Forgotten Hope Public Forum
Forgotten Hope 2 => Modding => Topic started by: pheeph on 30-03-2009, 08:03:12
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Current Release: v1.0
Download here:
http://www.gamefront.com/files/21484638/Boot_Camp_1.zip
The objective of this map is to train players new to FH2. The map is now an official release.
Here's some videos from the official release
Axis Obstacle Course
http://www.youtube.com/watch?v=AZBfC_QCvcs
Axis Limited Anti-Armor and Support
http://www.youtube.com/watch?v=y0xS-zrzUiw
Axis Shooting Range
http://www.youtube.com/watch?v=zkYJCusFVpI
Axis Urban Combat
http://www.youtube.com/watch?v=PjsbaEQlJiM
Axis Grenade Training
http://www.youtube.com/watch?v=ysXLkZMGoAY
Axis Machine Gun Training
http://www.youtube.com/watch?v=70trgOA6uaI
Here are screenshots of the map in its early stages.
-Obstacle courses (the screens below show the obstacle course from the Axis side of the map)
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/obstacle_course_1.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/obstacle_course_2.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/obstacle_course_3.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/obstacle_course_4.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/obstacle_course_5.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/obstacle_course_6.jpg (Stay low!)
-Shooting range
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/shooting_range_allied_1.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/shooting_range_allied_2.jpg (eat this, cardboard cutout!)
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/shooting_range_axis.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/shooting_range_axis_2.jpg
-Machine Gun range
Using Vickers machine gun on tripod
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/mg_range_allied.jpg
The Axis side has Lafette tripods
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/mg_range_axis.jpg
-Grenade training
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/grenade_training_allied.jpg
-Urban Combat training (I tried to cover a number of possible ambush spots in buildings)
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/axis_urban_training_1.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/axis_urban_training_2.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/axis_urban_training_3.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/axis_urban_training_4.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/axis_urban_training_5.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/urban_training_allied_1.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/urban_training_allied_2.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/urban_training_allied_3.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/urban_training_allied_4.jpg (there's actually five cutouts in this building)
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I am looking forward to playing this map. ;D
Oh, by the way, is there place for grenade launcher practice?
Cheers,
Danger
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Lookin' good :P I love the little cardboard static you've made heh
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Looking good pheeph.
The town looks cool. ;D
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Looks good, will be interesting to see how this progresses.
Any chance of having the targets fall down when you hit them? :)
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Looks good, will be interesting to see how this progresses.
Any chance of having the targets fall down when you hit them? :)
I wish.... I once tried making the targets destroyable, but that didn't go so well...
coding the targets to fall down (and possibly come back up) is complicated...
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The BF2 mod "Operation Peacekeeper" also has a training map that includes a rifle range. Their targets seem to be destroyable and fall down when they get hit often. I guess they made the targets some sort of model with a "life bar" and when you shoot it too often it gets destroyed. The destroyed model is then animated to collapse. Kinda like the doors in PR which you can shoot open with the breaching slug from your shotgun.
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Not bad, tank training area also can be good addition.
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This reminds me of the training center map for Medal of Honor Allied Assault. Check that out for some cool ideas. The map was quite popular in its time because it had a switch activated bash arena.
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before I make a WIP release, I need to get the minimap in (it's blank at this moment). The Axis and Allied barracks and training areas are literally on opposite corners of the map. I've also added cars in the training areas due to the distance between them.
Also, I need a fitting map description. Something that sounds like a message from a drill sergeant.... something like "Listen up, recruits!..."
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for a map description just swear alot and your good :P
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so, can I make the description in the info file?
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Yep, in the .desc file. It goes like that:
<briefing locid="Your description here.">AFAIK you can also put unlocalized description here, but I guess it's not needed once you have one in locid.</briefing>
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Not bad, tank training area also can be good addition.
well.... I have the tank training thing set for "Boot Camp 2", but was considering holding off on that until the panzerfausts, bazookas, and panzerschrecks come in.
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ok folks, here's a WIP release of the Infantry Boot Camp. Tell me what you think and I'll try to improve the map.
http://www.megaupload.com/?d=L6HF797S
The Axis and Allied camps are on opposite corners of the map. The only vehicles here are either Jeeps or Kubelwagens. In case you're wondering why there's a huge space between the Axis and Allied camps in the minimap, that area is reserved for the combat zone I plan to add. Also there's no red borders. It's not great, but it's my first map.
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DLing man.
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One thing, put the targets for the MG range WAY, WAY out there. Like the closest should be about 100m, and the farthest, at least for the lafette, should be barely visible, so you can train with an observer ;)
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Looks interesting.
And yeah, you should set up some targets for practicing way out, up to a few hundred meters away. Then it would be more interesting for non-noobs (but I, of course, am a noob ;D).
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One thing, put the targets for the MG range WAY, WAY out there. Like the closest should be about 100m, and the farthest, at least for the lafette, should be barely visible, so you can train with an observer ;)
Yeah , agreed ;D. Plus its harder for new FH players to fight long range, so training for this would be good.
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... I once tried making the targets destroyable, but that didn't go so well...
coding the targets to fall down (and possibly come back up) is complicated...
Can you code the target with sound?
Sort of: Every time you hit the head/body you hear a "DING" or "HEAD SHOT" or "ULTRA KILL"
To let you know you've hit the target where it count.
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I guess you could make an extremely loud collision sound or something. Never heard of anybody doing something close to that.
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I wonder if there's actual road terrain in the editor, the cars are frequently taking damage during driving because of the uneven terrain throughout the map. The 'roads' I drew into that map are not real roads.
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Did you use the spline tool or draw them with textures? If you used the spline tool there is an option to smooth terrain around your spline.
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I played it, and liked it very much. However, could you add some higher buildings for better practice with the grappling hook? Even if it's just for fun.
Cheers,
Danger
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Did you use the spline tool or draw them with textures? If you used the spline tool there is an option to smooth terrain around your spline.
I drew them with textures.
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Ahhh ok. Try searching thru these forums, as there are alot of tutorials aimed at beginner mappers and there is one on doing roads somewhere in there.
http://bfeditor.org/forums/index.php?s=db10e6399726bc94a992b76ae1bdefba&showforum=17
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Im going to test it. sounds fun :)
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alright... the feedback so far comes to this in regard to the training areas:
-move the targets on the MG ranges farther back
-add taller structures to use grappling hooks on
I also got to add the following:
-roads (as in real roads and splines not texture-drawn ones)
-more signs (some for navigation, some for humor)
-combat zone
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new update on the boot camp map.
