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bergerkiller

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Ah it is an editor-only file, which I don't see in any other level.. :(

I'll try to find my test-level :lol:

Can't find any example of this file, sorry :unsure:

Could you post the code?

Edited by bergerkiller
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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

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Ok, but when I see this it all seems a little too easy... :D

What exactly is it suppose to edit? The *material* of the undergrowth is obvious, but does it need some sort of "position editing"? (Edit the undergrowth.raw that contains the coloured patches you see in the editor)

Or should it just change the texture, material and "waving speed" of the undergrowth? ;)

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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)

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Well I did make a 3D output window that used directX, but then the problem remains ; what are the meshes used?

Hexagon is obvious, but there is also this ME_deadstick01 and stuff, which I don't have the meshes off..in the correct format. :D

Also, I can actually render the terrain and project the undergrowth on it, but usually you need some way of rendering the statics and terrain... :unsure:

Soow is rendering the terrain colormaps ; rendering the materials on it using the "undergrowth.raw" ; and some way of 3D camera enough?

EDIT

I think I found one coincidence in the undergrowth.raw:

The size is 1024 * 1024 + 2 * 1024 bytes. :D

Edited by bergerkiller
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The undergrowth meshes and textures are in \Battlefield 2\bf2editor\Content\Terrain\Undergrowth

Also there's no need to include being able to paint the undergrowth onto the map terrain, you'd basically be making a secondary editor doing that :o

And don't forget to make the app delete the undergrowth.dat file, since otherwise it overwrites .cfg, you need to recompile that from the editor, unless you can make the app do that.

Edited by Outlawz
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Well I found out the following relations:

Undergrowth.cfg ; contains the material data

Undergrowth.dat ; contains pointers from the material to the .raw

Undergrowth.raw ; contains (in byte value) the material in a certain pixel. It is 1024 x 1024 and 2 second rows unknown to me yet. As example, it sets material 1 as hex-value 01.

Undergrowth.dds ; contains close-capture textures for the materials

But displaying + editing the undergrowth.raw is enough? Since that file contains the material location data...then I just draw the terrain using color id's like in the editor :D

EDIT

I remember some sort of app made previously for displaying the heightmap data (that uses an almost same raw data), maybe I can work something out by converting the raw to and from a 1024 x 1024 bitmap.

Edited by bergerkiller
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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

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Ooooooooow :lol:

So all it has to do is displaying all materials used ; setting a mesh ; setting a texture ; displaying this mesh/texture and setting material settings like type, waving speed etc.

Am I right?

E.g:

    Public Structure Material
       Public Name As String
       Public Type As Integer
       Public GeneralHeight As Single
       Public Types() As Type
   End Structure
   Public Structure Type
       Public Mesh As String
       Public Texture As String
       Public RandomSizeScale As PointF
       Public Density As Single
       Public Variation As Single
       Public TerrainColorScale As Single
       Public TypeSwayScale As Single
       Public Skew As Single
   End Structure

Edited by bergerkiller
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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

Edited by Amok@ndy
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Hey yeah...what a coincidence was already trying to open .obj files for a "3D model painter" :o

now need to somehow convert the .obj file into an array of PositionNormalTextured vertices :mellow:

EDIT

Mmmh I see these meshes are hardcoded...well let's manually convert them :D

Edited by bergerkiller
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True, but the problem is that the texture coordinates (UV) are not completely linked to one of the points (named vertices) listed above. Same for the normal values. I guess I need to somehow link them using the "face values" in the bottom...

#the 8 points of the box
v  -51.434570 0.000000 39.830841
v  43.186249 0.000000 39.830841
v  -51.434570 0.000000 -43.921234
v  43.186249 0.000000 -43.921234
v  -51.434570 85.657631 39.830841
v  43.186249 85.657631 39.830841
v  -51.434570 85.657631 -43.921234
v  43.186249 85.657631 -43.921234

#texture vertices
vt  0.000000 0.000000 0.000000
vt  1.000000 0.000000 0.000000
vt  0.000000 1.000000 0.000000
vt  1.000000 1.000000 0.000000
vt  0.000000 0.000000 0.000000
vt  1.000000 0.000000 0.000000
vt  0.000000 1.000000 0.000000
vt  1.000000 1.000000 0.000000
vt  0.000000 0.000000 0.000000
vt  1.000000 0.000000 0.000000
vt  0.000000 1.000000 0.000000
vt  1.000000 1.000000 0.000000

#normals
vn  0.000000 -1.570796 -0.000000
vn  0.000000 -1.570796 -0.000000
vn  0.000000 -1.570796 -0.000000
vn  0.000000 -1.570796 -0.000000
vn  0.000000 1.570796 -0.000000
vn  0.000000 1.570796 -0.000000
vn  0.000000 1.570796 -0.000000
vn  0.000000 1.570796 -0.000000

#faces
g 
Box01
s 2
f 1/10/1 3/12/3 4/11/4
f 4/11/4 2/9/2 1/10/1
s 4
f 5/9/5 6/10/6 8/12/8
f 8/12/8 7/11/7 5/9/5
s 8
f 1/5/1 2/6/2 6/8/6
f 6/8/6 5/7/5 1/5/1
s 16
f 2/1/2 4/2/4 8/4/8
f 8/4/8 6/3/6 2/1/2
s 32
f 4/5/4 3/6/3 7/8/7
f 7/8/7 8/7/8 4/5/4
s 64
f 3/1/3 1/2/1 5/4/5
f 5/4/5 7/3/7 3/1/3
# 12 faces
g

EDIT

I got it to work: Source was a great helper :D

Quite easy format; first load all vertices and then link them using faces. :lol:

Edited by bergerkiller
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Hey bergerkiller, i was wondering if your planniing to releace a new version of LPP BF2 collection.

as the LPP site has moved dns (and removed the www.) from the domain, you can no longer use the update feature after freshly installing the collection tool

This is preventing any one from downloading the collection of tools.

It will probabily be a simple source code edit to point the application over to the updated url/location of the tools

Update: After obtainig the collection from a firend that still had them installed and unarchving them in to the LPP Bf2 collection instalaiton directory, the main program just crashes, im assuming thats because there are either registory or file settings some were that are missing from my computer.

Cheers

TA

Edited by Terminal-Access
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The link in the first post was updated a while ago. Indeed the dns had changed, and it now uses fileave for the file storage. ;)

Ahh thanx, dident realise as the version number wasent incramedted, got it installing now

thanx again

TA

Update: got the program installed now, but when i go to update and download all the tools there downloading as 0byte fiels and failing to install.

im on a 64bit version of Windows 7

Edited by Terminal-Access
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Damn more and more problems with the 64 bit version...although I thought the updater did work.

Well here is a manual install way:

Goto: FileAve files

Download the installers needed. Do not run yet(!)

Make a folder in the collection installation folder called "Installers"

Put the setups in there.

Run the setups in the "Installers" folder.

This is basically what the updater does, so it should work just fine. :D

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Damn more and more problems with the 64 bit version...although I thought the updater did work.

Well here is a manual install way:

Goto: FileAve files

Download the installers needed. Do not run yet(!)

Make a folder in the collection installation folder called "Installers"

Put the setups in there.

Run the setups in the "Installers" folder.

This is basically what the updater does, so it should work just fine. :D

Thanx that worked perfictly !!

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