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Messages - MajorMajor

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151
Modding / Re: What have you modded recently?
« on: 28-06-2016, 17:06:32 »
I was trying to create a heightmap today using weird "in-house" techniques, and I got a tripy result:

Spoiler

I blame this on the suffocating spanish heat, it doesn't let my brain function properly.  :P

Lesson learned: when you're a newbie, follow the tutorials first word by word before starting off on wild adventures.

152
Modding / Re: FH2 Modding Q&A
« on: 28-06-2016, 08:06:27 »
I am not sure wether you can still get GeoControll. I think the company changed and they are planning to release a new software called World Creator. An alternative would be using Terragen:

http://planetside.co.uk/products/download-terragen-3

But I am not that used to terragen.

As with most of those softwares: they are not for free but you can try demos or get some trial time. When you are starting with mapping should be a good start. If you want to do some more advanced errosion stuff you can also import your terrain into UnrealEngine 4 and work a bit with errosion brushes. It is not as advanced as those procedural terrain tools, that are specialized for such tasks obviously, but it is a good start.

Oh yes, I have indeed downloaded Terragen 3 since Ferning's tutorials make use of it. I'll fiddle around with it.


some helpful tips here for people new to bf2 mapping in general, good luck   ;)

https://web.archive.org/web/20141006173310/http://www.bfeditor.org/forums/index.php?

Thank you, I'll take a good look since I'm still confused about lots of things in mapping.

By the way, sorry for converting this thread into "Major Major Asks Questions and Gets Answered".  ;D

153
Modding / Re: FH2 Modding Q&A
« on: 27-06-2016, 22:06:19 »
When you move around the dem with microdem it will show you the GPS coordinates at the bottom I think.  You can then correlate it with google earth.  You may have to change the coordinates format in google earth to match the numbers in microdem.

Many thanks. God, I need to start figuring out the obvious stuff by myself.  :P

I think the rastered mesh is down to the file type and bit count. I fiddled a bit with this stuff and terragen files offer the best results. So I export the terrain with 3DEM as a terragen.file and not as a GeoTiff and load the terragen file into GeoControl. That's another point, where 3DEM just offers better options. The terragen file is not as much rastered as the GeoTiff file. Only thing I do afterwards is applying my terrain post production filters like errosion and some smoothing. After that all the colormaps and detailmaps in Geocontroll aswell and undergrowth based on the detail textures. I save the finished terrain in GeoControll as tiff file to split it with the BF2heightmaptool. No smoothing required after that.

I might make a more in depth tutorial/devblog about this workflow at one point, but I just lack the time right now. It is certainly very usefull, not only for BF2 engine.

I've had a look at 3DEM and it sure seems like a much more comfortable tool. Is it possible to get GeoControl for free though? This is the first of the eleven programmes I've had to install so far for mapping that seems to be a commercial product.

154
Modding / Re: FH2 Modding Q&A
« on: 27-06-2016, 12:06:13 »
Ok, so a question about heightmaps again... I've been following one of the tutorials from the PR website, in which Google Earth and microdem are used in order to get the heightmap. However, is there any way to find the heightmap of the exact place you're looking for other than guessing?

I have downloaded a dem file containing data for most of the Nord Pas de Calais area and after that I've had to narrow down my area by guesswork. However, in the Prokhorovka dev blog Knoffhoff seemed to get a heightmap that 100% matched his topographic map, so I wonder if he (or anyone else who makes scaled or unscaled but true to the real terrain maps) used another tool.

155
Modding / Re: FH2 Modding Q&A
« on: 25-06-2016, 17:06:06 »
A doubt came up while reading Ferning's tutorial on heightmaps... What is the adequate map "resolution" for a 1x1 km map? If I'm not mistaken, it could be either 512x2 or 1024x1.

BTW: Are Ferning's tutorials still the go to for someone learning mapping? They seemed to be created a long time ago and some of the software mentioned is outdated (like Geocontrol, now called World Creator IIRC).

156
Modding / Re: FH2 Modding Q&A
« on: 23-06-2016, 10:06:52 »
So, I've been learning how to place road splines today, but the tutorial I'm following just creates a basic dirt road. If I wanted to load Anctoville or Goodwood in the editor too look at how sidewalks are done, which files should I unpack? (Btw, sidewalks are objects right? Haven't found them so far, but I've only looked at the France section of the static objects list).

157
Modding / Re: FH2 Modding Q&A
« on: 22-06-2016, 20:06:36 »
Does you map have a tmp.con? if not, add one, then repack.

Indeed, that was the problem. Thank you.

158
Modding / Re: FH2 Modding Q&A
« on: 22-06-2016, 19:06:21 »
As I said earlier, you need to pack it with the map packing script.

That's what I've been trying to do. I have the map-pack.py in the fh2 folder. I executed the script for the map, and although a client and server .zip files are created, I don't see any mapdata.py file created, which is present in stock maps. When loading the maps ingame, they crash due to having no kits.