-added roads... real roads
-added some towers on both sides for use of grappling hook. Climbing the taller towers with grappling hooks are doable, but a little bit challenging.
-moved the targets in the MG ranges farther back. The targets of the Allied side are not that far. On the Axis side though, I placed a static in the same line as the lafettes and simply added 100 to the existing X-coordinates on that static so I could use it as a reference to how far the targets will be. I also deleted the targets on the back row since the lafette with the scope can't even see those. There are bunkers on the two sides of the Axis MG range so some Axis players can observe the targets being hit. There are metal doors covering the side slits of the bunker to deflect MG bullets in case some player gets any ideas.
I'll post some pictures up later.
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It all sounds great! Thanks for the towers! ;D I will be up there almost all the time. This could really work for anyone with any kit.
Cheers,
Danger (happy camper, lousy shooter)
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speaking of which, is there any other kit besides the commando pickup-kit that has a grappling hook? If there are kits that you can spawn with, which ones are they?
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The easter egg India Jones kit has one
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How are things moving along?
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For the MG range, I'm still trying to figure out how 100 meters applies to the map... does it involve adding '100' to the coordinates?
I'm currently brainstorming on how I should build the "combat zone". Much of the map in the center will be virtually walled off except for a two entrances, one for each side. Four capture points are in the corners, away from the entrance. There's one capture point in the center and that will have a tower for snipers (if the recruit picked one up from the shooting range).
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the progress on the FH2 Boot Camp
The targets for the Lafettes in the Axis MG range are placed farther out. You can see the "observation bunkers" on the sides.
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/MG_axis_updated_1.jpg
Those targets are barely visible in the scope (if I put them any farther out they can't be seen in the scope)
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/mg_axis_updated_2.jpg
Here's an observation bunker up-close
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/observation_bunker.jpg
Grappling hook training (I'll put up a sign near this)
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/tower_training_axis.jpg
Using a grappling hook on this minaret tower is doable, just a little difficult to pull off...
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/tower_training_axis_2.jpg
To make things a little easier for those using a grappling hook, I have a smaller tower next to the taller one. I climbed this small tower and used a second grappling hook (got one from the ammo box after throwing the first hook) to climb the taller tower from the small tower (I jumped from the top of the tower for the rope).
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/tower_training_axis_3.jpg
Work on the combat zone has begun. I just created the "Central Garrison" of the combat zone. There will be defense points on the sandbag barriers. This has a central tower and I might put something "special" on top.
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/central_garrison.jpg
While making the capture points are not much of a problem, the big challenge is the big walls that will encircle the entire combat zone except for two main entrances from the training areas. It's going to take quite a while to put wall statics around the combat zone. There will also be roads connected to the capture points.
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Really can't wait!
Thanks m8.
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Buildings seem a bit widely spaced in that 'Garrison' area. Either add more buildings or statics or make it smaller.
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You shouldn't just place a single row of targets way the hell out. Have some there, but also move up some to medium ranges. The point is to learn the bullet drops. (talking about lafette range, btw) :P
Other then that, looking great!
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It looks great! ;D
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update today
I added the "South Garrison" into the map as part of the Combat Zone. I'll eventually add the North, East, and West Garrisons. The challenge of capturing a garrison while it's occupied is that those who are capturing the flag are very vulnerable to enemy fire that could come from buildings surrounding the flag.
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/south_garrison_1.jpg
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/south_garrison_2.jpg
On the Allied side of the training area, I made some fixes:
-At the infantry shooting range, I replaced the range stations' wooden fences with sandbag barriers. It was a pain to set up the wooden fences since each fence were made of three separate wood planks. Using sandbags instead of wood planks were much easier. Also, the fences with wooden planks made the shooting range look crude.
-The grenade range also had sandbag barriers replacing the stone barriers.
-The MG range in the Allied training area has the targets moved a little closer.
At the Central Garrison:
-Added more buildings, making it a little difficult to maneuver.
-Added a car to spawn near the garrison
-At this moment, I placed a Lafette for both sides to use. I'm going to test it to see if it works well. Otherwise, the place is best used by snipers.
At the Axis training area:
-In the MG range, each range station has a faraway target. There are also two medium range targets and two close range targets.
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attached to this post is a pic of the north garrison (before I placed the dirt texture on it). This is basically a large tent encampment. The sandbag entrances will include MGs, and I also might put these on the watchtowers. I'll eventually have these tents rearranged.
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I've downloaded the wip map, put the boot_camp_1 folder in the levels folder and added custom folder to the two zip files in fh2 directory but when I try to start it as a lan server (only in this way it appears in the list) it gives me an error about a .dmp file..................
Some helps?
sorry for my english but I'm Italian.......
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now I've understood that are the modified zip files that create the problem........
how I have to put the custom folder into objects_statics_client.zip and objects_statics_server.zip?
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do you have a zip program of sorts? Look for WinRAR (that's what I used) and once you got that program installed, run WinRAR, open up the objects_statics_server.zip file, click on the "Add" button, add the "custom" folder. Do the same with the objects_statics_client.zip file. Somebody did email me about this and I don't exactly know what causes this.
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I have winrar and I've done exactly what you said...........I don't know what's the problem.......
the custom folder must be placed in StaticObjects folder or outside it?
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the 'custom' folder must be placed in the StaticObjects folder. Not outside the folder.
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I've done it but still give me the error..........I don't know........ ???
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since you're the second person to ask me this, if the map crashed in the middle of loading, this thread from bfeditor.org might help.
http://bfeditor.org/forums/index.php?act=announce&f=1&id=3
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How has no one had this idea before? You sir, are a genius.
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The 130th has had custom training maps since a couple months after FH2 2.0 came out :P
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ok here's the updated WIP release of Infantry Boot Camp for FH2
http://www.megaupload.com/?d=T9C7062M
The map now includes a combat zone with 5 garrisons. There are roads that circle around the the garrisons and roads that lead to other garrisons. This map, still being a WIP, still has some stuff that has to be added. The roads aren't perfect, and I haven't put new signs in yet. Tell me what you think. In the next version I'll eventually put walls to encircle the entire combat zone except for one entrance on each side.
