Author Topic: FH2 Modding Q&A  (Read 144041 times)

Offline Nissi

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Re: FH2 Modding Q&A
« Reply #300 on: 25-10-2010, 22:10:59 »
Hi guys

I'm slowly getting used to the editor and I like it. It's awesome how many online tutorials exist... but sometimes it's rather difficult to find the good ones out of it. Well I hope I can continue my learning sessions soon.  :D

I just have the following problem:
- when I open an existing FH2 map I can play static objects on the map
- when I create a own map I cant chose any static objects... so I checked whether I imported them. They are loaded and they seem to be unzipped in my folder: fh2_mapping.
- when I open an existing FH2 map I can't chose static objects from the new build I imported with the newest FH2 files. Are they somehow blocked?

Do I have to end one step to be able to place static objects?
I only ask because I can place bushes, trees and the like but got stuck with the buildings. I just wanted to try first the key elements of the editor before I like to spend more time with L3DT to explore some more lightmapping and texturing to get really startet. I managed to generate some basic terrain and gave it some still noobish colour. But as want to make sure that I installed everything correctly.

So far I see in my own level the following subunits of the objects tree:
- common
- dynamic objects
- effects
- kits
- soldiers
- vegitation
- water.

In my folder: fh2_mapping I have as well Roads, Weapons and vehicles.

Thank you very much for your help.
« Last Edit: 25-10-2010, 22:10:34 by Nissi »

Offline Godall

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Re: FH2 Modding Q&A
« Reply #301 on: 26-10-2010, 00:10:43 »

Unfortunately there aren't battlemaps for several places, but if you need input for Kharkiv, Moscow and many others  you can find sometimes even daily maps.

http://wwii-photos-maps.com/
There I found my city - Orel. Good maps +1 ;D

  Приказ № 227 Ни шагу назад! (С)

Offline Havick

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Re: FH2 Modding Q&A
« Reply #302 on: 10-11-2010, 18:11:43 »
I have a quick question,  I have an M2a1 105 in a map, however spotting does not work so it is next to useless, is there something I am missing to make Arty spotting work?
"Quote from: Torenico on Today at 06:34:49
PR has "surprise"..
Ever walked around Korengal and got ambushed by a squad of Talibans?
Well, thats Surprise."

"Yeah like "Holy shit, something is happening!"
Ts4EVER"

Offline fh_spitfire

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Re: FH2 Modding Q&A
« Reply #303 on: 11-11-2010, 10:11:20 »
I have a quick question,  I have an M2a1 105 in a map, however spotting does not work so it is next to useless, is there something I am missing to make Arty spotting work?
You probably broke python somehow. Check your mapdata.py

Offline Havick

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Re: FH2 Modding Q&A
« Reply #304 on: 11-11-2010, 18:11:30 »
Is there anything specifically I should be looking for?  as push and kitlimits are working
"Quote from: Torenico on Today at 06:34:49
PR has "surprise"..
Ever walked around Korengal and got ambushed by a squad of Talibans?
Well, thats Surprise."

"Yeah like "Holy shit, something is happening!"
Ts4EVER"

Offline fh_spitfire

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Re: FH2 Modding Q&A
« Reply #305 on: 11-11-2010, 18:11:59 »
what is the exact name of object template of the howitzer you have on your map?

Also make sure that you're using binocs belonging to a proper team (for example, british binocs won't work for germans, and vice-versa).

Offline Havick

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Re: FH2 Modding Q&A
« Reply #306 on: 11-11-2010, 20:11:19 »
Thanks! fixed it.  was using the wrong gun with the wrong teams Binos
"Quote from: Torenico on Today at 06:34:49
PR has "surprise"..
Ever walked around Korengal and got ambushed by a squad of Talibans?
Well, thats Surprise."

"Yeah like "Holy shit, something is happening!"
Ts4EVER"

Offline pheeph

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Re: FH2 Modding Q&A
« Reply #307 on: 24-11-2010, 03:11:07 »
do I have to update my map for the latest version of FH2?

Offline fh_spitfire

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Re: FH2 Modding Q&A
« Reply #308 on: 25-11-2010, 21:11:19 »
do I have to update my map for the latest version of FH2?

http://fhwiki.warumdarum.de/w/NCO_weapon_selection_system_on_a_custom_map

Can't remember any other big changes atm.

Offline Kwiot

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Re: FH2 Modding Q&A
« Reply #309 on: 03-12-2010, 09:12:01 »
I'm going to start mapping... Is anybody making or going to make a map based on Peiper's attack on Stoumont and Tagnon?

How accurate do maps have to be? I mean with terrain, buildings...


Edit:

I've seen some tournament maps which were simply converted from FH1... I asked about possiblity of converting and I got "yes" answer... But I don't remember why you don't do this...

Edit2:

Ok, I've started trying to make sth which we could call a map... But I have problem with bf2editor - when I choose FH2 mod (at the beginning), this error appears:


What should I do?

And what program do you prefer to make terrain? bfeditor? L3DT - i was trying with it but I have no idea how I can make "non-stairs" hill  ::)
« Last Edit: 07-12-2010, 00:12:28 by Kwiot »

azreal

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Re: FH2 Modding Q&A
« Reply #310 on: 07-12-2010, 01:12:25 »
Have you read/followed any of the mapping tutorials or did you just decided to click "FH2" when the editor starts up?

Offline Kwiot

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Re: FH2 Modding Q&A
« Reply #311 on: 07-12-2010, 19:12:41 »
Well, yes - I've read tutorial and there was written to choose bf2, but I didn't find it as sth necessity...  ::)

So, I should put "Objects" folder (which include FH2 files) into "...Battlefield 2/mods/bf2" directory?

And then copy my map folder into appropriate FH2 folder (in order to play this map in FH2)?

azreal

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Re: FH2 Modding Q&A
« Reply #312 on: 07-12-2010, 20:12:38 »
Which tutorial are you reading? Read these:
http://azreal64.com/fh2/fenring_tutorials.rar

Offline Kwiot

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Re: FH2 Modding Q&A
« Reply #313 on: 08-12-2010, 20:12:39 »
Ok, thx. I'm using it too.

From where can I get snow terrain textures? You don't include them in the files in the 1st post right?

azreal

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Re: FH2 Modding Q&A
« Reply #314 on: 08-12-2010, 20:12:05 »
What snow terrain textures?