Author Topic: FH2 Modding Q&A  (Read 144135 times)

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #615 on: 22-08-2013, 12:08:47 »
Tweak your OG settings? These are from st vith.

Overgrowth.viewDistance 220
Overgrowth.viewDistanceScale 1
Overgrowth.closeDistPercentage 0.6

Didn't know that OG settings can affect OG static objects, but it seems that it works now! Thanks!

Another issue:

Can sb tell me if theres such possibility of copying object which consists of some other smaller objects with the result that after pasting all these smaller objects are connected together like before copying?

Example:
Here's the example from St. Vith map:


I simply don't believe that the mapper was connecting this elements one by one with each cablepole....

Also another question - is there possibility to group a few objects into the one (with 1 pivot)? I just want to use "stamp-allign" function for a group of objects, but I want to have them treated as 1 object!


Offline Nerdsturm

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Re: FH2 Modding Q&A
« Reply #616 on: 22-08-2013, 17:08:50 »
You can copy/paste objects and maintain their orientation by selecting the group of objects you want, holding the control key, and dragging the objects along one of their axes (move using one of the red/green/blue arrows, not the center box).

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #617 on: 25-08-2013, 13:08:32 »
Ah, I see - thanks!

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #618 on: 26-08-2013, 10:08:00 »
Can sb explain me why terrain lightmapping doesn't cover whole map if I have overgrowth objects over 40k? Is that editor some kind of limitation?

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #619 on: 27-08-2013, 16:08:13 »
Which map has dark grey trenches skirts? If there is no such, is it difficult to create color for such trench skirt?

Offline Nerdsturm

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Re: FH2 Modding Q&A
« Reply #620 on: 27-08-2013, 17:08:13 »
It's pretty easy to make your own skirt colors. Just duplicate and edit a .dds of the texture, put it into a .zip archive (you can look at one of the various other maps like the "textures.zip" in eppeldorf for how to structure the archive), and include a line in ClientArchives.con telling BF2 to open the archive.

For eppledorf that line is:
fileManager.mountArchive /Levels/eppeldorf/textures.zip Objects

Naming the .dds (and the exact structure of the .zip) will depend on which skirts you want to replace. You can find the current skirt textures in in the staticobjects folder, for instance for French-theatre trenches it would be under ...EA GAMES\Battlefield 2\mods\fh2\objects\StaticObjects\France\textures (named eu_trenches2_de_hurtgen.dds, eu_trenches2_de_PDH.dds, ect.).

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #621 on: 27-08-2013, 17:08:39 »
Ok, thanks!

Offline Matthew_Baker

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Re: FH2 Modding Q&A
« Reply #622 on: 29-08-2013, 21:08:13 »
Do objects on the kit geometry like backpacks, helmets, radios, shovels, holsters etc. have their own .con files? something that can be imported into 3ds Max with the PoE2 tools? And if so where would I find them? right now if I go into the kits folder all the meshes are in like a .ini file type or something. :-\

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #623 on: 07-09-2013, 14:09:30 »
Can sb explain me why after lightmapping my objects, on some buildings (especially this from France) appear some strange dark stripes? How can I avoid them?

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #624 on: 10-09-2013, 17:09:41 »
Do you know any proper lightmapping setting? I used cloudy settings and have really dark paths...

Offline Roughbeak

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« Last Edit: 16-05-2014, 18:05:11 by Roughbeak »

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #626 on: 10-09-2013, 17:09:00 »
i know this page, but couldn't find appropriate settings. I know what each setting is responsible for, but have no idea what values I can use to achieve specific effect...

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #627 on: 10-09-2013, 17:09:40 »
Welcome to BF2 Editor's great problems. ;D

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #628 on: 11-09-2013, 17:09:27 »
Do I need Bf2 samples too , or these fh2 samples are enough?

Offline jan_kurator

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Re: FH2 Modding Q&A
« Reply #629 on: 11-09-2013, 17:09:46 »
Do I need Bf2 samples too , or these fh2 samples are enough?
Afaik, you need them.

« Last Edit: 11-09-2013, 17:09:22 by jan_kurator »