Also, a couple of people have been telling me the map crashes after putting the objects I provided with this map in the files their supposed to go. I don't have the answer for this, but I might ask the bfeditor moderators about it.
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Forgot to show this. This is the WIP minimap for the Infantry Boot Camp.
(http://img40.imageshack.us/img40/341/bootcampminimap.th.jpg) (http://img40.imageshack.us/my.php?image=bootcampminimap.jpg)
Anyway, enjoy the second WIP release. Send feedback and I'll try to adjust the map accordingly...
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Update for the Boot Camp
Just for the heck of it, here's some pics of the east and west garrisons of the combat zone
East Garrison (perhaps I need to shrink the surrounding barricade on this one)
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/east_garrison.jpg
West Garrison (which is bunker central)
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/west_garrison.jpg
Plus, I've begun building the wall around the combat zone, using barriers from BF2. Used the paint tool in the editor to set up the structure. This picture is just part of the wall that I made.
http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/bootcamp_wall_1.jpg
As for the rest of the wall, I only put the barriers down as they are. I'm slowly trying to move and rotate them in the right places.
I'll put MGs in the entrances of these garrisons. The only thing baffling me is that the Allied and Axis MG spawners have different height positions.
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Looks like Sandbox ;D
Keep it up^^ I want to see final Wall :P
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I'll put MGs in the entrances of these garrisons. The only thing baffling me is that the Allied and Axis MG spawners have different height positions.
Its cause your not supposed to have two Mg's per spawn. Only one that gets destroyed and stays destroyed until repaired, so because of this, there was no reason to make the transform points the same.
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new update for Infantry Boot Camp.
Just took these pics from the editor itself. I plan to have a 3rd WIP release soon after I test the map.
I finally got the wall enclosure finished complete with two entrances into the combat zone. That took forever to build...
The gate from the Axis side.
(http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/combat_gate_1.jpg)
The gate from the Allied side.
(http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/combat_gate_2.jpg)
This pic has one of the two gates into the combat zone.
(http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/bootcamp_wall_2.jpg)
I must have been building the Great Wall or something....
(http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/bootcamp_wall_3.jpg)
I added new signs into the map. Both sides have them.
This one for grappling hooks
(http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/grapple_training.jpg)
For melee
(http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/melee_sign.jpg)
Obstacle course
(http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/obstacle_sign.jpg)
Urban Combat
(http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/urban.jpg)
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Hehe, looks nice. Did you play the training part in CoD2?
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as in the first russian mission where I have to shoot helmets, melee a dummy, and throw potatoes as grenades? I remember that mission.
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Mmm, no, I was referring to the US training course where you have to shoot different weapons and throw grenades into empty buildings etc.
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that was in CoD1. CoD2 had the Russian training mission.
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Really? Mmm, it has been a while...
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new update on Infantry Boot Camp.
The 3rd WIP release is here. This time, I put red borders in the map. I'll need feedback on the map so I can add some details before I really make this map official. The file size is a big one...
Here's the download link:
http://www.megaupload.com/?d=VGM7DLX5
comes with screenshots of the map when I was testing.
Grappling Hook training (I might respell that sign...)
http://img199.imageshack.us/img199/6249/screen007j.jpg
Practicing the grappling hook on the tower
http://img31.imageshack.us/img31/2666/screen008l.jpg
While other players crawl under the barbed wire, someone will have to volunteer manning the MG as part of the training...
http://img194.imageshack.us/img194/9946/screen009m.jpg
Very self-explanatory...
http://img196.imageshack.us/img196/3503/screen010.jpg
Entering the combat zone...
http://img196.imageshack.us/img196/7070/screen011y.jpg
start of the Axis obstacle course
http://img7.imageshack.us/img7/8415/screen012ssb.jpg
If you saw the minimap earlier, it's pretty much the same except with the wall added.
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ok, ever since I reinstalled BF2 and FH2 without reinstalling the editor, I'm now experiencing the crashes some people have been telling me about...
Here's a fixed release
http://www.megaupload.com/?d=D9F8WNCQ
I noticed there was an extra copy of the map in the server.zip file (which explained the large size of the previous release. I deleted that off of the zip file and deleted some folders that weren't supposed to be in both client.zip and server.zip files.
Although I put folders containing my custom objects in both files, I don't expect them to appear in the map itself. So for now, only the objects that BF2 and FH2 came with are there. I still trying to figure out how to make them appear.
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Nice idea but i don't see any targets
(http://img196.imageshack.us/img196/3503/screen010.jpg)
i see only empty field there
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i see only empty field there
He says there "NO" Costum Files in this Release = empty field.
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they are included, but just can't get them to work...
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You can only use Costum Skins, no Costum Objects. Then you try to load them from the Mapfolder
Take a Object that you dont have in your Map reskin it, and use it for what you need.
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I would have to disagree with that. The guys at bfeditor.org say that putting custom objects in the map can be done. It did work at one point. It's just that I find the methods a bit complex to do.
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I would have to disagree with that. The guys at bfeditor.org say that putting custom objects in the map can be done. It did work at one point. It's just that I find the methods a bit complex to do.
Show me there they say and what is to do. I want to see this, thats interesting. Never heard something like this before.
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You can also add your own weapon models to a map.
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This bit about custom models comes from TNE26:
"Ok, W/O downloading, I'll start by telling the proper way of including custom objects with a map.
There are basically two ways of doing this. One by embedding the custom statics in an "Objects" folder in the maps client and server zips, and the other is by having the objects in seperate Object zips with a ClientArchives.con and a ServerArchives.con in the maps zips.
I mix the methods, but I usually use the external method with many and big extra files, and the internal one with small files.
Use of external:
Pack the objects in the correct order in server and client order, and name them something, I.e statics_client.zip and statics_server.zip. Use the BF2 Pack Batches for WinRAR to make sure the files are correctly packed.
Get the ClientArchives.con and the ServerArchives.con from FH2 and add this line to the top:
CODE
fileManager.mountArchive Levels/#YOUR_LEVELNAME#/#YOUR_ZIPNAME#_#SERVER OR CLIENT#.zip Objects
Replace the things between ## to the names corresponding to your data. Here's an example from one of my maps:
CODE
fileManager.mountArchive Levels/Kahluji_Desert/Objects_client.zip Objects
After packing your map, put the ClientArchives.con in your client.zip and the ServerArchives.con in your server.zip
Use of internal:
If you don't know exactly which files should go in client and server, you should use the BF2 Pack Batches for WinRAR to seperate the files.
