ok...easy one
is mapping for FH2 harder then for FH1?
On a side note: is bfeditor.org being extremely slow for anyone else?Yes, for me at last. But last times it's better, you wait few seconds it it loads up, I remember times when I had to wait 5 minutes (literally) for one page to show up...
do the squirrel dance,
Is there a way to open the standard FH2 maps? it usually doesn't workYou have to unpack them.
Is there a way to open the standard FH2 maps? it usually doesn't workYou have to unpack them.
are you loading up FH2 or a level?
@kettcar: have you extracted all the object zip files correctly.
another question I like to ask is why the grappling hook is unusable. I created object spawners with kits that contain grappling hooks, but the map crashes with these kinds of kits in place.
did you extract both the static_objects_client.zip & static_objects_server.zip into a folder in your mods/fh2 directory called objects?
Any way to get rid of those blue boxes around spawnable objects?
Picture -> http://img1.abload.de/img/blueboxd3er.jpg
@Ts4EVER: did you load up everything in the editor using the mod manager?
Hey guys, just joined here. Hope someone can help me out.
It's not that much of a big deal, but aesthetically it's a mess. Here's the thing, I thought I'd start learning something about the coding in bf2, so I figured I'd start with the guns. I made a gun shoot less bullets per minute, but for the life of me I just can't figure out how to make the fire sound looping match the fire speed itself.
What i am doing wrong?
@torenico
you could use those bf2 pack batch files.
...BF2 and FH2 already takes up close to 10 Gb on my computer (I keep the various patch installers and stuff like that, so it kinda takes up twice as much space as normal)...
My objects folder (all the .zip files extracted) is coming out to somewhere around 2.55GB.That's it? How big is the Editor itself?
I don't have any blank DVD-Rs...and the last time I tried to burn something, it got corrupted on the transfer, twice. so that's a no-go. Maybe I can store it on my iPod... I only have like 1GB of music and video on it and you can technically use it a flash drive. So, I spent $300 for 30Gb flash drive that plays music (several years ago). I don't even know where the damn thing is......BF2 and FH2 already takes up close to 10 Gb on my computer (I keep the various patch installers and stuff like that, so it kinda takes up twice as much space as normal)...
I copy all my installers/patches to DVD for that exact reason. And if anything bad happens to your HDD you don't have to re-download everything.
My BF2 (+mods) is close to 20Gb... :P
Really quick question: With all the new 2.2 stuff, how much space does all the modding/mapping files (including the unpacked .zips and BF2editor files, and everything else you might need) take up on your HDD? My computer only has an 80 Gb hard drive, and only 30 Gb of that is available (and I want to keep 15 Gb free at all times for virtual memory/defragging purposes, so really only 15 Gb is available). BF2 and FH2 already takes up close to 10 Gb on my computer (I keep the various patch installers and stuff like that, so it kinda takes up twice as much space as normal), so it's kinda hard to convince myself to use more of my HDD space on BF2 and FH2. If I'm guessing correctly, it's basically a completely separate install of the files in non-compressed (non-zipped) folders, making it another 3-5 Gb that it would be sucking up on my computer.
Hmm. I guess that's a lot of backstory for a simple question. But all I really want to know is how much space the modding files and extracted stuff will take up on my computer.
The Hammer editor is all about optimization, draw distances, and visleafs, something I have always been curious about with regards to BF/FH type maps. With 64P servers and so much potentially going on at once, what are the key factors relating to map making to keep client framerates at decent levels?
I am somewhat new around here (although played a lot of FH1) so any help and advice would be most appreciated. I am going to go and start reading tutorials found in these forums, and hope I can use some of what I have learned with other editors to help speed up the learning process.
Thank you in advance.
Exactly, I´m using windows 7. It worked until yesterday, now its a crap.Ah, read it a bit wrong. Mine just doesn't show where I'm moving/rotating, meaning I have to guess how much I need to do it.
So, how do you move the objects now? manually setting the coordinates?
Also, how can I change the short of the editor so it directly open the map?
