Author Topic: FH2 Modding Q&A  (Read 143824 times)

Offline pheeph

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Re: FH2 Modding Q&A
« Reply #165 on: 07-01-2010, 21:01:03 »
with FH 2.25 release coming, will its new mapping files affect my map?

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #166 on: 09-01-2010, 15:01:20 »
It didn't affect my map, with one exception: The trench set now has a grassy texture on the skirts instead of the brownish one.

Offline Natty

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Re: FH2 Modding Q&A
« Reply #167 on: 09-01-2010, 15:01:57 »
It didn't affect my map, with one exception: The trench set now has a grassy texture on the skirts instead of the brownish one.

yes Toddel made it like this because it is better with default grass since grass is mostly used so we dont need to suffix in it all the time. Better to suffix dirt or gravel if someone wants that around the trench instead.

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #168 on: 09-01-2010, 15:01:15 »
Yes, it actually fits better into my map now.

Offline pheeph

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Re: FH2 Modding Q&A
« Reply #169 on: 20-01-2010, 22:01:13 »
I recently placed a couple of waterplanes from the mod in my map, but I don't see them in-game nor does it have the water effects.  How do I make the water planes visible and functional?

Offline Natty

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Re: FH2 Modding Q&A
« Reply #170 on: 20-01-2010, 22:01:36 »
generate lightmaps for the waterplanes (pack atlas also), and place env boxes + generate envMaps.

Offline pheeph

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Re: FH2 Modding Q&A
« Reply #171 on: 21-01-2010, 01:01:39 »
ok, I placed a 500x200 waterplane from the mod somewhere in the map.  While I can see it in the editor, I can't see it despite generating lightmaps, envmaps, and packing the map.  I even walked to that area where the big waterplane was supposed to be, but it doesn't look like I'm swimming either.  Does it need a different layer of water planes under it?

Also, I placed a bunch of 5x5 waterplanes in the map as well.  While I can barely see them, and the swimming is there, I can't make it shine since the object doesn't support lightmapping.

azreal

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Re: FH2 Modding Q&A
« Reply #172 on: 21-01-2010, 03:01:46 »
generate lightmap atlases as well

Offline Natty

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Re: FH2 Modding Q&A
« Reply #173 on: 21-01-2010, 08:01:33 »
5x5m waterplanes are different.

the big ones you placed are made for PHL, Toddel disabled swimming in those since I wanted players to be able to prone in the flooded fields. If you make lightmap atlases you will see them ingame, if you have a Water folder in your map, and in it an envMap.dds (check PHL to see how it should be).

Offline pheeph

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Re: FH2 Modding Q&A
« Reply #174 on: 22-01-2010, 02:01:00 »
ok, now that I can see them, is it possible to have sloshing sounds when in shallow water?

Offline Natty

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Re: FH2 Modding Q&A
« Reply #175 on: 22-01-2010, 14:01:17 »
I would assign water/waterpuddle mateial to the detaillayer you paint with on the ground where the planes are.

Offline pheeph

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Re: FH2 Modding Q&A
« Reply #176 on: 25-01-2010, 23:01:49 »
does anyone know how to convert those compressed textures into uncompressed textures?  I'm trying to edit a certain part of the terrain, but it gave out this message:

[Geom] : TBM: Need uncompressed texture!
« Last Edit: 25-01-2010, 23:01:33 by pheeph »

Offline Natty

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Re: FH2 Modding Q&A
« Reply #177 on: 26-01-2010, 08:01:30 »
you mean you want to paint textures? your map should have an Editor/Colormaps folder.. in here are uncompressed .dds textures (ARGB8.8.8.8 format).

If you are editing some other map, that dont have the editor files, you can always stitch together all the compressed ones (use Photoshop or the BF2 mod toolkit) to one big .tga and then import that .tga in editor by using the import colormap function.

remember you will lose quality by using compressed textures like this....

Offline Jetu

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Re: FH2 Modding Q&A
« Reply #178 on: 29-01-2010, 23:01:18 »
Boo, I'm such an ignorant mapper. I can't even play my map, or I'm just trying to start it without having any idea how. The maps on the map list in fh2 but crashes at 14-15%. :Z



Offline Aggroman

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Re: FH2 Modding Q&A
« Reply #179 on: 30-01-2010, 10:01:15 »
Start in windowed mode and post the error message over here.