Take the files for the client and put them in an "Objects" folder in the client.zip of your map, and the ones for the server and put them in an "Objects" folder in the server.zip, so the file structure will be \#YOUR LEVEL#\#client.zip OR server.zip#\Objects\StaticObjects.
It should work."
The next one comes from mschoeldgen[Xww2]:
"If it only deals with statics and/or custom vehicles there's an easy way to include them in your map. First, to use them from within the editor you have to place them in the standard mod's /object folder else the editor won'thave access to them . Now also copy the objects into an /objects folder in your map in the same path they reside in the normal objects folder.
Ok, once you have them there you somehow need to 'run' them . I prefer the method of putting my custom object calls into the tmp.con of my map. This file won't be destroyed by the editor . Edit this file with a texteditor and add your objects in this manner:
CODE
run /objects/staticobjects/mycustomhouse1
run /objects/vehicles/land/KingTiger
and so on. The models can use all textures from FH2, BF2 ( the parent mod) or they could be supplied in your map. Only make sure that everything resides in your custom /objects folder in the map.
To pack the map you could use either my packing batch files for WinRAR or the new ones using 7zip by bergerkiller. ( Hopefully he has tested this, for my batches i know it works )
http://bfeditor.org/forums/index.php?showtopic=12042
I'm not sure though if packing from the editor does the right thing.
Note that its not possible for a map to patch existing textures. if you lan this , you need to introduce your own custom texture suffix ( like 'woodland' ) and give your patched textures this suffix."
I'm still trying to understand this so I can get the stuff working.
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I don't have WinRaR, nor do I have the funds to buy it. can you make it in just a .exe executable file?
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would it help if I made a zip file instead of .rar file?
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I don't have WinRaR, nor do I have the funds to buy it. can you make it in just a .exe executable file?
Winrar is freeware?
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immensely, then i could copy-paste. And, no. winrar is not freeware. it costs, like, $40 USD, last time i checked.
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try this
http://www.rarlab.com/rar/wrar380.exe
If not, I'll make a zip file out of this map.
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it works.
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Okay, in this release, this map should have the custom objects showing this time.
http://www.megaupload.com/?d=TDT5Q7N4
I had to redo the custom statics and it was a pain....
I also had to edit the Init.con file as Fenring pointed out (I also gotta make sure I back up that file because the editor tends to erase whatever I added into it).
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ok, I'm trying to re-texture the terrain map so the vehicles won't take damage for just driving into it. I set the material in the texture tweak window to grass or sand. Do I have to reapply the texture to the whole map? And does the color (not texture color) in each layer act as an indicator of what texture was applied?
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uhm... what?... you have 6 layers... each layer you assign a Texture, Color, Detail and Material to.
For the changes to take effect, you must resave your textures in terrainmode, do that by painting alittle then save them.
go ingame, go to a place where you painted the material.. walk and shoot with infantry, you will see and hear if the material is saved.
Here, read this:
http://fenring.bf1942.cl/tutorials/texturesystem.php
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update on the Boot Camp.
This map needs a little more work than I thought
I added a limited anti-tank training spot. Since only light-armored vehicles are in here, at least two vehicles are placed in the training area for players to practice using the AT rifle on.
http://img146.imageshack.us/img146/5758/antitank.png (If you're planning to get inside a vehicle in here, you can get in, but the vehicle itself can't get out)
I'll also put in a training area for light machine guns and medium machine guns such as the Bren or the MG34 for players to lay down suppressing fire on the targets. This will have targets inside a bunker and/or slightly behind cover.
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Hi Pheeph,
Yesterday installed the WIP boot camp. Great work. Excellent plan for your training base.
I would like to post 2 suggestions:
1 - Try smoothing a little more the roads between the garrisons.
2 - If you manage to get the targets destructable or you manage to get the red flash on the cross hair whenever you hit the targets it would be excellent.
All in all Great work. It will be a great help for new comers to FH2.
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I'll try to smooth out the terrain as much as I can for the roads. I still need to add a limited anti-tank training area to the German side.
As for making targets in the shooting range and urban areas destructible, that's difficult to pull off. Someone at bfeditor.org said that you can only put in a total of 100 destroyable objects. I would have to scale down on the number of targets if necessary.
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Great!
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100? No, you can go up around 350.
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I'm going to rework the boot camp map now that FH 2.2 is released.
The planned changes:
-For the Allied side, I'm going to use a mix of British and American player models. For the Axis side, it'll be a mix of German and Italian player models.
-Add new infantry cutouts for target practice. They're simply reskinned cutouts showing Americans, Italians, and Normandy versions of British and Germans.
-U.S. Halftracks will be added in to replace some jeeps.
-The MG range on the Axis side will have a couple of MG42 Lafettes replacing the the MG34 Lafettes. The MG34s at the barbed wire portion of the obstacle course will be replaced with MG42s. As for the Allied side, I'll put in two M1919 machine guns in place of the tripod machine guns used in the North Africa campaign. Just so people know, I haven't fully tried out the Allied side (I ended up on the Axis side in multiplayer).
-I plan to add in a light-machine-gun training area for both sides. These only come in as pickup kits and in limited numbers. The training area will involve some kind of bunker with a target in side it. The idea will be to lay down suppressing fire on the bunker.
-If ever possible, I'll see if I can work on the complicated task of making the targets destroyable (I'll just make a wreck that'll be the same model) and respawn.
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-For the Allied side, I'm going to use a mix of British and American player models. For the Axis side, it'll be a mix of German and Italian player models.
That will be followed by a Rifle sticking trough the head bug. you need to place a medic pickup kit for each soldier models you use in a map to fix that.
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so I need at least on pickup kit and placed somewhere?
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I think most guys on FH2 when your on the 88mm's or any anti-tank gun or even artillery you should have an obeserver right next to you, spotting enemy targets for you to shoot at...because it'd feel far more realistic!.