from game.plugins import plugin, limitKit, linkCPs, push
links_64 = [
plugin(push, source = 'CP_64_valkenswaard_30thCorps', target = 'CP_64_valkenswaard_roadblock', attacker = 2),
plugin(push, source = 'CP_64_valkenswaard_30thCorps', target = 'CP_64_valkenswaard_Highway', attacker = 2),
plugin(push, source = 'CP_64_valkenswaard_roadblock', target = 'CP_64_valkenswaard_Flakposition', attacker = 2),
plugin(push, source = 'CP_64_valkenswaard_Highway', target = 'CP_64_valkenswaard_Flakposition', attacker = 2),
plugin(push, source = 'CP_64_valkenswaard_Flakposition', target = 'CP_64_valkenswaard_Factory', attacker = 2),
plugin(push, source = 'CP_64_valkenswaard_Flakposition', target = 'CP_64_valkenswaard_Crossroads', attacker = 2),
]
kit_limits_64 = [
plugin(limitKit, team = 2, slot = 1, kit = 'BW_SMGAssault_Limited', limit = 0.2),
plugin(limitKit, team = 1, slot = 1, kit = 'GS_LMG_FG42_Limited', limit = 0.1),
plugin(limitKit, team = 2, slot = 3, kit = 'BW_LMG_Limited', limit = 0.1),
plugin(limitKit, team = 1, slot = 3, kit = 'GS_LMG_MG42_Limited', limit = 0.2),
plugin(limitKit, team = 2, slot = 5, kit = 'BW_Antitank_Limited', limit = 0.1),
plugin(limitKit, team = 1, slot = 5, kit = 'GW_AntitankSchreck_Limited', limit = 0.1),
]
gpm_cq = {
64: kit_limits_64 + links_64,
}
push_32 = [
plugin(push, source = 'the_ingouf_farm', target = 'summers_cp', attacker = 2),
plugin(push, source = 'summers_cp', target = 'pommenauque', attacker = 2),
plugin(push, source = 'summers_cp', target = 'cafe_de_normandie', attacker = 2),
links_64 = [
plugin(linkCPs, target = 'CP_64_phl_axisdummy', source = ['bridge_no_4', 'orchard'], never_owned_by = 2, default_zero = True),
plugin(linkCPs, target = 'allied_dummy', source = ['bridge_no_4', '502_main'], never_owned_by = 1, default_zero = True),
plugin(linkCPs, target = 'allied_br3dummy', source = ['bridge_no_3', '502_main'], never_owned_by = 1, default_zero = True),
plugin(linkCPs, target = 'axis_br3dummy', source = ['bridge_no_3', 'orchard'], never_owned_by = 2, default_zero = True),
plugin(linkCPs, target = 'allies_causewaydummy', source = ['causeway', '502_main'], never_owned_by = 1, default_zero = True),
plugin(linkCPs, target = 'axis_causewaydummy', source = ['causeway', 'orchard'], never_owned_by = 2, default_zero = True),
plugin(linkCPs, target = 'allied_farmdummy', source = ['ingouf_farm', '502_main'], never_owned_by = 1, default_zero = True),
plugin(linkCPs, target = 'axis_farmdummy', source = ['ingouf_farm', 'orchard'], never_owned_by = 2, default_zero = True),
plugin(linkCPs, target = 'allies_crossroaddummy', source = ['crossroad', '502_main'], never_owned_by = 1, default_zero = True),
plugin(linkCPs, target = 'axis_crossroaddummy', source = ['crossroad', 'axiscrossroadlinkdummy'], never_owned_by = 2, default_zero = True),
run ClientArchives.con
run StandardSpawners.con
run ../../objects/Common/CommonSpawners.con
Open an image in Photoshop, after that close Photoshop that will fix it.Apparently this fixes the problem but it doesn't work if you don't have PS like me! :p Does anyone know what opening PS triggers that makes the Editor work? I have Win 7 Pro 32-bit and the Editor doesn't show a selection box or show objects being moved and is very hit-and-miss when modifying terrain.
Pray to The Divine Space Goat that this time it'll work. Mine stopped working like you said, but all of a sudden it started working again. I did have Teamspeak Overlay enabled at one point though...Open an image in Photoshop, after that close Photoshop that will fix it.Apparently this fixes the problem but it doesn't work if you don't have PS like me! :p Does anyone know what opening PS triggers that makes the Editor work? I have Win 7 Pro 32-bit and the Editor doesn't show a selection box or show objects being moved and is very hit-and-miss when modifying terrain.
What do i need to download to get started? :)The very basics: http://fenring.bf1942.cl/tutorials/index.php
I downloaded the first link but couldnt:What do i need to download to get started? :)The very basics: http://fenring.bf1942.cl/tutorials/index.php
include ../geoms.con
ObjectTemplate.create Kit GS_PickUpMedicP08_custom
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry GS_kits
ObjectTemplate.geometry.kit c_kit_medic
ObjectTemplate.geometry.dropGeom c_drop_medic
ObjectTemplate.collisionMesh kit_collision
ObjectTemplate.physicsType Point
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.mapMaterial 0 material 76
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.cullRadiusScale 2.4
rem -------------------------------------
ObjectTemplate.addTemplate P08-i3
ObjectTemplate.addTemplate k98bayonet_knife
ObjectTemplate.addTemplate dressing_de-8-i4
rem -------------------------------------
ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair
ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName "HUD_TEXT_MENU_SPAWN_KIT_ASSAULT"
ObjectTemplate.vehicleHud.miniMapIcon "Ingame\Kits\Icons-FH2\kit_Sniper_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon "Ingame\Kits\Icons-FH2\kit_Sniper.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7
ObjectTemplate.sprintStaminaDissipationFactor 1.0
rem ---BeginComp:Radio ---
ObjectTemplate.createComponent Radio
ObjectTemplate.Radio.spottedMessage "infantry_spotted"
rem ---EndComp ---
I doubt if there's any difference though.Doble, no, three times check that you don't have any non-static objects in default layer. Especially the medic kit.Exactly, the error is telling you what the error might be yet you don't check what it says?
It didn't affect my map, with one exception: The trench set now has a grassy texture on the skirts instead of the brownish one.
is there something important to remember when making a normandy map?
- Do only 256x2 or 512x2 maps, nothing else
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
Use normalscale 0 instead of 1, you can have values between like 0.3 as well if you want not totaly vertical trees.
How do you get hanging flags instead of flags on flagpoles?http://fenring.bf1942.cl/tutorials/guide.php
I've seen hanging flags on several maps... thanks in advance
where and how i can set distance of drawing undergroth because i got somthing like that screens
damn flag rotation wont save :/ help pleaseIt won't. Send your thanks to DICE/EA. You have to enter them manually in .con file every time you save the map (and want the rotations to be good).
damn flag rotation wont save :/ help pleaseIt won't. Send your thanks to DICE/EA. You have to enter them manually in .con file every time you save the map (and want the rotations to be good).
rem [ControlPoint: CP_64_Goodwood_Grentheville]
Object.create CP_64_Goodwood_Grentheville
Object.absolutePosition -194.478/41.027/-234.611
Object.rotation 180/0.000/0.000
Object.layer 2
For vehicles you don't need any objectspawners, only for kits, check this:
http://fhpubforum.warumdarum.de/index.php?topic=1804.0
For vehicles you don't need any objectspawners, only for kits, check this:
http://fhpubforum.warumdarum.de/index.php?topic=1804.0
Im trying place light inside house so i use houselight (http://img576.imageshack.us/img576/8870/swiat.png)Lightsources are not rendered by editor.
but its dosent work! Why?
so how do light inside house?
