Author Topic: FH2 Modding Q&A  (Read 143785 times)

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #495 on: 24-04-2013, 19:04:47 »
Thanks anyways.   :D

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #496 on: 28-04-2013, 22:04:23 »
What program do you use to make maps or edit? :D
I tried "BF2 Editor", but it said>
Which is this just plain rubbish


« Last Edit: 28-04-2013, 23:04:22 by Roughbeak »

Offline Korsakov829

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Re: FH2 Modding Q&A
« Reply #497 on: 28-04-2013, 23:04:57 »
I think you need DX 9, anything higher won't work.

0utlaw

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Re: FH2 Modding Q&A
« Reply #498 on: 28-04-2013, 23:04:04 »
i had the same problem with windows 8

-right click on the bfeditor desktop icon
-go to properties
-click on the compatibility tab
-check the empty box "run this program in compatiblity for:"
-change to windows xp(service pack 3)
-then apply

that worked for me, hopefully will help you too.
« Last Edit: 29-04-2013, 01:04:21 by 0utlaw »

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #499 on: 29-04-2013, 01:04:34 »
Thanks Outlaw, does this look like its good to go? :D (all that error stuff led me to think its not working) ;)



0utlaw

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Re: FH2 Modding Q&A
« Reply #500 on: 29-04-2013, 01:04:10 »
yep, ive always just ignored all the error context in that window.

merry mapping  ;)

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #501 on: 29-04-2013, 01:04:00 »
I hope this is the last problem ;D

When i loaded a map from the file i got this> ???


0utlaw

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Re: FH2 Modding Q&A
« Reply #502 on: 29-04-2013, 01:04:22 »
make sure to unpack all files from the client.zip and server.zip per map, if so already, then you are missing the init.con file which is located in the server.zip of packed maps.

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #503 on: 29-04-2013, 01:04:44 »
Well...i am such a noob at this, is there some tutorials? ;D

0utlaw

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Re: FH2 Modding Q&A
« Reply #504 on: 29-04-2013, 01:04:32 »
we all started as noobs at some point   :)


http://www.bfeditor.org/forums/index.php?showforum=17

http://www.bfeditor.org/forums/index.php?s=3dcaf0485cbeecc1e47a0eb7fbe02e90&act=idx


http://bfewaw.com/showthread.php?t=269112

need to create a forum account to view the last link, good infos on both forums


Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #505 on: 29-04-2013, 02:04:11 »
Thank you :)
I'll try to use those tips. 8)

Offline fh_spitfire

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Re: FH2 Modding Q&A
« Reply #506 on: 29-04-2013, 16:04:11 »
Well...i am such a noob at this, is there some tutorials? ;D
http://forgottenhope.warumdarum.de/tutorials/

You need a bit more then this to deploy a custom map ( http://fhpubforum.warumdarum.de/index.php?topic=1804.msg261225#msg261225 ), but those are the basics.
« Last Edit: 29-04-2013, 16:04:58 by fh_spitfire »

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #507 on: 29-04-2013, 18:04:11 »
Ok ok...i did download that mapppacking script (including python) a week ago or so.

All I really need to know is that how to put the init.con in the maps/levels folder correctly.
« Last Edit: 02-11-2014, 03:11:35 by Roughbeak »

Offline Pejsaty

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Re: FH2 Modding Q&A
« Reply #508 on: 29-04-2013, 21:04:06 »
If you want to start a new map from scratch, simply copy init.con from existing map!  ;)

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #509 on: 29-04-2013, 21:04:44 »
Ok ok...i did download that mapppacking script (including python) a week ago or so. :D

All I really need to know is that how to put the init.con in the maps/levels folder correctly.

The init.con is created automatically by the editor...