If you've played COD2 and play the supercharge mission you see a german officer or normal jerrie soldier using binoculars directing fire onto the incoming british tanks and troops...i wish to see this in FH2...
anyways i've had alook at your pictures of this boot camp and i pretty much think its awesome, i'd love to play this map if its finished!, it'd be nice to train new players etc to get used to know the weapons work etc...perhaps it could be used to train new clan members too :)
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I'm trying to get the updated map working... but it's crashing... it's probably due to those new object spawners I added into the editor. These were kits that I saw in the objects list, but weren't listed on the object spawners list. I made two types of Medic pickup kits for Allied and Axis. One is for Italians and British, while the other is for Germans and Americans. I also made various object spawners that made use of M1 carbines for pickup kits. I'm going to see if it is the cause of the crashing.
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small update for FH2 Boot Camp
Here's the options people will choose before going into training...
(http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/screen001-1.jpg)
(http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/screen002-1.jpg)
okay so the options given might be overkill and that bug that Toddel mentioned earlier when using a mix of different player models is there, but I'm trying to add variety.
I smoothed most of the terrain so kubelwagens and jeeps don't take damage from bumpy ground. But since it made parts of the combat zone look awkward (the walls and barriers are "floating" above ground), I'll have to reposition all the walls and barriers affected by the smoothing.
I haven't found all the 2.2 object spawners. The recent batch of object spawners I downloaded didn't even have ones using m1 carbines, stens, and grappling hooks on the spawners list.
A question I might ask... regarding the medic pickup kits for each player model, do you mean medic pickup kits for models of each nation, or pickup kits for each individual player model?
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if your talking about what i think you are then you need to have the medic kit or NCO kit for each set of Skins you use.
I have also made a more simpler training map for the 1ID, and had the gun in the belly issue.
So if you use BA and UW kits then you need to have one of each medic pickup or a NCO kit for each skin.
Also i recoded some pickup kits
Rifle - Contains all the 2.2 rifles in one kit
SMG - Contains all the SMGs in 2.2
MG's You get the ides
Grenades
Drop me a PM with your email address if you want them.
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Here's how the teams in the init.con file are set up
gameLogic.setKit 1 0 "GW_Scout" "gw_heer_spaher"
gameLogic.setKit 2 0 "UW_Scout" "uw_light_soldier"
gameLogic.setKit 1 1 "GW_RifleAssault" "gw_heer_gewehr"
gameLogic.setKit 2 1 "UW_RifleAssault" "uw_light_soldier"
gameLogic.setKit 1 2 "GW_SMGAssault_Limited" "gw_heer_maschinenpistole"
gameLogic.setKit 2 2 "UW_SMGAssault_Limited" "uw_heavy_soldier"
gameLogic.setKit 1 3 "IA_RiflemanK98" "ia_light_soldier"
gameLogic.setKit 2 3 "BW_RifleAssault" "bw_light_soldier"
gameLogic.setKit 1 4 "IA_Limited_Assault_Beretta38_K98" "ia_light_soldier"
gameLogic.setKit 2 4 "BW_SMGAssault_Limited" "bw_light_soldier"
gameLogic.setKit 1 5 "GW_RifleAssault" "gw_heer_gewehr"
gameLogic.setKit 2 5 "UW_RifleAssault" "uw_light_soldier"
gameLogic.setKit 1 6 "GW_NCO" "gw_heer_unteroffizier"
gameLogic.setKit 2 6 "UW_NCO" "uw_nco_soldier"
and do the medkits have to be unique?
also I made these object spawners which causes the map to crash if I placed any of them into the map.
ObjectSpawnerDef.AddDef DE_US_Grapplehook GA_PickUpCommandoMP40 UW_PickUpEngineerHook
ObjectSpawnerDef.AddDef DE_US_CloseQuarters IA_PickUpCommandoBeretta38a BW_PickUpSapperSten_GWood
ObjectSpawnerDef.AddDef DE_US_Medic_1 GW_PickUpMedicP08 UW_PickUpMedicColt1911
ObjectSpawnerDef.AddDef IA_BW_Medic_2 IA_PickUpMedicBeretta34 BW_PickUpMedicWebley
ObjectSpawnerDef.AddDef DE_US_CQ_SemiAuto GW_PickUpAssaultG43 UW_PickUpEngineer
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update on the boot camp map.
It appears that I can't use any object spawner with a grappling hook included (it keeps crashing the map). It did show this warning when I was using the editor:
Ignored Warning[Physics] : Collision mesh "objects/weapons/handheld/comdo_grapplinghook/Meshes/comdo_grapplinghook.collisionMesh" not found.
Anyway, on the map so far, I put some new stuff
The Light Machine Gun range. Laying down suppressing fire on targets behind cover. Choose your weapon... It's just two targets in a bunker. I might put more stuff in there.
(http://img32.imageshack.us/img32/9650/screen005z.jpg) (http://img32.imageshack.us/i/screen005z.jpg/) (http://img32.imageshack.us/img32/screen005z.jpg/1/w1680.png) (http://g.imageshack.us/img32/screen005z.jpg/1/)
The mounted machine gun range now has m1919 .30 cal machine guns instead of vickers machine guns
(http://img401.imageshack.us/img401/630/screen006av.jpg) (http://img401.imageshack.us/i/screen006av.jpg/) (http://img401.imageshack.us/img401/screen006av.jpg/1/w1680.png) (http://g.imageshack.us/img401/screen006av.jpg/1/)
At the shooting range, there are two kinds of sniper rifles in the third shack at the Allied shooting range. A Springfield and a Pattern 14.
(http://img84.imageshack.us/img84/5669/screen007.jpg) (http://img84.imageshack.us/i/screen007.jpg/) (http://img84.imageshack.us/img84/screen007.jpg/1/w1680.png) (http://g.imageshack.us/img84/screen007.jpg/1/)
Another shack that houses thompson submachine guns are now M1A1 variants instead of those M1928s (correct?)
(http://img35.imageshack.us/img35/5104/screen008vb.jpg) (http://img35.imageshack.us/i/screen008vb.jpg/) (http://img35.imageshack.us/img35/screen008vb.jpg/1/w1680.png) (http://g.imageshack.us/img35/screen008vb.jpg/1/)
These two medkits are just there (to make sure they weren't the cause of the crash). Don't know exactly how many of these I have to make on the Allied side to avoid this bug people speak of.