Lightsources are not rendered by editor.Everything is fine in-game.
so how do light inside house?QuoteLightsources are not rendered by editor.Everything is fine in-game.
Run in windowed mode to get an error message.
"D:\Battlefield 2\FH2.exe" +menu 1 +fullscreen 0 +szx 1400 +szy 1050
My target, compare with yours or try to deactivate the user account thingy.
go to your colormaps and copy any of the other files and rename it to tx_s7
go to your colormaps and copy any of the other files and rename it to tx_s7
ahh i see what you're saying - it's bringing up other errors but i will keep following your pattern/ideaolgy
how high/wide is the model of human ??
Check the desc file in your map directory, something probably went wrong while saving.
Nice Looking beach Von! Keep it up!
Give us more screens!
Cables are in vBF2 files
Check here in the Bf2 editor
bf2 -> objects -> static objects - > common - > com_object -> Cables
Prepare yourself for some really intense SWEARING!! Placing cables accurately is one hell of a job!!.....I've read somewhere that once u manage to set a cable accurately with the pole, u should group the objects and then just copy and paste wherever you need them.
ok my question:(http://i31.tinypic.com/b53a5f.jpg)
minefields??? how to place them?
how long are the long version and what altitude should they be?
Hello,
Modifying carefully the terrain.raw file with XVI32 (and then of course the .desc file), I have tried to rename two maps, the first one with the same numbers of letters (luckily) and the other with a different one (lower). Now,
- the first show up on the menu but can't be loaded ingame nor in editor anymore,
- the second can't be loaded anywhere and don't even show up on the menu.
What can I do ?
My map crashes oddly with this error message :S
Any Ideas?
(http://s4.postimage.org/GhOBi.jpg) (http://www.postimage.org/image.php?v=aVGhOBi)
My map crashes oddly with this error message :S
Any Ideas?
(http://s4.postimage.org/GhOBi.jpg) (http://www.postimage.org/image.php?v=aVGhOBi)
Looks like you're spawning in something called universalcarrier_spawn (spawnable uni-carrier?) but there's files missing for it.
My map crashes oddly with this error message :S
Any Ideas?
(http://s4.postimage.org/GhOBi.jpg) (http://www.postimage.org/image.php?v=aVGhOBi)
Looks like you're spawning in something called universalcarrier_spawn (spawnable uni-carrier?) but there's files missing for it.
Yeah but the spawnable universalcarrier is since long time gone! I've serched trough the map files and i cannot find any line of code with it :S
My map crashes oddly with this error message :S
Any Ideas?
(http://s4.postimage.org/GhOBi.jpg) (http://www.postimage.org/image.php?v=aVGhOBi)
Looks like you're spawning in something called universalcarrier_spawn (spawnable uni-carrier?) but there's files missing for it.
http://rapidshare.com/files/408872639/fht_monte_la_difensa.rar
Yeah but the spawnable universalcarrier is since long time gone! I've serched trough the map files and i cannot find any line of code with it :S
Well safe to say you didn't search good enough 8). That's the error message so the map is looking for that thing somewhere.. send me the files and i'll help you find it.
While you don't have the unicarrier in the unpacked files. You still have a reference of it in the server.zip, and the game will read the .zip files before the unpacked files so you need to remove server.zip and client.zip if you want to run the game with the unpacked files.
This is it:
rem [ObjectSpawnerTemplate: 64_east_allied_main_Armoured_Personel_Carrier_spawn]
ObjectTemplate.create ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn
ObjectTemplate.activeSafe ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn
ObjectTemplate.modifiedByUser "HP_Ägaren"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 universalcarrier_spawn
While you don't have the unicarrier in the unpacked files. You still have a reference of it in the server.zip, and the game will read the .zip files before the unpacked files so you need to remove server.zip and client.zip if you want to run the game with the unpacked files.
This is it:
rem [ObjectSpawnerTemplate: 64_east_allied_main_Armoured_Personel_Carrier_spawn]
ObjectTemplate.create ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn
ObjectTemplate.activeSafe ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn
ObjectTemplate.modifiedByUser "HP_Ägaren"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 universalcarrier_spawn
Stubbfan You did download the rapidshare link right?
While you don't have the unicarrier in the unpacked files. You still have a reference of it in the server.zip, and the game will read the .zip files before the unpacked files so you need to remove server.zip and client.zip if you want to run the game with the unpacked files.
This is it:
rem [ObjectSpawnerTemplate: 64_east_allied_main_Armoured_Personel_Carrier_spawn]
ObjectTemplate.create ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn
ObjectTemplate.activeSafe ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn
ObjectTemplate.modifiedByUser "HP_Ägaren"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 universalcarrier_spawn
Stubbfan You did download the rapidshare link right?
Yep.
While you don't have the unicarrier in the unpacked files. You still have a reference of it in the server.zip, and the game will read the .zip files before the unpacked files so you need to remove server.zip and client.zip if you want to run the game with the unpacked files.