I tried executing the python script through the windows console. It's telling me that my map does not need repack.

What am I doing wrong? Sorry if I'm being a pest and I'm missing something obvious.

159
Modding / Re: FH2 Modding Q&A
« on: 22-06-2016, 14:06:02 »
Thanks! Packing the map indeed made it appear in game. I copied the team and kits section from The Battle for Sfakia.init and pasted it into my map's .init file. I packed again... and although I can start the map in the local server, as soon as I spawn the game crashes (I'm runing in windowed mode and I'm not seeing any error log). There are no kits in the spawn kit menu, so I guess that's what's wrong. I've been trying to reverse engineer further the init and desc files looking at the Sfakia files, but still no luck, the kits won't show up ingame.

160
Modding / Re: FH2 Modding Q&A
« on: 22-06-2016, 13:06:50 »
I've been following the official EA mapping tutorials. They are helpful but they were made for vanilla Battlefield 2... and right now I'm in the stage where my test map has a few statics scattered, the object and soldier spawns and one flag for each side. However, when I want to assign each teamto one of the FH2 factions, I can't save the changes because there are no kits associated with said factions.

Also, my level doesn't show ingame. According to the EA tutorial, I shouldn't need any extra step, but it's not on the list when I try to create a local game.

161
Check the typical maps. 200-250 m  are quite good even for a map with a mixed infantry and vehicles gameplay. I dont fear this map to become a walking simulator. Depending on the terrain, placement of houses etc, gameplaywise the layout looks promising.

Thanks for the heads up. In that case I'll probably end up moving the Axis main a bit further up the road, probably behind the farm building, and add an aditional axis spawn in the D215, the road where the tree barricade is located. We'll see when I actually get a closer look at the terrain in google earth.

I can't wait to start designing the flags and flag approaches, although first I need to finish Ferning's tutorials, then start learning "modular maping", as in creating random roads, farms, towns, etc. before actually working on my heightmap. In other words, real, showable progress is still a long way off  :P .

:D cool idea !
i'm from this region !
thx you for promoting 1940 !

go take pictures and report back pronto!

 :P

I've found some interesting fotos of the battle itself in Axishistory.

One of the 25 mm AT guns at the crossroads:
Spoiler

This things had quite a punch, in spite of the small caliber. Just ask the couple of PzIII's knocked out.

Spoiler

From another angle.
Spoiler

Also, the French decided to block the road to the trainstation with UE chenillettes, load them with oil barrels and set them on fire.
Spoiler

162
So, let me present my first mapping project, Neufchâtel.

*** Warning: completely irrelevant stuff. Read at your own risk.

Spoiler
About a year ago I decided that I wanted to learn mapping for FH2, but unfortunately didn't get very far. I couldn't get past how clunky it seemed compared to the CoH Worldbuilder. However, now that enough time has passed that I don't remember a thing about CoH mapping anyway, I've found renewed strengh to face the harsh mistress that I've been told the BF2 Editor is.

I've always wanted to see the 1940 Battle of France campaign in this mod, but as I understand the devs have other priorities. So, applying the age old: "If you want something done, do it yourself", I set my sights towards finding a 1940 scenario that would be simple enough for me to do while also being interesting.

After considering various scenarios, like Montcornet (ditched because I felt the battle itself wasn't very intresting, and probably too small for FH2's scale) and Abbeville (ditched because I'm too inexpirienced to make a fun map out of the terrain around Mont Caubert), I decided to do Neufchâtel.

*** Irrelevant stuff ends here.

Now for the actual map.

The Battle of Neufchâtel took place the 22nd of May 1940. After the allied forces in Belgium and northern France had been surrounded during Fall Gelb, the 2nd Panzer Division was assigned with the capture of one of the 3 channel ports in the pocket: Boulogne. One Kampfgruppe approached the city from the south, eventually reaching the crossroads town of Neufchâtel, where the french troops, lacking any AT-mines, had erected some barricades and emplaced 8 AT guns in order to slow down the panzers and allow the evacuation to proceed.

I based my map off this sketch from an edition of "Les dossiers de l'histoire boulonnaise".

Spoiler

This is the layout that I had in mind for the map. Flag positions are only orientative.

Spoiler

The playable area fits within a 1kmx1km box. Would it be adequate to do a 1:1 scale map? Or would it be too ambitious for someone who's just getting started? Tedium and hard work don't scare me, but I want to keep my expectations realistic.

Spoiler

Another thing that worries me is the distance between flags. Can any experienced mapper tell me what distances work best? I want to avoid frustrating players by making them play a walking simulator instead of an FPS.

Spoiler

I'd be really grateful for any criticism. I know that this project has small chances of ever being finished, but if I have to fuck it up I'd rather do that in the editor than in the planning stage. In my opinion, a badly executed idea can be eventually fixed and polished, but a bad idea can't be patched together no matter how hard you try.

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