(http://img33.imageshack.us/img33/9936/screen009fj.jpg) (http://img33.imageshack.us/i/screen009fj.jpg/) (http://img33.imageshack.us/img33/screen009fj.jpg/1/w1680.png) (http://g.imageshack.us/img33/screen009fj.jpg/1/)
The limited Anti-tank range is the same, but the vehicles have different camo.
(http://img32.imageshack.us/img32/6851/screen010x.jpg) (http://img32.imageshack.us/i/screen010x.jpg/) (http://img32.imageshack.us/img32/screen010x.jpg/1/w1680.png) (http://g.imageshack.us/img32/screen010x.jpg/1/)
In the Urban Combat Training Grounds, choose your close quarters weapon (I might be overdoing it on the weapon choice...)
(http://img526.imageshack.us/img526/1589/screen011c.jpg) (http://img526.imageshack.us/i/screen011c.jpg/) (http://img526.imageshack.us/img526/screen011c.jpg/1/w1680.png) (http://g.imageshack.us/img526/screen011c.jpg/1/)
Things I might do:
-all soldier spawn kits may have bolt-action and semi-auto rifles (except for the NCO spawns). Allied forces may have M1 Garands, Springfields (without scopes), Enfields. Axis may get K98s, Carcanos (both long and short) and G43s
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hi again. Sorry it took so long since the last update. I was busy drawing stuff with a drawing tablet in October. Anyway here's the new update.
Meet the new Allied cutout that will make a fine addition to the Axis shooting ranges
(http://img26.imageshack.us/img26/3029/screen001g.jpg)
A new addition to the firing range for the Axis player... a light/medium machine gun range
(http://img193.imageshack.us/img193/9554/screen005v.jpg)
The spot for Axis players to lay down suppressive fire
(http://img213.imageshack.us/img213/616/screen002x.jpg)
Aiming down the new range
(http://img193.imageshack.us/img193/2418/screen003gb.jpg)
Submachine guns in the Axis shooting range
(http://img688.imageshack.us/img688/4066/screen004x.jpg)
A little variety in Axis sniper rifles (those are the only two on the Axis side)
(http://img30.imageshack.us/img30/6019/screen006u.jpg)
Once I find a good spot to place a limited AT-range in the Axis side, I'll make another WIP release. For the shooting ranges, I'll also add in new cutouts of British and Canadian soldiers from the Normandy campaign. For the Axis side, I'll enter some new German and Italian cutouts.
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Definitely dl'ing on monday 8)
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Nice work pheeph! Keep it up!
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Awesome work, any chance of it being put in the official mod?
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gameLogic.setKit 1 0 "GW_Scout" "gw_heer_spaher"
gameLogic.setKit 2 0 "UW_Scout" "uw_light_soldier"
gameLogic.setKit 1 1 "GW_RifleAssault" "gw_heer_gewehr"
gameLogic.setKit 2 1 "UW_RifleAssault" "uw_light_soldier"
gameLogic.setKit 1 2 "GW_SMGAssault_Limited" "gw_heer_maschinenpistole"
gameLogic.setKit 2 2 "UW_SMGAssault_Limited" "uw_heavy_soldier"
gameLogic.setKit 1 3 "IA_RiflemanK98" "ia_light_soldier"
gameLogic.setKit 2 3 "BW_RifleAssault" "bw_light_soldier"
gameLogic.setKit 1 4 "IA_Limited_Assault_Beretta38_K98" "ia_light_soldier"
gameLogic.setKit 2 4 "BW_SMGAssault_Limited" "bw_light_soldier"
gameLogic.setKit 1 5 "GW_RifleAssault" "gw_heer_gewehr"
gameLogic.setKit 2 5 "UW_RifleAssault" "uw_light_soldier"
gameLogic.setKit 1 6 "GW_NCO" "gw_heer_unteroffizier"
gameLogic.setKit 2 6 "UW_NCO" "uw_nco_soldier"
Make all german kits use gw_soldier_type & all allied kits use uw_soldier_type and you won't get the weapons lodged in the players heads ;)
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ok, after extensive testing and correcting those annoyingly small details I left from the map, Infantry Boot Camp for FH2 is now on its 4th WIP release!
Get it here
http://www.megaupload.com/?d=ASAZTB93
Here's the map info when it loads:
"Listen up, recruits! Today, we'll be going through several training areas! The obstacle course will test your endurance and maneuverability. At the shooting range, you will fire at targets ranging from medium to long distances. Try firing at different stances. You can also try different guns from the armory located in front of the training ground. In the machine gun range, you will fire at multiple targets with mounted machine guns. At the grenade range, you are to throw the grenades into every opening in each building. The urban combat training grounds are mainly for close combat training. There are many possible ambush spots and sniper areas in the buildings present. And if you got what it takes to be a soldier, head into the combat zone to prove your worth! Move out!"
and here's some additional screenshots:
Looks like the gang's all here... it's a larger variety of Axis and Allied cutouts
(http://img696.imageshack.us/img696/4021/screen009.jpg)
(http://img514.imageshack.us/img514/1012/screen017y.jpg)
Lay suppressing fire on those targets behind cover! So, yeah I added more targets for the light/medium machine gun ranges.
(http://img5.imageshack.us/img5/2630/screen000c.jpg)
(http://img685.imageshack.us/img685/9924/screen019.jpg)
(http://img5.imageshack.us/img5/8134/screen016x.jpg)
At the Axis Urban Combat Area, choose your weapon...
(http://img509.imageshack.us/img509/5899/screen001l.jpg)
For Grappling Hook Training
(http://img696.imageshack.us/img696/9206/screen002.jpg)
Limited Anti-Tank range - Axis edition
(http://img696.imageshack.us/img696/5669/screen007.jpg)
(http://img5.imageshack.us/img5/567/screen008f.jpg)
Limited Anti-Tank range - The Allied side was redone.
(http://img685.imageshack.us/img685/5817/screen014.jpg)
(http://img94.imageshack.us/img94/2065/screen015m.jpg)
Even the shooting ranges have new targets.
(http://img509.imageshack.us/img509/4531/screen010d.jpg)
(http://img524.imageshack.us/img524/4416/screen013x.jpg)
(http://img685.imageshack.us/img685/9711/screen018.jpg)
Give me feedback, and I'll adjust accordingly. I'll eventually do the following before the next release:
-Change the targets at the mounted MG range and urban combat area
-Add signs for the new areas
-Add a background for the loading screen
-Possibly add random signs that provide gameplay tips or something with cartoon drawings on them.