This is it:
rem [ObjectSpawnerTemplate: 64_east_allied_main_Armoured_Personel_Carrier_spawn]
ObjectTemplate.create ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn
ObjectTemplate.activeSafe ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn
ObjectTemplate.modifiedByUser "HP_Ägaren"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 universalcarrier_spawn
Stubbfan You did download the rapidshare link right?
Yep.
Problem soulved - damn server.zip was left in the files :S
I have just a short question:Add
How can I set the editor to automatically load fh2 when started?
Thx for answers.
+loadMod "fh2"
to the command line that starts the editor (shortcut).
There I found my city - Orel. Good maps +1 ;D
Unfortunately there aren't battlemaps for several places, but if you need input for Kharkiv, Moscow and many others you can find sometimes even daily maps.
http://wwii-photos-maps.com/
I have a quick question, I have an M2a1 105 in a map, however spotting does not work so it is next to useless, is there something I am missing to make Arty spotting work?You probably broke python somehow. Check your mapdata.py
do I have to update my map for the latest version of FH2?
Editing kitmeshes probably isn't that easy after all, am I right? (Thought I'd add a walkie talkie to scout kits - but having the model of radio positioned in the UW_kits seems not to be quite enough) :-X
i'm a bit of a "blbecek" with this stuff.
1) Is there a way to see which detail & color styles were used for the layers 1-6 in the texturing mode on an existing fh2 map?
While I got somewhat used to the editor I couldn't figure that out. I see of course the layers which I defined by myself but I wish to find out the following layers:
- PDH
- Port en Bessain
[Geom] : tl: Error: StaticMesh village_house_014_des lod: 3 mat: 2 is a per-pixel material. Per-pixel materials are only allowed on lod 0 and lod 1.
To fix this, change material in maya, and re-import the fixed mesh in Bf2Editor.
Do you recommend shaping terrain in Bf2 editor or by some special programmes like Geocontrol 2 (I tried it and it seems that you can work with it easier and quicker, but still I need to find some tutorials, because its quite difficult at first look). Does anybody use Geocontrol 2?
do any of the US Airborne models have parachute capability? I'm working on a map using those gliders and transport planes...Parachutes are provided by the kit, not by the player model.
thanks! what I am trying to achieve is to change most of the voice messages not to be radioed (Im using various voices from CoD2) but only to be transmitted by the playermodels in the 3D, in a specific range so only ppl around that player can hear it - so if I get it right I just change it to 3 right? altho I have this feeling that sometimes I heard stuff like Charge being shouted across half the map, what is the range on that?It is because on bf1942 voices some are radioed and some are shouted. BF2 system works different and only uses sounds from that system. If you are in tank (not sure about other vehicles) your voice is heard by everyone, even if command is shouted like "charge", "repairs" etc (I mean without that radio-ish effect). Am I right?
rem * Set radio message volumes.the second number is the volume of the non-radioed voice, right?
gamelogic.messages.setVolumes 0.65 0.65
It is because on bf1942 voices some are radioed and some are shouted. BF2 system works different and only uses sounds from that system. If you are in tank (not sure about other vehicles) your voice is heard by everyone, even if command is shouted like "charge", "repairs" etc (I mean without that radio-ish effect). Am I right?No, in a tank/vehicle voice messages like "charge" are only heard around the tank, not across the map, but are indeed radio'ish. Maybe McCloskey is just fabulating or came across a bug ;)
No. From vehicles like tanks you can send voice messages to team (or maybe squad?). I'm sure because I can hear them on every map, every time and you can check on minimap that some commands were sent from tank on the other side of a map (flashing yellow icon) what is WEIRD and annoying. Radio messages which are shouted are "shouted" (no radio effect) and the "radio'ish" ones are the same "radio'ish" ones when you're playing as infantry but then heard only nearby the person - it is the same comm-rose but no "radio" on infantry. If it is really a bug it's happen very often if not - whole system based on bf1942 voice overs is bugged and misleading.It is because on bf1942 voices some are radioed and some are shouted. BF2 system works different and only uses sounds from that system. If you are in tank (not sure about other vehicles) your voice is heard by everyone, even if command is shouted like "charge", "repairs" etc (I mean without that radio-ish effect). Am I right?No, in a tank/vehicle voice messages like "charge" are only heard around the tank, not across the map, but are indeed radio'ish. Maybe McCloskey is just fabulating or came across a bug ;)
ObjectTemplate.minSpawnDelay 9999...so once destroyed they would be out indefinitely.
ObjectTemplate.maxSpawnDelay 9999
The New Method: Simple and good method for bf2 python debugging is the gui debugger. Especially if you start the bf2.exe in window mode (for error popups) cause with the gui debugger you debug live. Simply download the file (3kb) and copy the included files to your Battlefield 2 Installfolder\python\bf2\ and overwrite the existing __init__.py (a backup is also included in the download). http://rapidshare.com/files/277404959/bf2_gui_debugging.zip
Anyone know where the spotlight_pr projectile files are at? I've looked in all of the usual places, and even some unusual ones, but haven't found a single reference to it outside of the spotlights vehicle file.
fh2/Objects/Weapons/Emplaced/common/Spotlight/spotlight.tweak:184:ObjectTemplate.create GenericProjectile spotlight_pr
fh2/Objects/Effects/weapons/muzzleflashes/emitters/e_spotlight/e_spotlight_pr.tweak
Anyone know where the spotlight_pr projectile files are at? I've looked in all of the usual places, and even some unusual ones, but haven't found a single reference to it outside of the spotlights vehicle file.Code: [Select]fh2/Objects/Weapons/Emplaced/common/Spotlight/spotlight.tweak:184:ObjectTemplate.create GenericProjectile spotlight_pr
If you mean the effect settings:Code: [Select]fh2/Objects/Effects/weapons/muzzleflashes/emitters/e_spotlight/e_spotlight_pr.tweak
it doesnt make any sense.. do you see the other fhmaps in the load menu?
