Author Topic: FH2 Modding Q&A  (Read 143159 times)

Offline Ts4EVER

  • Banner of THeTA0123
  • Developer
  • ******
  • Posts: 7.812
    • View Profile
Re: FH2 Modding Q&A
« Reply #600 on: 01-08-2013, 14:08:17 »
Don't use those, only use the static vehicles from the wreck folder.

Offline Mudzin

  • Jr. Member
  • **
  • Posts: 692
    • View Profile
Re: FH2 Modding Q&A
« Reply #601 on: 01-08-2013, 20:08:25 »
Ok, but there are only wrecks...

Offline Rabbit032

  • Jr. Member
  • **
  • Posts: 206
  • By all means necessary.
    • View Profile
Re: FH2 Modding Q&A
« Reply #602 on: 01-08-2013, 23:08:55 »
What did you want to use it for? you could put the entry point as 0 in your .tmp but I believe it will still show up on the minimap as a vehicle.

Only other thing I can think of is re-export the vehicle as a static object, and that is no easy task.
Pipe Hitters Union

Offline Mudzin

  • Jr. Member
  • **
  • Posts: 692
    • View Profile
Re: FH2 Modding Q&A
« Reply #603 on: 02-08-2013, 22:08:39 »
Well, I simply want to add a car or a train as a static - not to be used by anybody!

Offline Ts4EVER

  • Banner of THeTA0123
  • Developer
  • ******
  • Posts: 7.812
    • View Profile
Re: FH2 Modding Q&A
« Reply #604 on: 03-08-2013, 00:08:17 »
Ok, but there are only wrecks...

No there are also intact vehicles.

Offline Turkish007

  • Masterspammer
  • ****
  • Posts: 4.060
  • Mini-mod necromancer
    • View Profile
Re: FH2 Modding Q&A
« Reply #605 on: 06-08-2013, 17:08:03 »
Do I need the editor to change the loadmusic of a map?

Offline Mudzin

  • Jr. Member
  • **
  • Posts: 692
    • View Profile
Re: FH2 Modding Q&A
« Reply #606 on: 06-08-2013, 18:08:03 »
Ok, but there are only wrecks...

No there are also intact vehicles.

Could you tell me what directory is this exactly? I found there only GMC, Opel Blitz, Kubelwagen, Bedford as static, so not a big choice...

Do I need the editor to change the loadmusic of a map?

I don't think so... Check this out: click!

Offline Turkish007

  • Masterspammer
  • ****
  • Posts: 4.060
  • Mini-mod necromancer
    • View Profile
Re: FH2 Modding Q&A
« Reply #607 on: 06-08-2013, 18:08:05 »
Thank you.

Offline Turkish007

  • Masterspammer
  • ****
  • Posts: 4.060
  • Mini-mod necromancer
    • View Profile
Re: FH2 Modding Q&A
« Reply #608 on: 06-08-2013, 23:08:59 »
There was this thread where a guy named Harry showcased his WW1 stuff, and they had download links. Can anyone find the links?

I had them on my computer but they were lost when the computer broke down...

Offline Turkish007

  • Masterspammer
  • ****
  • Posts: 4.060
  • Mini-mod necromancer
    • View Profile
Re: FH2 Modding Q&A
« Reply #609 on: 07-08-2013, 13:08:23 »
Noone?  :(

Its like the only time I can make use of them.

Offline gavrant

  • (Almost) retired dev
  • Moderator
  • ***
  • Posts: 598
    • View Profile
Re: FH2 Modding Q&A
« Reply #610 on: 07-08-2013, 14:08:40 »
With all due respect, Turkish, but why you can't just google a little bit?
I think, you're searching this:
http://fhpubforum.warumdarum.de/index.php?topic=18088.msg278601#msg278601
But the link from the post doesn't work for me, says something about my IP is banned.

Offline Turkish007

  • Masterspammer
  • ****
  • Posts: 4.060
  • Mini-mod necromancer
    • View Profile
Re: FH2 Modding Q&A
« Reply #611 on: 07-08-2013, 17:08:02 »
I googled, but couldnt find anything. Thanks a lot!

Offline Mudzin

  • Jr. Member
  • **
  • Posts: 692
    • View Profile
Re: FH2 Modding Q&A
« Reply #612 on: 11-08-2013, 15:08:08 »
I have a problem with vegitation objects named "stvith_wip...". Firstly when I saw "vip" in name I decided to not use them, but when I notice them that they have been already used on St. Vith map, I thought that dev simply forgot to change the name of these statics in the editor files. However, I don't know why, these objects pop out too late on my map... I used fog settings from St. Vith (where theres not thick fog), and the same. What should I do to get them working like on St. Vith map?

Offline Rabbit032

  • Jr. Member
  • **
  • Posts: 206
  • By all means necessary.
    • View Profile
Re: FH2 Modding Q&A
« Reply #613 on: 13-08-2013, 14:08:42 »
Tweak your OG settings? These are from st vith.

Overgrowth.viewDistance 220
Overgrowth.viewDistanceScale 1
Overgrowth.closeDistPercentage 0.6
Pipe Hitters Union

Offline Matthew_Baker

  • FH-Betatester
  • ***
  • Posts: 1.923
    • View Profile
Re: FH2 Modding Q&A
« Reply #614 on: 16-08-2013, 01:08:56 »
Didn't really know where else to ask this. But when texturing vehicles etc... do the FH devs share the same color palette for the base colors and camo? e.g. is the base olive drab (before PS layers are put on top of it) on the sherman the same as the olive drab on the willys? or does each dev just use their own olive drab color and tweak it until it looks about right?

I'm asking because I always have troubles with camo colors on my textures and I can never get them JUST right. Online colors aren't perfect and color picking off the finished .dds is tough with all the dirt and metal variation layers put on it.

Basically I'm wondering how the devs find their colors to use, or if you guys have any good ways of getting the right color for a texture ;D