Author Topic: FH2 Modding Q&A  (Read 143435 times)

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #810 on: 05-09-2015, 16:09:57 »
You set it outside editor in init.con file. If you don't have it in the map folder simply copy from other map, the best option would be copying  from the map where those 2 factions are fighting. So, you would have already set your spawn kits, because there you also set them!

Offline Ivancic1941

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Re: FH2 Modding Q&A
« Reply #811 on: 05-09-2015, 16:09:18 »
And that will set flags too(kwiot)?
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Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #812 on: 06-09-2015, 00:09:15 »
In this file you have defined armies and this setting automatically set these specific armies in the editor. I think you should find easily those lines in the init.con.

Offline Ivancic1941

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Re: FH2 Modding Q&A
« Reply #813 on: 08-09-2015, 21:09:43 »
PLease

How to fix?

These spikes,how they appeared?

You see this on middle of map,like two level of map,how that apperad,how to remove-in editor or else?
« Last Edit: 08-09-2015, 22:09:03 by Ivancic1941 »
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Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #814 on: 08-09-2015, 22:09:30 »
Looks like the heightmap was saved in a wrong format.

Offline Ivancic1941

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Re: FH2 Modding Q&A
« Reply #815 on: 08-09-2015, 22:09:40 »
You mean size is wrong?Or format like RAW?
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Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #816 on: 08-09-2015, 22:09:40 »
Probably file format, IIRC it needs special settings.

Offline Ivancic1941

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Re: FH2 Modding Q&A
« Reply #817 on: 08-09-2015, 22:09:01 »
Hmm,I folowed this tut https://docs.google.com/document/pub?id=1B2A3n19zjS1R4T4FLhr0-Uxfa_quf7DFC-FgCoQXIv0 and did what he said. But when I made my level:
size:1024(max)
scale:2   - so level is 2048x2048
low res:512

In photoshop,when I made size of file of heightmapprimary I put 2049.In raw options,I put 2049,IMB PC,Chanal:1,Hedares:0,it is grayscale,16bit.

Dont know where is mistake.
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Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #818 on: 08-09-2015, 22:09:34 »
Yeah sounds about right... dunno then.

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #819 on: 09-09-2015, 04:09:39 »
It happens often to me also... Don't know why... Maybe I suggest to dispatch secondary terrain in "terrain editor" section, so maybe it will help...

Offline Rabbit032

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Re: FH2 Modding Q&A
« Reply #820 on: 10-09-2015, 03:09:30 »
Heightmaps are always saved as 1024 and 1025 when you re0open it even if it is scale 2 or 4. Scale 2 and 4 dont actually add more tiles, it just stretches it out, think of it as resizing a picture upwards, you stretch the pixels. Colormaps are the ones that you save as a different size.
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Offline Ivancic1941

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Re: FH2 Modding Q&A
« Reply #821 on: 10-09-2015, 14:09:06 »
Heightmaps are always saved as 1024 and 1025 when you re0open it even if it is scale 2 or 4. Scale 2 and 4 dont actually add more tiles, it just stretches it out, think of it as resizing a picture upwards, you stretch the pixels. Colormaps are the ones that you save as a different size.
That is maybe my problem.I saved it as 2049 and in raw options when reopened I put 2049.
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Offline Ivancic1941

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Re: FH2 Modding Q&A
« Reply #822 on: 12-09-2015, 11:09:37 »
Solved my problem.Like rabbit said,heightmap is 1025 always any scale,and secondary 8bit.
Floppy Wardisc or Floppy Wierdbear

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #823 on: 13-09-2015, 10:09:09 »
Is it possible to merge the helmet and other stuff with the playermodel, apart from the kit geometries, so it does not disappear when the player is dead?

Offline jan_kurator

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Re: FH2 Modding Q&A
« Reply #824 on: 13-09-2015, 11:09:25 »
Is it possible to merge the helmet and other stuff with the playermodel, apart from the kit geometries, so it does not disappear when the player is dead?
Probably, but AFAIK it's not that easy, and would require shit ton of work to apply to all models in FH2. I remember one dev (I think it was Kev) working on it for a while, long time ago, but after some trials he gave up because it required too much work. I might be mistaken tho, but that's what I remember from internal forum/IRC, maybe there are other reasons why it didn't work, maybe devs had different prorities at a time and it was just scrapped. As a tester I don't have access to those things untill they're released to the beta build, and that helmet thing was never released.
« Last Edit: 13-09-2015, 11:09:25 by jan_kurator »