I have a question for the devs and amateur modders; is vehicle-skinning hard? (If not, I'll try it out. :) )Depends on what is "hard" for you... Some have the skill for it, some don't, some love it, some hate. It is really hard to tell.
Do you mean Zombies trying to steal your tank? ^^
Why shouldn't it?
Is it possible to convert things from BF1942 engine to BF2?It is but afaik in most cases it is easier to make models from scratch than import them.
Hi! How can I move camera more precisely in the editor? And also I'm looking for dark-brown color texture, like it was used on Hurtgen Forest map. Can you tell me the name of it? Because I can't find it in the editor...Mouse scrollwheel lets you adjust the camera speed in editor.
Hi! How can I move camera more precisely in the editor? And also I'm looking for dark-brown color texture, like it was used on Hurtgen Forest map. Can you tell me the name of it? Because I can't find it in the editor...Mouse scrollwheel lets you adjust the camera speed in editor.
how can I assign a spawnpoint to a specific team? Is this "Group" setting?
I've already asked about it but there was no response... So, I ask again - why can't I see pickup kits in the editor? I can see them in game, but not in the editor. I remember it was possible with the previous mapping files... Maybe should I enable something? Any ideas, solutions?1) Get this con file: http://fhdev.dyndns.org/~spitfire/fh2pub/2.45/include-kits.con
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 2
ObjectTemplate.ammo.nrOfMags 8
ObjectTemplate.ammo.magSize 20
ObjectTemplate.ammo.reloadTime 5.5
ObjectTemplate.ammo.magLinkWeapon bar18a2_slow
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 2
ObjectTemplate.ammo.nrOfMags 6
ObjectTemplate.ammo.reloadTime 5
ObjectTemplate.ammo.magLinkWeapon BrenMK1assault
Well...i am such a noob at this, is there some tutorials? ;Dhttp://forgottenhope.warumdarum.de/tutorials/
Ok ok...i did download that mapppacking script (including python) a week ago or so. :D
All I really need to know is that how to put the init.con in the maps/levels folder correctly.
Ok ok...i did download that mapppacking script (including python) a week ago or so. :D
All I really need to know is that how to put the init.con in the maps/levels folder correctly.
The init.con is created automatically by the editor...
rem ******** 2 ********
LayerManager.AddUserLayer "PCOs" 4 2 1 1
LayerManager.SetLocked 0
LayerManager.SetDisabled 0
LayerManager.AddGameModeFilter "gpm_cq"
LayerManager.AddGameModeFilter "sp1"
LayerManager.AddGameModeFilter "gpm_bk"
LayerManager.AddGameModeFilter "gpm_sl"
LayerManager.AddPlayerFilter "16"
LayerManager.AddPlayerFilter "32"
LayerManager.AddPlayerFilter "64"
Change LayerManager.AddGameModeFilter and LayerManager.AddPlayerFilter lines to the gamemode and size you want to edit.
memory.dll: sanity check: block size -9044064 (4087.38 MB) doesn't seem sane
all alloc attempts failed for size -9044064
What's FH2s default value for physics.gravity?-14.73 IIRC
I heard in BF2 it's -15.
I keep getting the following error when I try to load my map, does anyone recognize it?The error is cause by poor Refractor 2 memory management (as in, poor for FH2, quite good for BF2) and the amount of your RAM.Quotememory.dll: sanity check: block size -9044064 (4087.38 MB) doesn't seem sane
all alloc attempts failed for size -9044064
The map will launch fine on the second try, but crash on the first attempt. I have relatively recent backups that seemed okay, but the error came back and I'm having trouble tying it to anything.
Also, on an unrelated note, I'm trying to prevent players to getting into an area on the map (a cliff that's just barely steep enough that it's still climbable), and it seems like the inv_box static is pretty small. Is there a good way to block off an area without using a huge number of those little boxes?
Link? I don't want to search it through these 37 pages...then it's your problem
Link? I don't want to search it through these 37 pages...then it's your problem
rem ********** Object Spawner **********
rem [ObjectSpawnerTemplate: CP_64_Alamein_AxisHQ_DE_GB_LightbomberPlane]
ObjectTemplate.create ObjectSpawner CP_64_Alamein_AxisHQ_DE_GB_LightbomberPlane
ObjectTemplate.activeSafe ObjectSpawner CP_64_Alamein_AxisHQ_DE_GB_LightbomberPlane
ObjectTemplate.modifiedByUser "Kevin"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ju87d1_trop
ObjectTemplate.minSpawnDelay 90
ObjectTemplate.maxSpawnDelay 100
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 5
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: conq_64_british_mainbase_plane]
ObjectTemplate.create ObjectSpawner conq_64_british_mainbase_plane
ObjectTemplate.activeSafe ObjectSpawner conq_64_british_mainbase_plane
ObjectTemplate.modifiedByUser "Ramon"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 kidplane
ObjectTemplate.teamOnVehicle 1
I tried it, still did not work.Well, the code in GamePlayObjects.con is exactly the same as you posted above:
Perhaps you can show the code (kidplane)..? ;D
rem [ObjectSpawnerTemplate: conq_64_british_mainbase_plane]
ObjectTemplate.create ObjectSpawner conq_64_british_mainbase_plane
ObjectTemplate.activeSafe ObjectSpawner conq_64_british_mainbase_plane
ObjectTemplate.modifiedByUser "Ramon"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 kidplane
ObjectTemplate.teamOnVehicle 1
As for the kidplane's code, it's unaltered 2.45 kidplane.I don't understand your problem, you simply select the Hawker and change it by selecting kidplane from the left bar...True men don't use BF2Editor for tasks like replacement of one vehicle with another :P
I think if you lightmap a random object it will start to show trees on the minimap. See: http://www.realitymod.com/forum/f189-modding-tutorials/31987-how-make-perfect-minimap.html
I think if you lightmap a random object it will start to show trees on the minimap. See: http://www.realitymod.com/forum/f189-modding-tutorials/31987-how-make-perfect-minimap.html
I've done it - they showed in the editor as objects, most of them showed in the minimap, but not all of them!
how can I disable all hud? I've read that there is something like renderer.drawhud 0-1 or something similiar. Which .CON do I edit?
