Official BF Editor Forums

# All Activity

1. Today
2. ## Could Not Find Valid Technique For The Shader

having the same issue with my GTX1660.
3. Yesterday
4. Last week
5. Earlier
6. ## need some (a lot) help

i'm not a mapper as such but i have made a couple, and modified many... what is the folder/content heirarchy you have set up for the mod? for my own stuff i found it was MUCH simpler to have a separate version of my mod purely just for mapping + modelling this mod contains all of the vanilla BF2 mod plus all of my own mod's files, all extracted* * that is, no zips. e.g. all of the files from MyMod_client.zip and MyMod_server.zip would be unzipped into a folder called MyMod, keeping any subfolders intact. the idea is that the game engine can find any file it requires right there in front of it's face to avoid any errors caused by 'cannot find file nnn' any maps or models i'd completed got copied over to a separate playing/testing mod, for two main reasons: the playing/testing mod didn't need to be quite so bloated as the mapping/modelling mod. the editor can and WILL frequently bork the scripts for your exports. it's not so much a problem for mappers, but for new vehicle exports etc. the editor would frequently add unwanted code, or remove wanted code, or other skullduggery. DICE said that they used this method themselves, which is why the editor never got refined any more than the final version - they already had this technique as a workaround. bear in mind that the editor is v1.3 so you'll need to take into account any differences that occurred between v1.3 and v1.5 - for new models there were a few things that needed adjusting, i don't know if maps had any similar pitfalls. if this mod is purely for your own use, don't bother packing your map - they run perfectly well unpacked (i.e. no server/client zips, just plain files) and it's much easier to edit stuff on the fly without having to unzip-rezip every damn time you make a small change. an unpacked map is typically about 150mb compared to 50mb for a packed map, but this is 2019 and we aren't as scared of filling up our hard discs as we were back in 2005 when BF2 was new. good luck.
7. ## need some (a lot) help

oh yeah forgot to add: im running patch 1.5, its technically a "pirated" version of the game but i literally have 2 sets of original discs in my house the issue is i didn't really think about installing games from a disc when i built my pc so my case lacks the option to have a cd drive and thus piracy was my alternative. all the files for this are coming from a SSD i dedicated for bf2 and its mods etc too.
8. ## need some (a lot) help

alright so ill go straight out and say right now ive done literally nothing like making a map for a game or anything of the such but have always told myself i would, but im a lazy bastard so never actually bothered, although i am not someone who doesnt know their way around a pc or anything like that. so i recently reinstalled bf 2 with the purpose of getting the SGLR mod (startgate) but realised all the maps and map packs are .. underwhelming? so ive decided ill actually try my hand at making a map or two myself. I've already encounter a few issues though, 1. the bloody set up doesnt like windows 10 (fixed it) 2. the launcher is crashes the second i select SGLR when the launcher first starts (the mapeditor launcher that is) & i have no clue what to do about that or even after that how id go about the basics of making such a map for a mod. its probs worth noting it crashes about 10 minutes after selecting the vanilla bf2 option as well probs due to the whole running in compatibility mode for service pack 2. before the editor crashes for selecting SGLR, it spews a bunch of errors that move too fast to read but it mentions not being able to reconsign some of the files or something before just exiting. id really appreciate any assistance here or links to relevant information about this topic in general. im not sure how often ill check this or if ill even get a reply but it might be easier (if anyone even wants to help) to hit up my discord at zephyr#3696
9. ## 3ds Max BF2 Plugins and Windows 10

Apparently, I have been overthinking the problem of getting the 64bit versions of 3ds max to export and possibly other functions that use the the 32 bit exe files. In the folder: \Program Files\Autodesk\3ds Max [ver]\Scripts\bf2\bin\release There are 4 files: bf2Materials.exe HMParts.exe mergeTGAColors.exe SceneParse.exe Select properties of each file and set compatibility to XP SP3 for each one. Now they will run correctly as 32 bits app with the 64 bit version of 3ds Max.
10. ## Battlefield: 1862: US Civil War Mod

Sounds like a great idea. There was a mod of this type started a long time ago, but it was never finished. They had created a lot of models for the mod. Maybe you could find a contact. if you check the mods on Mod DB you should find details of the mod. (forgot what the name was). ah, just remembered. It was called Echoes of Glory. you'll find details via the following link: https://www.moddb.com/mods/echoes-of-glory Good luck with your search for modders. I'm thinking of doing some mapping and navmeshing, but i've already promised my help with the Battlefield 1944 mod, and as i'm new to the modding scene I don't think i could help as I need to concentrate on one project at a time. Have you asked for help over in the Battlefield singleplayer forums?
11. ## Battlefield: 1862: US Civil War Mod

