Author Topic: FH2 Modding Q&A  (Read 145058 times)

Offline pheeph

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Re: FH2 Modding Q&A
« Reply #870 on: 09-03-2016, 05:03:05 »
Okay, I managed to rename the folder and modified the necessary files to "boot_camp_1" and now the map-packing tool works... now I have to figure out the crash issue...

Offline Ivancic1941

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Re: FH2 Modding Q&A
« Reply #871 on: 12-03-2016, 16:03:19 »
Plz,again


Really tried everything till now..
Floppy Wardisc or Floppy Wierdbear

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #872 on: 12-03-2016, 16:03:28 »
Be a bit more specific.

Offline Ivancic1941

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Re: FH2 Modding Q&A
« Reply #873 on: 12-03-2016, 19:03:01 »
Ok
Im using this tutorial https://docs.google.com/document/pub?id=1B2A3n19zjS1R4T4FLhr0-Uxfa_quf7DFC-FgCoQXIv0 but as it has some minor faults,I also use some of this tutorial (Photoshop part) http://www.realitymod.com/forum/f189-modding-tutorials/69889-how-make-awesome-maps-dem-geo2-image-heavy-15.html .This thing happened to me last time,but solution was that secondary terrain 8bit and primary terrain 1024(not 2048). Now I started on smaller map to learn faster and in editor made new map: Primary terrain is 512x2 and secondary 256. OK,I took part of terrain in microdem and decided to split it. First I took primary terrain,first cut part,then sized it to 512,put mode to 16bit,saved,opened again,put correcly RAW settings,resized to 513 and saved. Then I went for secondary terrain and cut part,sized to 256, 8bit, saved,reopened,put RAW settings corectly,resized to 257 and saved. Then put this all to map and that thing showed up.
 ???

Edit:I know Im boring and spamed this tread too much,sorry but Im losing time very day because I cant solve this. Till now I could do lot of things
« Last Edit: 12-03-2016, 19:03:26 by Ivancic1941 »
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Offline GeoPat

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Re: FH2 Modding Q&A
« Reply #874 on: 13-03-2016, 00:03:30 »
Is there a reason you want to do all that.  Why not just copy a square from the microdem that is 3 times larger than the primary you want and use some simple program like bf2hmt to make the heightmap?

Offline pheeph

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Re: FH2 Modding Q&A
« Reply #875 on: 13-03-2016, 08:03:16 »
Okay, my map has been crashing at 14%.  I was reading the "Map Crash Percentages and Easy fixes" thread, but so far the problems are...

-My map doesn't have a mapdata file.
-Gameplay.con file?  Is this file supposed to be in a map or something?  If it is, I don't see it.
-Regenerate overgrowth... All those trees and hedgerows static objects folder and they don't appear in the terrain tool.

Offline Ivancic1941

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Re: FH2 Modding Q&A
« Reply #876 on: 20-04-2016, 16:04:48 »
http://www.moddb.com/mods/battleship1/news/battleship-for-bf2-is-released
In this article,in this mod,they mentioned that there are two open sea maps,and one has viewdistance to 3km. How to do that(do I need to change in which .txt)?

http://www.realitymod.com/forum/f562-pr-falklands-general-discussion/141068-player-dnesity-8km-x-8km-map.html
This is what is really interesting for me. Falkland 16x16!! How(asked there but no answer)? Maybe he managed to use secondary terrain as primary?

http://www.realitymod.com/forum/f562-pr-falklands-general-discussion/139133-ask-pr-f-team-question-3.html
I asked him long time about walking on ships in moving.Will coating with non-hurting material solve walking? Did you tryed that on fh2 ships(lobo's)?
Floppy Wardisc or Floppy Wierdbear

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #877 on: 20-04-2016, 18:04:42 »
About the falklands thing, my guess is instead of using the heightmap, they made a 3d model of the island and used that.

Offline Stubbfan

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Re: FH2 Modding Q&A
« Reply #878 on: 20-04-2016, 19:04:15 »
Viewdistance. Set it in init.con (and sky.con for the fog range)

Falklads is 8x8km not 16x16? Atleast i thought so. Like Ts4 said, all land is made using models since terrain wont work if you scale your map up like that.

As for ship walking, i tried it.

Offline Ivancic1941

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Re: FH2 Modding Q&A
« Reply #879 on: 10-05-2016, 11:05:22 »
Is there way to see what size map is (I didnt made it so)? Cant find it..
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Offline Clay_Tank

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Re: FH2 Modding Q&A
« Reply #880 on: 15-05-2016, 19:05:58 »
Just a short question: Is the .zip file extraction (as described in the FH2 mapping tutorial, http://forgottenhope.warumdarum.de/tutorials/) still needed for BF2 Editor with the FH2 current build? Quite a lot of Zip files to extract ...

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #881 on: 15-05-2016, 19:05:34 »
Yes still needed.

Offline Clay_Tank

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Re: FH2 Modding Q&A
« Reply #882 on: 17-05-2016, 11:05:36 »
Thanks! As said there are quite a lot of files to extract in 2.51 and because I'm lazy I wrote a short PHP script that unpacks the files automatically for you. Maybe I'll re-write it later as an Python script. I guess you devs check FH2 out of source control for work so I guess this is only going to be interesting for custom mappers.

Anyways script may be viewed/downloaded here: https://gist.github.com/anonymous/9e2615bfcfd7e16386adb568778d6699


Offline Stubbfan

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Re: FH2 Modding Q&A
« Reply #883 on: 17-05-2016, 13:05:10 »
Whenever i do this i select all object*.zip files, rightlick and select extract too. And then the same for all common file etc. It's pretty fast and simple.

Offline MajorMajor

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Re: FH2 Modding Q&A
« Reply #884 on: 22-06-2016, 13:06:50 »
I've been following the official EA mapping tutorials. They are helpful but they were made for vanilla Battlefield 2... and right now I'm in the stage where my test map has a few statics scattered, the object and soldier spawns and one flag for each side. However, when I want to assign each teamto one of the FH2 factions, I can't save the changes because there are no kits associated with said factions.

Also, my level doesn't show ingame. According to the EA tutorial, I shouldn't need any extra step, but it's not on the list when I try to create a local game.