Can sb enlighten me how it was made that last flag at Hurtgen Forest causes fast bleed, even though there can be still German flags left? Is it because there aren't any spawnpoints left or is it possible to set up such thing with a specific flag?
ObjectTemplate.areaValueTeam1 110
ObjectTemplate.areaValueTeam2 110
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 300
gameLogic.setTicketLossPerMin 2 10
In the GPO, its the only flag set with valueCode: [Select]ObjectTemplate.areaValueTeam1 110
ObjectTemplate.areaValueTeam2 110
Then in the init bleed was set toCode: [Select]gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 300
gameLogic.setTicketLossPerMin 2 10
The mapper also placed it in the mapdata.py, though it really doesn't need to be added there.
Ok, but there are only wrecks...
Ok, but there are only wrecks...
No there are also intact vehicles.
Do I need the editor to change the loadmusic of a map?
Tweak your OG settings? These are from st vith.
Overgrowth.viewDistance 220
Overgrowth.viewDistanceScale 1
Overgrowth.closeDistPercentage 0.6
Do I need Bf2 samples too , or these fh2 samples are enough?Afaik, you need them.
How can I change color of flag name on the minimap?This is a mod-wide setting.
Can you tell me how to set safe zones in the area around main bases, which won't let enemies simply entering it? I suppose it's related to "Combat Area" somehow, but have no idea how to set it poperly...
When setting up the combat zone go into the tweak bar and set inverted. Or add this to the bottom of the combat zone in your GPO.
CombatArea.Inverted 1
Well, I've already copied lighting settings from Eppeldor and it's still too dark...
Something I've always wanted to know; when you guys render tanks (m4a1 for example), I'm assuming you use geom1 lod0 and everything under that tree. When you look at that tho there are no tracks on the model, or they're warped?
I'm just wondering how do you get the tracks to render? They're an alpha map right? or animated polygons?
I'm just wondering if anyone knows how to find the tank tracks for each tank and be able to apply a texture to them and render them...
Why should we use lod0 or something similiar?
We have the source files, we don´t need to re import them to max?
Check this video out:You can add a static light effects with any color you want, though it will just "glow", withut casting light on nearby surfaces.
http://www.youtube.com/watch?v=tyYEHvBwzvs#t=98
At 1:38, wasnt it impossible to make lights in different colours in BF2?
Well, generated all those secondary Heightmaps, but the terrain is full of sharp hills - like hedgehog back, do you know why?Most likely wrong heightmap resolution.
Does anybody know what happened with bf2editor.org forum page? It doesn't work for me since some days...I have no idea. I doesn't work me either :(
You most likely didn't export with alpha.
nice! so we can expect a french army in fh2 to? i once came across a picture of a french plane in fh2 to :D that would be awesome =-)
Can sb tell me where Wirbelwind texture is stored? Haven't found it in the typical for other vehicles direction...
Can sb tell me where Wirbelwind texture is stored? Haven't found it in the typical for other vehicles direction...
It uses the PanzerIVH texture.
ObjectTemplate.weaponHud.guiIndex 1001
ObjectTemplate.weaponHud.altGuiIndex 1004
ObjectTemplate.weaponHud.enablePostProcessingOnGuiindex 1001
It's set on each weapon individually, so if it's a vehicle with different armaments it can differ for each one.It also all depends on what you want to change?
Most sights and such are in the actual mesh and isn't all that easy to change, atleast in fh2.
It also all depends on what you want to change?
Most sights and such are in the actual mesh and isn't all that easy to change, atleast in fh2.
gameLogic.setTeamName 1 "DE"
gameLogic.setTeamName 2 "US"
gameLogic.setTeamLanguage 1 "FH2German"
gameLogic.setTeamLanguage 2 "FH2American"
gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_de"
gameLogic.setTeamFlag 2 "flag_us"
gameLogic.setKit 1 0 "GW_Scout" "gw_heer_spaher"
gameLogic.setKit 2 0 "UW_Scout" "uw_29th_pvt"
gameLogic.setKit 1 1 "GW_SMGAssault_Limited" "gw_heer_maschinenpistole"
gameLogic.setKit 2 1 "UW_SMGAssault_mk3_Limited" "uw_29th_cpl"
gameLogic.setKit 1 2 "GW_RifleAssault_G43_Limited" "gw_heer_gewehr"
gameLogic.setKit 2 2 "UW_RifleAssault_noNadeLauncher" "uw_29th_pvt"
gameLogic.setKit 1 3 "GW_LMG_MG42_Limited" "gw_heer_maschinengewehr"
gameLogic.setKit 2 3 "UW_LMG_Limited_nobipod" "uw_29th_cpl"
gameLogic.setKit 1 4 "GW_Engineer_Satchel" "gw_heer_pionier"
gameLogic.setKit 2 4 "UW_Engineer_Satchel" "uw_29th_pvt"
gameLogic.setKit 1 5 "GS_AntitankAssault_Limited" "gw_heer_panzerabwehr"
gameLogic.setKit 2 5 "UW_AntitankAssault_Limited" "uw_29th_cpl"
gameLogic.setKit 1 6 "GW_NCO" "gw_heer_unteroffizier"
gameLogic.setKit 2 6 "UW_NCO" "uw_29th_sgt"
Seems that EA even closed bf2editor.org site... Shame... ::)
That's really sad to see that, so many good tutorials got lost...Seems that EA even closed bf2editor.org site... Shame... ::)
Wow, they really do not want to support modding in any shape or form anymore. I guess that's a thanks for all those extra copies they sold thanks to the modding community. ::)
That's a lot of knowledge accumulated over the years lost... Maybe we could get someone from EA to upload an archived version for the community to host somewhere?