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Didn't look at this ingame but looking at the screens it seems that all the targets are much to close.
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Finally I have a place where I can learn how to climb a ladder without breaking my neck ::).
Yeah and btw nice work dude.
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You should make a new dummy object that rotates around on the ground so you can practice on moving targets ;)
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You should make a new dummy object that rotates around on the ground so you can practice on moving targets ;)
What about a limited number of bots? They make for good target practice.
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small suggestion--replace the vanilla sandbags with the new FH sandbag walls.
Also, i did some testing, and there's some wierd shit going on with that map.
here, look at the screenies on my xfire page of your map for bugs.
http://www.xfire.com/profile/lioliu/
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on some of the screens from the link you gave me, I'm very aware that underneath the 'barriers', it looks hollow. I'm trying to find ways to cover those 'holes'. For some of the buildings at the garrisons, I'll try to fix those. And why those custom statics I placed in the map are missing is beyond me. I'll check the the zip file to see if that objects folder is in there. I'll also check the init.con file to make sure the static objects files weren't erased or anything.
As for those doors that look awkwardly placed on the bunkers, I did that on purpose. Think of it as a steel plate in case someone aims that MG at the bunker.
EDIT: As far as I can tell, my custom objects were dependent the objects folder in the fh2 directory (I did extract all those objects so they could be viewed in the editor). I removed the objects folder from the fh2 directory and all the objects I created disappeared along with it... if I put just my custom statics by themselves in the objects folder, it comes back (but crashes briefly afterwards). If I can't figure it out, I'll just talk to the bfeditor.org people.
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okay, let's try this again......
Here's a WIP 4 re-release of "Infantry Boot Camp" for FH2
http://www.megaupload.com/?d=9HTP1JX1
I also made some additions and changes to the map:
-The objects I made should be showing this time... I re-exported the objects with DDS textures after finding out they were previously exported using TGA textures when it actually doesn't work in BF2.
-Central Garrison at the combat zone: lowered some buildings and adjusted the terrain so people won't notice the "bottom" of the buildings (as The Warrior (CnJ) pointed out)
-FH2 sandbag walls now replace most of the vanilla BF2 sandbag walls. They're in the shooting range, AT-range, and Grenade Training Range of the training areas. The Central Garrison in the combat zone also has its sandbag walls replaced with FH2 sanbag walls. A number of areas still have vanilla BF2 sandbag walls, but I'll deal that later.
-Added signs at the Light/Medium MG range and AT-range.
And if the map happens to crash, then I know it's not just me... right now my PC is randomly deselecting programs (even games).
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Just for some entertainment regarding my map... here's some videos on the Allied side of the Boot Camp map. Note that not all of the training areas are shown.
Urban Combat Training
http://www.youtube.com/watch?v=D1e2gNgih5E
Obstacle Course (Don't mind the cutout of the Canadian soldier... I think I incorrectly exported the 4th Axis cutout)
http://www.youtube.com/watch?v=QrtbJnLMcA8
Shooting Range
http://www.youtube.com/watch?v=C9GEzmSfFVA
Machine Gun Ranges
http://www.youtube.com/watch?v=WEfsJ1Gpu70
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At the ranges, could you put a table with AT kits? I didn't grab one at spawn and was disappoinjted when I couldn't blow up the kublewagon :/
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well, in the Allied area there is an AT rifle in one of the booths at the shooting range. Same thing with the Axis side. However, if you want, I can move the AT pickup kit near the limited AT range on both sides.
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I would most appreaciate it, I guess I didn't see the kit at the allied side, sorry :-\
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Question: Why didn't you use the destroyable, respawning, generic soldier targets? The ones in this video: http://www.youtube.com/watch?v=hjOV4DR_H24
Supposedly, they are in the game files already.
Other than that, good work.
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I'll have to ask the devs about that. Didn't know the existence of those things.
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update on Infantry Boot Camp.
After finding out where the dummy soldiers were in the mod, I'm replacing the cutouts with these destroyable, respawning targets. So far, much of the Allied side of the training area have the new targets (can't believe all that effort into making the Axis and Allied cutouts was for nothing...)
I'll post screenshots and youtube videos of the new changes.
And for those who say I need to fix the lightmaps, that's in the back burner. I want to make sure things work before I even get into that. Once I do, I gotta look at the tutorials first.
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Kudos to you pheeph! New FH2 users will definitely benefit from this map.
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Okay, here are screenshots for FH2 Boot Camp.
This time I replaced the cutout targets dummy soldiers. These are from the Allied side. Obstacle Course, Shooting Range, and Urban Combat training areas now have them.
(http://img695.imageshack.us/img695/9000/screen000u.jpg)
I seriously wish they had an Axis variant of these dummies...
(http://img192.imageshack.us/img192/5193/screen001j.jpg)
Targets at the range
(http://img192.imageshack.us/img192/6106/screen002m.jpg)
Taking out the targets at a longer range
(http://img109.imageshack.us/img109/4422/screen003d.jpg)
Taking out the target with a sniper rifle
(http://img10.imageshack.us/img10/3882/screen004k.jpg)
Targets at close range
(http://img705.imageshack.us/img705/6704/screen005.jpg)
Targets at an MG range
(http://img97.imageshack.us/img97/4183/screen006l.jpg)
All these targets respawn within 5-10 seconds
(http://img705.imageshack.us/img705/8522/screen007y.jpg)
Targets at the Light/Medium MG range
(http://img10.imageshack.us/img10/6648/screen008x.jpg)
Smoke 'em
(http://img109.imageshack.us/img109/4695/screen009o.jpg)
One of the targets at the Urban Combat training area
(http://img10.imageshack.us/img10/6295/screen010e.jpg)
Now that the targets are done, I'm going to light map the level which I hear takes forever...
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good job, you did well ;D , replacing the targets must have been a pain
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This map should become standard when completed
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update on the boot camp map.
now that I have the lightmaps in boot camp, I'm planning on making another release... right after I figure out how to fix that combat area that now completely covered the map, making it unsafe for players...
I also have to figure out how to fix the sluggish framerate that occurred after the lightmapping despite high PC specs.
