Author Topic: FH2 Modding Q&A  (Read 143122 times)

Offline Jetu

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Re: FH2 Modding Q&A
« Reply #180 on: 30-01-2010, 19:01:43 »
Lol, thanks now I know what I had to do.. Forgot to generate the lightmaps/atlas/overgrowth... which I have just done. I seem to have forgotten something else as all the texture is under tiles and not detailed. XD

Offline kettcar

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Re: FH2 Modding Q&A
« Reply #181 on: 14-04-2010, 09:04:22 »
whats the trick to set the overgrowth, trees, vertical to the ground? i dont find the right setup. pls help.

Offline Fenring

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Re: FH2 Modding Q&A
« Reply #182 on: 14-04-2010, 14:04:09 »
Use normalscale 0 instead of 1, you can have values between like 0.3 as well if you want not totaly vertical trees.

Offline Zeno

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Re: FH2 Modding Q&A
« Reply #183 on: 17-04-2010, 14:04:59 »
is there something important to remember when making a normandy map?


Offline Natty

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Re: FH2 Modding Q&A
« Reply #184 on: 17-04-2010, 16:04:14 »
is there something important to remember when making a normandy map?

Just some tips:

- dont pick statics from NorthAfrica folder
- first do terrain and basic statics (i.e. houses, walls)
- place all gameplay objects
- dont pick statics from the common folder until you're all done with the gameplay
- paint always with 100% strength when painting color+detail
- dont paint with a "texture" use only clean RGB colors
- dont place any flags close the edge of the map
- dont paint any undergrowth until you are 100% done with the map
- regularly go ingame and run around/drive around between the bases, shoot at imaginary enemies
- use the Camera>Soldier in editor, walk up to obstacles, use the 1P camera, walk over surfaces and make sure it is smooth
- Always smooth your terrain > a good thumbrule is: if your soldier loses his sprint animation when running (rifles pops in and out annoyingly) you have too unsmooth terrain.
- Dont spam statics that has no use for the player
- Make sure all the main roads are easy to drive on if you have vehicles
- Dont use anything from VanillaBF2, Fh2 contains all needed assets.
- Do only 256x2 or 512x2 maps, nothing else
- Study your favorite BF2/FH2/PR/BF1942 maps and analyze why you like them
- Do not use too much vegitation

- regularly go ingame (again) use all kinds of kit, pretend you are in a battle What is the engineer doing? where can the LMG guy set up defense? where do you position your AT gun/tank? What is going to happen in the map
- Keep in mind: players are simple. They run the shortest route between flags, they look for cover, they will try and exploit. Predict the players behaviour, and your map will be fun. :)

Good Luck

Offline Zeno

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Re: FH2 Modding Q&A
« Reply #185 on: 19-04-2010, 07:04:06 »

- Do only 256x2 or 512x2 maps, nothing else

im making a 1024x2

how bad is that? ???

Offline Fenring

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Re: FH2 Modding Q&A
« Reply #186 on: 19-04-2010, 14:04:44 »
512 and 256 size maps loads and saves faster so they are much better to learn mapping, or you could do like i did, start with 1024 and restart editor 1 million times and tear off all hair on your head.  :-X

Offline leGriffu

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Re: FH2 Modding Q&A
« Reply #187 on: 19-04-2010, 15:04:51 »
LOL !
it's interesting to have your creation method
I will try this approach for my next map because it must go faster than mine (rough method, do, undo, redo ...)  :P

 :)

Offline Zeno

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Re: FH2 Modding Q&A
« Reply #188 on: 19-04-2010, 17:04:04 »
512 and 256 size maps loads and saves faster so they are much better to learn mapping, or you could do like i did, start with 1024 and restart editor 1 million times and tear off all hair on your head.  :-X

im not a noob :-[

i have been mapping for almost 2 years now....

Offline Fenring

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Re: FH2 Modding Q&A
« Reply #189 on: 19-04-2010, 17:04:19 »
I didnt know that  ::) Just keep in mind that a normandy map probably wont be included in a fh2 release since we have more than enough now. Otherwise nattys advice is great.

Offline kettcar

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Re: FH2 Modding Q&A
« Reply #190 on: 22-04-2010, 09:04:28 »
Use normalscale 0 instead of 1, you can have values between like 0.3 as well if you want not totaly vertical trees.

thx fenring

Offline McCloskey

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Re: FH2 Modding Q&A
« Reply #191 on: 23-04-2010, 00:04:19 »
damn, is it just me or did this site http://fenring.bf1942.cl/tutorials/ stop "working"? I swear I loaded it in the afternoon but now nothing...

nevermind
« Last Edit: 23-04-2010, 00:04:01 by McCloskey »

Offline Krätzer

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Re: FH2 Modding Q&A
« Reply #192 on: 08-05-2010, 07:05:38 »
I lost my max9 Polycounter Plugin, someone could send it ?

Offline Toddel

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Re: FH2 Modding Q&A
« Reply #193 on: 08-05-2010, 10:05:49 »
welcome

Offline kummitus

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Re: FH2 Modding Q&A
« Reply #194 on: 08-05-2010, 13:05:18 »
Hrhmm nothing that could blow up the world but any idea how common or why it happens that usually when I start doing a map, editor works fine and smooth but after some time when gotten basic outfit done, editor gets slow, or like when you grab from object, usually you seen how it moves but now you grab, move and after you like unpress your mouse button, it moves, so it becomes hard to get anything aligned to right places like sidewalks and hedgerows.

any idea?
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