Seems that EA even closed bf2editor.org site... Shame... ::)
That's a lot of knowledge accumulated over the years lost... Maybe we could get someone from EA to upload an archived version for the community to host somewhere?
Ts so you paint colour in Photoshop and then use it in editor?
Pay attention everyone! Ts is leaking some stuff! ;)
"Width"
Pay attention everyone! Ts is leaking some stuff! ;)
have you tried to delete the secondary terrain in the editor?
How to change flag?I llooked at TweakBar but cant find it.is this what you mean?
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.
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.
Is there way to change map name in editor(so I dont need to do manually)?Easy with "LevelRenamer" :)
YES!! I just read about it on bfeditor page and was looking sad to not existing link for 1.31 version.Is there way to change map name in editor(so I dont need to do manually)?Easy with "LevelRenamer" :)
https://dl.dropboxusercontent.com/u/10481708/lvlrenamer.exe
Hey again... As I was reworking my map and placing my object spawners, I noticed that the machine guns aren't in the right position... For the Axis team, I have an mg15 placed on a small wall by its bipod. When I switch to the Allied team with a Vickers bipod, the bipod is not on the wall and it's like the mg is in mid air...
You can just copy the bfeditor folder from your PR installation to your bf2 installation. I have atleast 3 different editors in different locations.
Be sure to run it as administrator
As I said earlier, you need to pack it with the map packing script.
Does you map have a tmp.con? if not, add one, then repack.
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.
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 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.
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?
ive never used tsplit, instead i always use the bf2 mod tool kit. not sure if a download of that is still available, but i may have the .exe if wanted.
Are city maps like brest or tunis 1:1 scale maps?Check this out: Battle of Brest (WIP) (http://fhpubforum.warumdarum.de/index.php?topic=2220.0)
Oh,thanks jan,didnt know that. The map is 1024! which supprised me,but didnt find really is it scaled or not. Thing is I taught of city map and I marked 2.3km x 2.3km in google earth- I taught of 512 map but thats 4 time scaled down. Is it really brest 1024,did Kett told wrong because thats like EppeldorfAre city maps like brest or tunis 1:1 scale maps?Check this out: Battle of Brest (WIP) (http://fhpubforum.warumdarum.de/index.php?topic=2220.0)
****** test, gpm_cq, 64 - 2017-01-14 21:14:24 (wall time: 91.4365310669) ******
[91.4365310669] perMapData::warn: Error executing test's mapdata.py:
[Errno 2] No such file or directory: 'mods/fh2\\levels\\test\\mapdata.py'
Traceback (most recent call last):
File "python/game/perMapData.py", line 37, in getMapData
IOError: [Errno 2] No such file or directory: 'mods/fh2\\levels\\test\\mapdata.py'
[91.4365310669] gameplayPlugin::warn: exception in plugin.bf2_init <game.plugins.limitKit.limitKitNCO object at 0x127818F0>:
Couldn't find NCO kit info for map test. Update NCOrifleData.py or provide custom map info via mapdata.py.
Traceback (most recent call last):
File "python/game/gameplayPlugin.py", line 325, in bf2_init
File "python/game/plugins/limitKit.py", line 676, in bf2_init
Exception: Couldn't find NCO kit info for map test. Update NCOrifleData.py or provide custom map info via mapdata.py.
****** test, gpm_cq, 64 - 2017-01-14 21:14:24 (wall time: 91.4365310669) ******
[91.4365310669] perMapData::warn: Error executing test's mapdata.py:
[Errno 2] No such file or directory: 'mods/fh2\\levels\\test\\mapdata.py'
Traceback (most recent call last):
File "python/game/perMapData.py", line 37, in getMapData
IOError: [Errno 2] No such file or directory: 'mods/fh2\\levels\\test\\mapdata.py'
[91.4365310669] gameplayPlugin::warn: exception in plugin.bf2_init <game.plugins.limitKit.limitKitNCO object at 0x56689AF0>:
Couldn't find NCO kit info for map test. Update NCOrifleData.py or provide custom map info via mapdata.py.
Traceback (most recent call last):
File "python/game/gameplayPlugin.py", line 325, in bf2_init
File "python/game/plugins/limitKit.py", line 676, in bf2_init
Exception: Couldn't find NCO kit info for map test. Update NCOrifleData.py or provide custom map info via mapdata.py.
is it possible to export weapon to fh2 using 3ds max 2016? I want export a model but I only have 3ds max 2016
The files I have for the map:Look at other maps and your map. The other maps have a "inf" folder where the inf file is, but you need a loading scheme and a background.
