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Messages - Andromahkos

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So, I have been playing with the kits for 2.5.  On previous versions of FH2, I was able to mod the kits easily within minimal bugs as long as I followed the item index numbers for weapons and equipment.

Since 2.5, I noticed that after I had made my usual mods to various aspects of the new release, the maps started to crash.  Two in particular are Operations Cobra and Luttich.  These worked fine before I modded 2.5, and when I had modded everything in 2.48, these maps had no issues whatsoever.

I started over, repaired the mod, and slowly added back in my mods one at a time, testing each mod.  I started to get crashes when I introduced my kit mods.

I have tried to find in the server.zip, the mapdata.py, the Init.con, the GamePlayObjects, as well as looking at the aifixes for possible conflicts with the changes I made.  I have yet to find a solution.  I have made changes to 2.5 vehicles and weapon code with no ill effects.

Now maps using BA, GA, IA, seem to work fine, its maps that are isolated to UW, GS, and GW kits… so I am not sure what’s so different between these kits and the others.  Also, as I say again, in 2.48, I could revamp all sorts of things in that release, but 2.5 is a different story.  I even added in “include ../debug.con” in the individual kits, but to no avail, as the game just crashes on map startup, on the tail end of the Objects loading with no answer as to why.

I reviewed the changelog.txt since 2.48 looking for any possible changes that would be causing this, I did not find anything under kits, soldiers or weapons that were remarkable, with the exception  of kitmeshes, which I don’t see how those could cause a crash.  I have been playing FH2 at least since 2010, and I have never run across an issue like this.  It would appear that it would have something to do with item indices, but I suspect there are peripheral files referencing the changing of items or kits per map.

I also suspect that this could have something to do with it…. Maybe, as it is not in the 2.48 Engineer kits…

“rem dummy-i9 added by the packing script
ObjectTemplate.addTemplate dummy-i9”

If anyone has any ideas it would be greatly appreciated. In the meantime, Ill keep poking around to see what I can find.

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OK, so, I did find a temp fix for the hullmg's on the t34's... its real sloppy and doesn't give a nice finished result, but I remembered doing this from the old BF1942 days, I just removed the hullmg reference in the tweak file.  So there is no hull mg, but the t34's come in great.  ;D  But this doesn't help wit the zis-6.  :'(

This would be just a temp fix until I , we or someone figures out the AI bug.  I also googled the issue and there seems to be a fix, but I need to research it. ;)

3
Quote
Sorry, guys, as it often happens, neither of the new 2.5 maps - Arad, Dukla Pass, Pegasus, Seelow, Sammatus, got singleplayer support on release. But the equipment used on these maps is mostly ready for AI, anyone with basic BF2 modding skills can try it on another map with singleplayer support (at least I tested Katjushas and IS-2 on Alam Halfa :) ).

OK, first of all, you guys have done an excellent job with this mod.  Its probably one of the best out there for a lot of the games I have played, and I have modded various games for over 14 years... I have thoroughly enjoyed FH and FH2 over the years...  :)

With all my years modding Battlefield games, my knowledge has been tested on this particular issue and you guys stumped me on this one... it concerns the T34_76's and t34_85's.  The standard T34_74 works fine in singleplayer, but I get an error trying to bring in the _camo or _de versions in single player, the same occurs with the 85's too.  The error says the following (which I attached as an image):

"Debug assertion failed
Version 1.5.3153-802.0.... ( I can add all this if you wish, but I will get ot the point)...
Text you have tried to enter a vehicle that is not prepared for use with AI:t34_76_camo_hullmg"

So I looked at the hull mg's for the t34's and the .con files were missing the t34 hullmg reference at the bottem of the code.  Adding this reference to the AI Template for the t34 hull mg didnt seem to work as I got the same error.

I also looked under the Objects\Vehicles\Common\ai\Objects.ai, everything appears good under there.

Any ideas one what I might have missed?  Its kind of good, I have never dug this deep into the AI code before, but I would really like to get the t34's on some of the Singleplayer maps.  I have been pretty excited since I first heard you guys were going to have T34's.

Any help would be greatly appreciated.

Thanks for your time and an excellent mod!!




4
Modding / Re: Adding "Riders" to other vehicles...
« on: 15-08-2012, 21:08:20 »
Yes, I referred to "Riders" because the actual ObjectTemplate designation is "tankRider", of which there are several types correlating with the type of sitting postion they have and the angle of viewing available in first person...

I was mainly wanting to know for SinglePlayer...  I know it can be done, and that its position is just a simple xyz coord on the model, just wanted to know if there was an easier way than just guessing its position by trial and error...  ;D

Just asking if anyone knows how to code that, or I can pm some members on the mod team...

Thanks

5
Modding / Adding "Riders" to other vehicles...
« on: 15-08-2012, 07:08:35 »
I would like to add riders to other vehicles that otherwise might not have them.

Specifically I am thinking about adding some riders to the M3A1 Stuart series, and maybe more riders to the cruiser tanks and other smaller vehicles.

I didnt think much about this until I saw the number of riders on the Carro 11/39, and i figured, why couldnt we add riders to the smaller tanks, especially since it seems the TankRiders are coded under a common file and then their actual placement is taken care of with coordinates under the Vehicle tweak file.