Hello, my name is Jonathan Woody, and I'm a new and inexperienced modder for Battlefield 2 with an ambition to create a historical conversion mod called Battlefield: 1862: An American Civil War mod for BF2. This mod will focus on musket line battles in some of America's most famous battlefields. I'm looking for modders to help me create this ambitious project! If you're interested in joining my team, please respond with your Discord name and I'll invite you to my Discord server. Thank you. -Jonathan Woody
12. ## Has anyone had single shot weapons firing multiple times in a server game ?

Hi. I wonder if anyone has encountered this problem before. I've already done searches using google and of BFSP and the bfeditor forum.In Forgotten Hope when running a Coop server, even though tests show good network performance and plenty of computing power, sometimes single shot weapons will fire off a multiple salvo. I've been told this is "lag" but I don't think it is as I have eliminated any other server performance problems. The problem *never* happens in a coop game started from inside the BF2 client. It's only a server problem.I went back to running the Windows server on the same machine to rule out any problems between my Windows and Linux machine.This is the reported ping from my Windows machine to the Linux machine ...Code: [Select]michaelzfreeman@DESKTOP-QOJ2SDI:~$ping 192.168.1.92PING 192.168.1.92 (192.168.1.92) 56(84) bytes of data.64 bytes from 192.168.1.92: icmp_seq=1 ttl=64 time=0.920 ms64 bytes from 192.168.1.92: icmp_seq=2 ttl=64 time=8.41 ms64 bytes from 192.168.1.92: icmp_seq=3 ttl=64 time=1.01 ms64 bytes from 192.168.1.92: icmp_seq=4 ttl=64 time=0.990 ms64 bytes from 192.168.1.92: icmp_seq=5 ttl=64 time=1.31 ms64 bytes from 192.168.1.92: icmp_seq=6 ttl=64 time=5.35 ms64 bytes from 192.168.1.92: icmp_seq=7 ttl=64 time=5.08 ms64 bytes from 192.168.1.92: icmp_seq=8 ttl=64 time=0.993 ms^C--- 192.168.1.92 ping statistics ---8 packets transmitted, 8 received, 0% packet loss, time 7006msrtt min/avg/max/mdev = 0.920/3.010/8.413/2.701 ms(It's using Ubuntu CLI for Windows 10 before anyone get's confused).Here's the reported ping within Windows 10, straight through it's own IP. Loop back basically.Code: [Select]michaelzfreeman@DESKTOP-QOJ2SDI:~$ ping 192.168.1.80PING 192.168.1.80 (192.168.1.80) 56(84) bytes of data.64 bytes from 192.168.1.80: icmp_seq=1 ttl=128 time=0.115 ms64 bytes from 192.168.1.80: icmp_seq=2 ttl=128 time=0.112 ms64 bytes from 192.168.1.80: icmp_seq=3 ttl=128 time=0.113 ms64 bytes from 192.168.1.80: icmp_seq=4 ttl=128 time=0.111 ms64 bytes from 192.168.1.80: icmp_seq=5 ttl=128 time=0.114 ms64 bytes from 192.168.1.80: icmp_seq=6 ttl=128 time=0.125 ms^C--- 192.168.1.80 ping statistics ---6 packets transmitted, 6 received, 0% packet loss, time 5004msrtt min/avg/max/mdev = 0.111/0.115/0.125/0.004 msAs you can see there's not inherently anything wrong with network speeds.Then I thought the server might not have enough CPU and memory as I noticed the server FPS is 33 in Linux and 35 on Windows. My Linux machine has an older Intel Quad Core Q9650 3 Ghz and 4gigs of memory which maybe could curtail server performance in some circumstances. But my Windows machine is a much more powerful i5 4690k 3.5Ghz with 8 gigs of memory so there should be no problems there, yet the effect of single shot weapons firing multiple times still happens on the Windows machine.I removed the other lagging effects I was getting by setting the server IP to the correct IP - the IP of the machine it's on. So I'm not seeing any other lagging effects now. No skooting or skating. Yet all tank guns and AT guns that have to reload after every shot still, occasionally, fire multiple times.Rifles and hand held AT guns (that also have to reload after every shot) do not do this multiple firing thing.The effect is not anything to do with a problem with unofficial maps and this kind of thing. It does it on freshly installed latest FH maps and unofficial one's.I found an article about a similar problem with another game (Minecraft) that showed a fix that was disconnecting the local LAN from the internet so the only networking going on is between machines on the LAN. That does not make any difference.The effect is also intermittent. Even though tests show networking performance and computing power is OK the game will run OK for a while with tanks and AT guns (it's *ONLY* tanks and AT guns !) but suddenly it will start again and a tank (with a single shot weapon) will fire off a 3 round salvo.I seem to remember that other mods running on my server that also have tanks that need to reload after every shot *DO NOT* do this (such as AIX), although I need to confirm that again.So any ideas ? For me the problem breaks immersion a bit in a mod that is known for its historical accuracy.
13. ## Battel Raptors Mod Plan...