(http://i.imgur.com/B19IjEt.jpg)
The map.desc:Spoiler<map>
<name> 1_test </name>
<briefing locid="LOADINGSCREEN_MAPDESCRIPTION_1_test">map description for modders maps not localized (english only)</briefing>
<music> common/sound/menu/music/load_MEC_music.ogg </music>
<modes>
</modes>
</map>
I appreciate your links, 0utlaw :) thanks
What is the bare minimum I have to do to get a map working? My map won't show up when I create a local conquest server.
Thanks for the help. The last problem was no mode in the info.desc and no gamemodes folder btw.Can you put the map for download or post some screenshots. Unless it will be in the next update :P
I overcome one problem and get another :PHow do I get the game to realize I have a custom static object that is in a zip file and that it should render it? What is the difference between object.zip, object_client.zip and object_server.zip?
Edit. I made ClientArchives and ServerArchives and pointed them to object_client.zip and object.server respectively. I got an crash error at 95 % loading saying I missed a texture for the grappling hook in a folder called comdo_grapplinghook. So I found the original grappling hook folder and created a new folder with the comdo_grapplinghook name. Now it works. Both new statics and the grappling hook.
Before I added client and server-archives I could throw my grappling hook around as much as I wanted. huh. The randomness of how this game/editor works is fucking killing my insanity. "Refractor 2 works in mysterious ways" is a bible verse I believe :P
Can you put the map for download or post some screenshots. Unless it will be in the next update :PNext update of what?
Can you put the map for download or post some screenshots. Unless it will be in the next update :Plol, I am NOT on the dev team. :P
No, I think the devs would be willing to review your work and maybe accept you as a mapper. And you are not ripping anything off, you are only "experimenting".Can you put the map for download or post some screenshots. Unless it will be in the next update :Plol, I am NOT on the dev team. :P
I have no intention of releasing the map to anyone. This is for myself, because I am ripping off other peoples content of other mods left right and center.
No, I think the devs would be willing to review your work and maybe accept you as a mapper. And you are not ripping anything off, you are only "experimenting".And who are you to say this?
I am just giving my opinion. If you think that I am a useless spammer, you may do that.No, I think the devs would be willing to review your work and maybe accept you as a mapper. And you are not ripping anything off, you are only "experimenting".And who are you to say this?
lmao, Max, you have a vivid imagination and loose definitions around fair use and plagiarism!Well, being an Ukrainian, he most likely grew up using the russian side of the internet so it's rather unlikely for him to know what plagiarism even means. Such thing as copyrights does not exist in there.
Yes my friend, you are correct, I lived 20km away from the Russian border, but I will work on my mistakes and improve.lmao, Max, you have a vivid imagination and loose definitions around fair use and plagiarism!Well, being an Ukrainian, he most likely grew up using the russian side of the internet so it's rather unlikely for him to know what plagiarism even means. Such thing as copyrights does not exist in there.
What is the bare minimum I have to do to get a map working? My map won't show up when I create a local conquest server.
anyone know why the editor would crash when trying to paint a texture? "EditorMemory.dll: all alloc attempts failed for size 2101250"Texture for what? Vehicle, weapon, static? (Be more detailed)
anyone know why the editor would crash when trying to paint a texture? "EditorMemory.dll: all alloc attempts failed for size 2101250"Texture for what? Vehicle, weapon, static? (Be more detailed)
anyone know why the editor would crash when trying to paint a texture? "EditorMemory.dll: all alloc attempts failed for size 2101250"
hmmm... I think that is between detailed textures on the terrain. I usually get that early when making a map. Either generating low detail map or putting a quick (low) terrain lightmap on gets rid of that, makes UG work right and fixes some other weird problems. I always do both after adding the first texture and colormaps to a new map. Later you should remove those trenches and things before your final terrain lightmap.
If I unpack the maps in the levels folder and load them into the editor, all terrain and static objects are there, but there don´t seem to be any vehicles visible ??? How to change that?Create a new folder inside the folder of the map you want to edit called "editor". Then go into the "gamemodes" folder and pick the map mode you want to edit. For 64 player conquest, go into the "gpm_cq" folder, then "64" folder and copy the "gameplayobjects.con" into your newly created "editor" folder.
And if there are different versions for multiplayer and singleplayer for the maps, how can I edit both? for example the SP and MP versions of Mount Olympus.
Thanks for help in advance;)
If I unpack the maps in the levels folder and load them into the editor, all terrain and static objects are there, but there don´t seem to be any vehicles visible ??? How to change that?Create a new folder inside the folder of the map you want to edit called "editor". Then go into the "gamemodes" folder and pick the map mode you want to edit. For 64 player conquest, go into the "gpm_cq" folder, then "64" folder and copy the "gameplayobjects.con" into your newly created "editor" folder.
And if there are different versions for multiplayer and singleplayer for the maps, how can I edit both? for example the SP and MP versions of Mount Olympus.
Thanks for help in advance;)
__________________
I have a problem. When opening a map I know crashes to find out what is causing the crash I get spammed with "more than one controlpoint with controlpoint id 276". I HIGHLY suspect this has something to do with the crashing ingame, but none of the controlpoint id's are the same, nor numbered 276. Any ideas what that could be?
I have a problem. When opening a map I know crashes to find out what is causing the crash I get spammed with "more than one controlpoint with controlpoint id 276". I HIGHLY suspect this has something to do with the crashing ingame, but none of the controlpoint id's are the same, nor numbered 276. Any ideas what that could be?
Hello,
Could you help me with something? How I could import "331" Tiger skin from Ramelle so that I'd use it on Seelow, Berlin maps?
Never mind if this will require something more advanced than Notepad. But any help is much appreciated.
Best regards
-n