Outlawz Posted October 21, 2010 Report Share Posted October 21, 2010 Undergrowth.con yeah, everything else can be compiled in editor later, it's just editing the .con in editor that causes crashes because working with undergrowth just keeps adding more memory usage til you crash Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted October 21, 2010 Author Report Share Posted October 21, 2010 (edited) Ah it is an editor-only file, which I don't see in any other level.. I'll try to find my test-level Can't find any example of this file, sorry Could you post the code? Edited October 21, 2010 by bergerkiller Quote Link to comment Share on other sites More sharing options...
Amok@ndy Posted October 21, 2010 Report Share Posted October 21, 2010 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 Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted October 21, 2010 Author Report Share Posted October 21, 2010 Ok, but when I see this it all seems a little too easy... 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? Quote Link to comment Share on other sites More sharing options...
Amok@ndy Posted October 22, 2010 Report Share Posted October 22, 2010 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) Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted October 22, 2010 Author Report Share Posted October 22, 2010 (edited) 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. 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... 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. Edited October 22, 2010 by bergerkiller Quote Link to comment Share on other sites More sharing options...
Outlawz Posted October 22, 2010 Report Share Posted October 22, 2010 (edited) 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 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 October 22, 2010 by Outlawz Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted October 22, 2010 Author Report Share Posted October 22, 2010 (edited) 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 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 October 22, 2010 by bergerkiller Quote Link to comment Share on other sites More sharing options...
Amok@ndy Posted October 22, 2010 Report Share Posted October 22, 2010 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 Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted October 22, 2010 Author Report Share Posted October 22, 2010 (edited) Ooooooooow 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 October 22, 2010 by bergerkiller Quote Link to comment Share on other sites More sharing options...
Amok@ndy Posted October 22, 2010 Report Share Posted October 22, 2010 (edited) 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 October 22, 2010 by Amok@ndy Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted October 22, 2010 Author Report Share Posted October 22, 2010 Ok so the 3d model viewer is the most important...I'll see what I come up with Quote Link to comment Share on other sites More sharing options...
Outlawz Posted October 22, 2010 Report Share Posted October 22, 2010 (edited) Yes, finally Edited October 22, 2010 by Outlawz Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted October 22, 2010 Author Report Share Posted October 22, 2010 Still the problem remains now...how do I import (custom) meshes? I honestly have no idea how to load the vertices from a .*mesh file Quote Link to comment Share on other sites More sharing options...
Outlawz Posted October 23, 2010 Report Share Posted October 23, 2010 Isn't undergrowth .obj? Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted October 23, 2010 Author Report Share Posted October 23, 2010 (edited) Hey yeah...what a coincidence was already trying to open .obj files for a "3D model painter" now need to somehow convert the .obj file into an array of PositionNormalTextured vertices EDIT Mmmh I see these meshes are hardcoded...well let's manually convert them Edited October 23, 2010 by bergerkiller Quote Link to comment Share on other sites More sharing options...
UberWazuSoldier Posted October 24, 2010 Report Share Posted October 24, 2010 I like .obj files haha, you can open 'em up and see the co-ordinates much easier than .max etc. Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted October 24, 2010 Author Report Share Posted October 24, 2010 (edited) 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 Quite easy format; first load all vertices and then link them using faces. Edited October 24, 2010 by bergerkiller Quote Link to comment Share on other sites More sharing options...
Terminal-Access Posted October 25, 2010 Report Share Posted October 25, 2010 (edited) 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 October 25, 2010 by Terminal-Access Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted October 25, 2010 Author Report Share Posted October 25, 2010 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. Quote Link to comment Share on other sites More sharing options...
Terminal-Access Posted October 25, 2010 Report Share Posted October 25, 2010 (edited) 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 October 25, 2010 by Terminal-Access Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted October 25, 2010 Author Report Share Posted October 25, 2010 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. Quote Link to comment Share on other sites More sharing options...
Terminal-Access Posted October 26, 2010 Report Share Posted October 26, 2010 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. Thanx that worked perfictly !! Quote Link to comment Share on other sites More sharing options...
bergerkiller Posted November 5, 2010 Author Report Share Posted November 5, 2010 Ok I added all other tools by others as well, since they are scattered around everywhere I guess I added all possible tools I know. Quote Link to comment Share on other sites More sharing options...
Amok@ndy Posted November 25, 2010 Report Share Posted November 25, 2010 is there an update for the undergrowth stuff ? Quote Link to comment Share on other sites More sharing options...
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