GhostDance101, did you ever finish these animations?
14. ## Polygon is suspiciously big

Or rather 'polygon is supiciously big' as DiCE spelled it. Anyone got any experience with this error?
15. ## Gun texture error

I always have this glitch/bug, i dont even know what and how it happened. This happens everytime i put a new guns into my vanilla bf2. I didnt use any applications to put new guns in my bf2, i just sorta type the name of the gun into my bf2 kits and the gun loads, no crash. It always happens and i dont know hoq to fix it.
16. ## Extracting Sound And Music Files From Bfbc2

Let me know if you ever got them!
17. ## How to fix 3dmax 2009 it says no root nodes??

Hi guys! can you help me? When i make weapon model and i will export it. the BF2 exporter tools says no root file nodes Im newbie for this bf2 tools because before this im not making model to the game. *sorry for my bad english
18. ## How to fix broken EAX setup

I've had problems using the Creative Sound Blaster X-Fi MB3 application with BF2. MB3 is a virtual sound card that contains a full X-Fi implementation. BF2 detects it as a full X-Fi card. On some maps everything works fine but I found on many maps the sound is just one massive mess of reverb. However after literally YEARS of trying to find a fix for this I discovered the solution which is not mentioned ANYWHERE on this forum (I searched)... 1. The level should have this file (for example) "D:\SteamLibrary_Win10\steamapps\common\Battlefield 2\mods\aix2ex_mm\Levels\Dalian_plant\server.zip\Sounds.con". If it does not add it to the level "server.zip". THIS FILE IS CONFIRMED *MISSING* IN MAPS THAT HAVE DISTORTED EAX. The file contains ... rem ------------------------------- Global Reverb ------------------------------ rem ----------------------------------------------------------------------------- sound.setReverb "common/sound/levelambients/Openlandscape.eax" rem ----------------------------------------------------------------------------- 2. Make sure the all important "Openlandscape.eax" is in "D:\SteamLibrary_Win10\steamapps\common\Battlefield 2\mods\bf2\Common_client.zip\Sound\LevelAmbients\" That directory also contains "City.eax" which is used in maps cp_abadan, First_Battle_of_Karkand, Gulf_of_Oman, Highway_Tampa, Jibbel_City, Karkand_Stormfront, Mashtuur_City, Portland_Island, Sharqi_Peninsula. Adding "Openlandscape.eax" (or City.eax) to the level makes sure that EAX is properly setup and everything sounds clear and dramatic, as long as you have the appropriate hardware or the "MB3" software. This is especially obvious in surround sound. I'm using Creative Super X-Fi headphones that are tuned to your ear shape and head shape and adding this file on maps where EAX was just one massive mess of reverb is immediately noticeable. I've seen a lot of reports over the years of this "massive reverb on my map" and this is what the problem has been. I wonder if the EAX setup (in Openlandscape.eax) can be tuned to more specific settings for whatever landscape the map has ? I guess there's some clues in City.eax.

20. ## Battlefield Hardline Sound extraction

I've been trying to sounds out of it myself using other asset things but I haven't been able to use anything. I would really like if someone could help us out because I also want sounds
21. ## modifications Mods for Battlefield: Bad Company 2

A Discord server all about modding the Battlefield series! From Battlefield 1942 to Battlefield V. discord.me/battlefieldmodding
22. ## Custom map crashes at 15%

Hi guys I'm having a problem loading my own created map in BF2. I did everything explained it this 2 videos: https://www.youtube.com/watch?v=UCedRSMbtEY https://www.youtube.com/watch?v=vVE1c4gPRVg here the map if you wanna try and take a look at it: http://s000.tinyupload.com/?file_id=53980925369770514056 THANK YOU FOR YOUR HELP!

