Jump to content
Official BF Editor Forums

All Activity

This stream auto-updates     

  1. Today
  2. having the same issue with my GTX1660.
  3. Yesterday
  4. Last week
  5. Earlier
  6. clivewil

    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. zephyr

    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. 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. Dnamro

    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. WhiteRabbit

    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. 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. 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 ( 56(84) bytes of data.64 bytes from icmp_seq=1 ttl=64 time=0.920 ms64 bytes from icmp_seq=2 ttl=64 time=8.41 ms64 bytes from icmp_seq=3 ttl=64 time=1.01 ms64 bytes from icmp_seq=4 ttl=64 time=0.990 ms64 bytes from icmp_seq=5 ttl=64 time=1.31 ms64 bytes from icmp_seq=6 ttl=64 time=5.35 ms64 bytes from icmp_seq=7 ttl=64 time=5.08 ms64 bytes from icmp_seq=8 ttl=64 time=0.993 ms^C--- 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 ( 56(84) bytes of data.64 bytes from icmp_seq=1 ttl=128 time=0.115 ms64 bytes from icmp_seq=2 ttl=128 time=0.112 ms64 bytes from icmp_seq=3 ttl=128 time=0.113 ms64 bytes from icmp_seq=4 ttl=128 time=0.111 ms64 bytes from icmp_seq=5 ttl=128 time=0.114 ms64 bytes from icmp_seq=6 ttl=128 time=0.125 ms^C--- 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. kano

    Battel Raptors Mod Plan...

    GhostDance101, did you ever finish these animations?
  14. Or rather 'polygon is supiciously big' as DiCE spelled it. Anyone got any experience with this error?
  15. Marshall

    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. Let me know if you ever got them!
  17. 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. Res1s7

    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.
  19. Res1s7

    Python To Force Ai Commander Support?

    Hi, was thinking of creating a new thread about this but chose this one as it shows how long this issue has been going on. worldlife at Moddb has cracked this problem ! - https://www.moddb.com/games/battlefield-2/addons/advanced-ai-commander-plugin I've tested it in AIX2 and it works very well and has very little CPU overhead that I noticed although I did not do extensive benchmarking. It's timeout on the commander artillery is too short but I've not found where to set that yet. It has some rather garish blue and red smoke grenades that get dropped with the strike but that can be removed by editing. But the point is, it works ! With supplies drop as well as vehicle drop. BTW there a step missing in the installation guide. It needs the "Scripts" directory adding to the top of mod dir or level archive (not sure which yet). This loads assets. When it's missing the mod still works but will not look right and/or will be missing effects. Will be great to see this working its way into various BF2 mods (he gives permission).
  20. 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. A Discord server all about modding the Battlefield series! From Battlefield 1942 to Battlefield V. discord.me/battlefieldmodding
  22. saNdroElite

    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!
  23. Update 1.4.0 is out now! https://www.nexusmods.com/battlefieldbadcompany2/mods/4 [UPDATE] BFBC2 Mod Loader Changelog Version 1.4.0 -Added server browser (download and install all required maps for a server with a few clicks) -Added map browser (download and install single maps with a few clicks, works for client and server) -Added settings tab (includes only a button to check for updates manually yet) -Added full map support (all types of maps should be fully supported now) -Added 'Mixed' mode support for all custom maps (Conquest and Rush maps in one list) -Added automatic update function for server and map browser list -Added mod info window (replaced placeholder with a fancier version) -Added latest news window (WIP) -Added 'Start Game' button -Added Procon config files under 'Miscellaneous Files' (for server owners) -Improved several QOL things again (UI, tooltips, more detailed event log etc.) -Restructured UI a bit to better fit the new tab control system -Removed 'Close' button (it was just a placeholder) -Uploaded screenshots to Nexus Mods Info: A test server called "Diesel vs Heico" is up. As a start five custom maps are installed on this server (one with planes/jets). Make sure to check it out. To install the required maps open BFBC2 Mod Loader, navigate to the "Server Browser", click on the server and then click "Install Mods". Be patient, the download and installation may take a while. How long it needs depends on your internet speed and the processing power of your computer (estimated average time is ~15 minutes). The tool could get in the "Not Responding" state. No worry, the tool is still working. Do NOT click hysterical around! A message box will appear when everything is done. Enjoy! You can find the server on the Nexus/Project Rome backend: https://forums.veniceunleashed.net/bf/ Follow these instructions to access the Nexus backend. I may also start a server on the official EA backend in the future, but for now you will find a server by Diesel and me with custom maps on Nexus Emulator/Project Rome only. Maps with bot support will follow soon!
  24. cobrachoppergirl

    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. 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. 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. 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. 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
  29. I'm not sure if it belongs here or if I'm allowed to share it here. If not, please feel free to remove this topic. Hey everyone, I just wanted to let you know that I'm creating mods for BFBC2. You can find them on Nexus Mods! For more mods visit Venice Unleashed (I'm posting my mods there too). Nexus Mods: https://www.nexusmods.com/battlefieldbadcompany2/mods/ Venice Unleashed: https://forums.veniceunleashed.net/viewforum.php?f=33 I have also created a small tool called BFBC2 Mod Loader that makes installing mods easier. The tool also reduces conflicts between mods drastically because mods can be installed modularly with it. So as long as both mods don't modify exactly the same file, they are fully compatible. BFBC2 Mod Loader: https://www.nexusmods.com/battlefieldbadcompany2/mods/4 And last: a playlist on Youtube that shows some of my mods in comparison to the vanilla game. Playlist: https://www.youtube.com/watch?v=fS97ZrWc_w0&list=PLIdKuovpa-DhsEKD7BCS7xhacnMMhgOgR Let us bring the modding community back to life again, so don't forget to support your favorite modders by reporting bugs, giving feedback, making suggestions etc.! Especially Napisal deserves a lot of support for all the work he did in the past for the BFBC2 modding community! Without him & badbaubau I wouldn't even know about BFBC2 modding. Napisal: https://www.youtube.com/channel/UCIcx-pztQ3rGfO3pbcd52OQ badbaubau: https://www.youtube.com/channel/UCt-_U2JYXrngCxfkJFALIFg (Unfortunately, badbaubau is not active in the modding community anymore.) Have a nice day/night, see you on the Battlefield! PS.: If you have any bugs or other issues while using my mods, please report your problem in the "Bugs" section of the specific mod on Nexus Mods. PS2.: If you want to discuss about mods and BFBC2 in general or want to find people to play with, join Unity Gamers Discord: https://unity-gamers.com/community/ewr-discord/
  1. Load more activity