How is this done?  Is this done in Max? or with a part of BFTools?  Please let me know,

Thanks

6
So sorry I have responded to you on here...

I have started working on some excercises to get used to working in 3ds Max and using the BFTools.

I hope that during the work I will be doing for the Russian front, I could develop that weapon.

With School starting, its going ot take me a while, but I would like to do it.

I will keep you posted though

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That sounds great!!!  Sounds like the French mod is wanting help too...

I would really like to help on the FH2 mod team, and if we can fit this into their workflow somehow that would be great.  I just want to make sure I am not promising people too much and then I am not able to deliver... I don't want to make people upset... LOL.  Let me talk to these other groups and see who is needing help.  To be honest, I want to work on ALL of them!!  :)

Below is a link of more of my work, primarily weapons.  I think I will have to ask permission if I modify the Sten gun to the Polish homemade version.  Do you have any idea who made that model?  Then we or I could ask permission for that one.

On characters/soldiers, I am not there yet.  I have not done any character modeling YET!!! ;D, but I have done character animation with prebuilt rigs.  We could certianly use some existing models though for a basis for the new ones, but again, we would have to ask for permission.

I don't want to promise too much at this moment, but I could probably do the homemade Sten, especially if we get permission to use an existing model.  I have also been approached by another fellow who asked me to do a French tanker helmet, so I am not sure where all of that fits in as well.

Lets keep in contact with each other on here and I can keep you posted about where I might fit into all of this...

http://flic.kr/ps/JYnAN

8
Modding / Re: French Hope
« on: 26-07-2012, 00:07:27 »
Well, I am free for about the next 3 weeks, then back to school, but I might have time during the fall semester.  I should not be completely consumed with school work... and a French mod sounds very interesting to me.

I may need a little assistance in the beginning to make sure I am following your standards, but once I get into it, there shouldn't be any problems.

Here is a short little bio...
I have done all sorts of coding mods on FH2 for personal private mods. 

I know photoshop as well, I have CS5.5 and an older version that does dds, as well as GIMP.  I have also worked with Maya quite a bit, and have some beginner knowledge of 3dsMax/Gmax and Milkshape 3D.

In my modding I have also played a bit with sound effects.

Just a little bit more...  I have been modding games for well over 10 years, I have worked on personal mods for the Total War series, for BF2, FH2, BF1942, BG42, FH1, Theater of War, and lots of Star Wars games  ;D

I have never been a part of a modding team formally, so I would be excited to help you  guys out, as I am a big fan of FH2.

If you guys think I could help you, I would be honored.  Just let me know what I need to do to help you out. 

P.S.  I also had a guy PM me about doing a french tanker helmet as well.

Thanks for your time.

9
Modding / Re: French Hope
« on: 25-07-2012, 22:07:50 »
Pretty cool!!!  This will be an exciting mod!!! 

What kind of statics are you needing for maps?

I am currently trying to figure out how the whole bf2/fh2 modeling workflow works... I currently have been working mostly in Maya (I am an animation student), but I did a lot of model modification in gmax for bf1942, but all I did there was push and pull vertices, not really generate any original stuff.

The link below is an Sdkfz 234/3 I did last semester for game art assets class.  I modeled and textured the whole vehicle from the reference image shown in black and whiate at the bottom of the image.

here is the link:
http://flic.kr/p/cDzW9N

10
OK, I checked out bfMeshview...  I have used this to a certain extent before, but not for exporting the mesh.

Is the wavefront .obj the only export format available?

I can edit that, but I was not sure if the model retains all of its pertinent information, like bone assignments, materials ,etc. when it went through that process...

I guess after that the workflow then goes through the lengthy process of exporting the model back into BF2?  Like I have seen on some of the other tutorials...

I was hoping there might be a more seamless (aka easier...) workflow to work with, if so let me know/// ;D

11
Sure I would like to, but I have to figure out this bf2/fh2 modeling workflow. 

I have school starting in mid August so my time might be limited, it may not though just have to wait and see.  I am taking animation classes using Maya.  Last semester I modeled and textured a Sdkfz 234/3 for game art assests class.

Here is the link:
http://flic.kr/p/cDzW9N

12
Hello All,

I would like to make some minor modifications to the meshes used in the game, like just make a bayonet longer, or a rifle a bit longer or modify a  helmet.

I did a lot of mesh modifcation in bf1942 and their respective mods, as long as it did not screw up the collision elements.  I have done a lot of modeling and texturing so I do know my way around a bit with models.  This whole setup with bf2 though has me stumped.

This is just for a personal modification.

I have 3dsMax9, I have the BFTools for 3dsMax9 and the POE tools.  (I have been searching on the internet for a couple of days now...  :)  )

I also have gmax and the gmax tools, but found out that I couldn't import the bundlemeshes...

I am just looking at minor mesh modifications here, not importing/exporting a completely new model.  I just want to import the model into gmax or 3dsMax9, push and pull some vertices around and then export it back to game... thats all.

Does anyone have some tutorials or guides or suggestions to do this?  The tutorials I have read have to do with creating a model and then exporting it ot the game, but nothing really on something as simple as I want to do.

Any assistance is greatly appreciated.

Thanks,

P.S.  Forgotten Hope 2.45 is the best!!!


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