24. ## Skin Choppergirl's (Real Life) Airplane (Pics)

Taking my airplane going through a Taco Bell Drive through... I also got the "Taking your airplane through a tunnel" achievement unlock... twice. Indiana Jones through Tunnel
25. ## White glow on players and vehicles

Is there anything I can do to remove the white glow on player/vehicles? It doesnt seem to be in the sky settings or lightwarp.
26. ## Battlefield Hardline Sound extraction

Hello all, I don't know if anyone even bothers with Hardline anymore but could I get some assistance with figuring this out? I am looking to extract/dump the audio files from Hardline. I am aware of the one python script that can be used for bf3 and bf4 but I could not get them to work with hardline. Could someone help me figure out how to do this? Any advice or help is greatly appreciated! Thanks, Cheif22
27. ## Groundhemi doesn't line up with in-game shadows

Found it hemiMapManager.setBaseHemiMap Levels/oitsu/groundhemi 0.000000/0.000000/0.000000 512.000000 500.000000 I had to change the 2048.000000 to a 512.000000
28. ## Groundhemi doesn't line up with in-game shadows

Hello. This may have to do with the fact my mapsize is 256, because I've not had this issue before. but the Groundhemi.dds' shadow map doesn't line up with the shadows ingame. Not a little bit either, because I can't even tell if its shifted to the left or right or whatever because the shadows casted onto the player/vehicles are completely random patterns. here is my sky.con Lightmanager.init Lightmanager.skycolor 0.517647/0.54902/0.690196 Lightmanager.ambientcolor 0.945098/0.690196/0.411765 Lightmanager.sunColor 1.88235/1.24706/0.682353 Lightmanager.sunSpecColor 0.913726/0.905882/0.854902 if v_arg1 == BF2Editor LightSettings.TerrainSunColor 1.90/1.14/0.56 LightSettings.TerrainSkyColor 0.58/0.55/0.66 LightmapSettings.waterSunIntensity 0.8 else terrain.sunColor 1.90/1.14/0.56 terrain.GIColor 0.58/0.55/0.66 terrain.waterSunIntensity 0.8 endIf Lightmanager.staticSunColor 0.60/0.30/0.09 Lightmanager.staticSpecularColor 0.91/0.89/0.85 Lightmanager.staticSkyColor 0.18/0.18/0.24 Lightmanager.singlePointColor 0.30/0.30/0.30 Lightmanager.sunDirection 0.819795/-0.409898/0.3999 Lightmanager.enableSun 1 Lightmanager.effectSunColor 0.97/0.75/0.45 Lightmanager.effectShadowColor 0.49/0.49/0.49 Lightmanager.defaultEffectLightAffectionFactor 1 Lightmanager.hemilerpbias 1 hemiMapManager.setBaseHemiMap Levels/oitsu/groundhemi 0.000000/0.000000/0.000000 2048.000000 500.000000 Lightmanager.treeAmbientColor 0.84/0.31/0.49 Lightmanager.treeSunColor 0.81/0.18/0.45 Lightmanager.treeSkyColor 0.80/0.34/0.48 Lightmanager.treeShadowColor 0.80/0.34/0.48 Lightmanager.treeAmbientColorLow 0.80/0.34/0.48 if v_arg1 == BF2Editor else run /Common/Sky/SkyDome/skydomeMayhem.con run /Common/Sky/Flare/flaresprite.con endIf Skydome.skyTemplate skydomeMayhem Skydome.cloudTemplate cloudlayer Skydome.hasCloudLayer 0 Skydome.hasCloudLayer2 0 Skydome.scrolldirection 0.003/0.003 Skydome.scrolldirection2 -1/-1 Skydome.cloudTexture common\textures\cloud\Cloud03 Skydome.cloudTexture2 Skydome.skyTexture common\textures\sky\MayhemSky Skydome.domeRotation -103 Skydome.domePosition 0.00/0.00/0.00 Skydome.fadeCloudsDistances 1000/1100 Skydome.cloudLerpFactors 0.1/0.5 Skydome.flareTexture common\textures\sunflare\noflare Skydome.flareDirection 0.82/-0.41/0.40 Renderer.fogColor 73.00/73.00/90.00 Renderer.fogStartEndAndBase 200.00/380.00/0.90/0.10 groundhemi.dds