects/industry/textures/industry_02_de.dds

Texture: objects/staticobjects/industry/textures/industry_02_deb.dds

Texture: Common\Textures\SpecularLUT_pow36.dds you don't need this one, it's in BF2142 already so it's ok.

---

5. You will see a text list of all the textures and where they are linking to. Open the mods/bf2/Objects_client.zip file and find all the textures your static needs, and copy them into your levels/mymapname/textures folder.

---

6. In ShaderWrapper.exe, replace the path to the texture to point to your map's "texture" folder.

"Texture: objects/staticobjects/common/textures/common_01_c.dds"

should look like this:

"Texture: levels/mymapname/textures/common_01_c.dds" Do this for all textures except the SpecularLUT_pow36.dds. You don't need this one, it's in BF2142 already so it's ok.

---

7. Open your map in the Editor. On top of the Level Editor you will now see "Levels", then the normal folders. Place the object into your map from there. If you are getting the Uncle Sam texture, redo your .bundlemesh in ShadderWrapper, since you have a typo somewhere.

remember, the .bundlemesh must be loaded from you map folder!

---

8. Once the static object looks fine in the editor, you can pack your map and run it. If you are updating a map here's where the folders go: the "textures" folder goes in the client.zip of your map. Put the "stuff" folder without textuers into both client.zip & server.zip. (Works for me!)

---

9. In the case of my custom billboard, I took the "billboard image" .dds file and changed it in Photoshop. Save it "create MIPS" and you'll see the new billboard in the editor and ingame!

--------------------------------------------------------------------------------

Hope this helps ya ;)

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Thanks T3rm, I got it working.. sort of..

Well I have the images displaying, but they glow or something..

as the brighter pictures just totally wash out in brightness ingame..

I did on one just a darkening, and looks better now.

As after mucking around with the specular map didn't bear any fruit..?!

but I was wondering if I'm missing something?!

as with one picture I didn't even bother..

thanks :)

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Alot easier way:

You can just copy vanilla textures, edit them and rename to smth like billboard_c_new.dds where billboard_c.dds is the original one.

Then you must set "new" suffix as your map's custom texture suffix in the map's Init.con file. To do it:

find theese lines there:

if v_arg1 == BF2Editor

LevelSettings.CustomTextureSuffix ""

else

texturemanager.customTextureSuffix ""

endIf

and change them to

if v_arg1 == BF2Editor

LevelSettings.CustomTextureSuffix "new"

else

texturemanager.customTextureSuffix "new"

endIf

you can use anything instead of "new" suffix.

Edited by sashaNar

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Alot easier way:

You can just copy vanilla textures, edit them and rename to smth like billboard_c_new.dds where billboard_c.dds is the original one.

Then you must set "new" suffix as your map's custom texture suffix in the map's Init.con file. To do it:

find theese lines there:

and change them to

you can use anything instead of "new" suffix.

But then you will be only using the default soldier and vehicle textures,

which would not be appropriate on a snow map,or a map which has custom textures

So you would then have to rename your "wanted" textures to match the same name as your "suggested" suffix fix

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But then you will be only using the default soldier and vehicle textures,

which would not be appropriate on a snow map,or a map which has custom textures

So you would then have to rename your "wanted" textures to match the same name as your "suggested" suffix fix

Then, use Snow suffix instead of the 'new" one.

But it will change the boards in all the snow maps.

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