Glossary
From BFEditor
Intro
This is a page full of basic terms used through bf2 modding which you may hear.
Words
- con = Con Scripting is the primitive scripting language used for the objects and menus(not all) in bf2.
- collision meshes = simplified versions of visible object models used for calculation of collisions between projectiles, player models, statics and vehicles
- colormaps = set of files used to store general color for terrain, they are in .dds format, 512x512 pixels wide. The number of them may vary acording to map size (16 for 512 size maps, 64 for 1024 size maps)
- Combat Area = Playable area in a level
- CPs = Control Points, in Conquest Gamemode they are Flags triggered by player proximity
- heightmaps = files used to store terrain altimetry based on luminance attribute of the pixels (ie lighter = higher, darker = lower).
- detailmaps = set of files used to store low range textures and material for terrain, they are in .dds format, 512x512 pixels wide. The number of them may vary acording to map size (16 for 512 size maps, 64 for 1024 size maps)
- lowdetailmap = a file used to render distant terrain textures. The 3 possible texture displayed are stored in lowdetailmap.dds each on a different RGB channel
- shadowmaps = files used to store brightness attributes of non-static objects like trees (overgrowthshadowmap.dds), vehicles and player models
- splines = lines formed by arrays of points, they are used to draw roads and to define combat area of levels
- tweak = A file used to modify objects instead of modifying it's .con file.
- PCO = This stands for PlayerControlObject. What the PCO does is it addes a controllable component to an object, mainly vehicles.
- projectile = The object a weapon fires.