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update on the boot camp map.
now that I have the lightmaps in boot camp, I'm planning on making another release... right after I figure out how to fix that combat area that now completely covered the map, making it unsafe for players...
I also have to figure out how to fix the sluggish framerate that occurred after the lightmapping despite high PC specs.
are those "targets" killable? I would really like to know if I destroyed something, maybe objective mode.
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nice map but why canadian models as targets? Shouldnt that be German ones?
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Because there are no other dummy soldiers, and the ones he's using are already in since 2.2.
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Besides, those are british.
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aaaah ok makes sense now
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yeah, there's only British dummy solders for 2.2. I actually wish they had German or Italian dummy soldiers.
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Could you release it now with the dummys in.
And do the light map thingy thing. You know the thingy you do to make the things have shadows and shading and things. :D
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that's exactly what I'm trying to do... but for some reason, my editor slowed to a crawl after lightmapping... plus the map at the moment is has the entire red zone covering the whole thing and I haven't figured out how this happened...
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Okay, folks. Here's the WIP 5 release of FH2 Boot Camp. Most of the map is now lightmapped (not everything is lightmapped... even the buildings in the South Garrison are not lightmapped)
http://www.megaupload.com/?d=2AWFVXS4
Right now, further editing of the map will have to be on hiatus due to the fact that the BF2 editor is being a butt. The editor got slower everytime I lightmapped a group of objects. The map doesn't have the combat area borders it previously had because the lightmapping process somehow messed things up, which made the red area cover the entire map, making it unsafe for players. So until I can fix the problem with the editor, any more tweaks with the map will have to wait.
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I'll check it out :)
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Good job pheeph! Downloading right now! Will check it out later on today and will get back to you!! :)
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Great work witch these targets,but i have performance drops,almost slideshow
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well if you're running vista or windows 7, Battlefield 2 may require a lot more RAM.
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No i got xp and 3GB and i know how much ram BF2 require,FH2 works fine at max settings but in your map i have almost slideshow not all the time but often
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I'm also experiencing choppy performance every now and then in my map (especially with Windows 7), but it may also be the number of destroyable targets I have in the map. I think the number of dummy soldiers is near 200. I'm told by the bfeditor.org guys that usually a map can take up to 100 destroyables. They also say the destroyable objects may not lightmap properly. FH2 however can take up to 350.
So I might consider reducing the number of dummy soldiers if it can improve performance. I might reduce the number in the shooting range and urban combat area in the Axis Training Area. I would do the same in the Allied Urban Combat Area.
I might also reduce the number of walls and barriers by rerouting the big barriers just to surround the barracks and training areas on both sides while leaving the combat zone wide open.
Maybe I should use 3ds max to do the lightmapping.
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Great work witch these targets,but i have performance drops,almost slideshow
Same problem.
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ok I found the problem that was causing the map and the editor to go ultra-slow.
I found millions of "ObjectTemplate.addTemplate flagpole" lines in the gamplayobjects.con file. Performance of the editor returned to normal after that.
Guess the hiatus was short. I'll continue to editing the map.
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Same here pheeph! Good job on finding what the problem was! ...can't wait for another download ;D
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okay, here's WIP #6 of FH2 Infantry Boot Camp
http://www.megaupload.com/?d=5YDM6T43
This time the map is fully lightmapped and performance should be normal since I tested the map (I had to frequently delete the "objectTemplate.addTemplate flagpole" lines in every lightmap run).
Since I probably never mentioned it, I actually thought the loading music I chose from the start would be more fitting for the map.
I figured that in order to see the custom objects I provided, just copy/cut and paste the included objects folder into FH2's root directory.
Before it goes official, the map may need some minor tweaking. I'm also going to need a background picture for the loading screen.
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I CAN DO THE LOADING IMAGE!!! :D
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okay then. At least make it decent.
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You need a screenshot for the background and a loading/description image. Yep I can do that for you. :)
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I figured that in order to see the custom objects I provided, just copy/cut and paste the included objects folder into FH2's root directory.
Nicer way to do that is the recreate the structure of mod's filesystem IN your mapfolder (for example /your_map/objects/StaticObjects/abc/xyz/custom_object.con) and run the custom files in tmp.con (if they are not staticobjects, which are run in staticobjects.con).
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Collected up some screenshots from your map for the loading screen. Sadly I couldn't get the custom objects working :(
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Nicer way to do that is the recreate the structure of mod's filesystem IN your mapfolder (for example /your_map/objects/StaticObjects/abc/xyz/custom_object.con) and run the custom files in tmp.con (if they are not staticobjects, which are run in staticobjects.con).
[/quote]
how exactly do I do that? What code do I need to write in in this custom_object.con?
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custom_object.con was just an example of a custom object you put in your map :D
EDIT: tbh, I'm not a mapper and I don't remember it so good to give you an example... but I will post it as soon as I find an old map from FHT where we used this sytem.
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I went through some testing again, and it seems the above methods don't seem to work. The only thing that did make the objects show was putting the provided objects folder into the FH2 root directory
(example --- C:/Program Files/EA Games/Battlefield 2/mods/fh2/objects)
When testing the map to make sure the objects are there after packing the map, the first thing I did was remove the objects folder in the root directory (this was mainly used for the editor) to see if it shows without it. Despite the tmp.con commands I placed, it doesn't show. So either it only looks at the root directory, or it only works on my PC.
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(http://img686.imageshack.us/img686/5756/loadscreen.jpg) (http://img686.imageshack.us/i/loadscreen.jpg/)
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that looks cool.
Perhaps I can provide these screenshots.... you could add these to the loading screenshot or I could just use one of them as a background...
http://img15.imageshack.us/img15/1046/screen013nh.jpg
http://img44.imageshack.us/img44/6972/screen014b.jpg
http://img687.imageshack.us/img687/7158/screen012h.jpg
http://img690.imageshack.us/img690/7070/screen011y.jpg
Haven't figured out how to do a free-camera view or get rid of the hands and hud.
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If you could take the same shots again, except type this into the commands : renderer.drawhud 0
that'll take away the minimap and ammo bar and all that stuff in the way.
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Ok here's the screens without the hud.
http://img31.imageshack.us/img31/4611/screen003sg.jpg
http://img34.imageshack.us/img34/4216/screen000wx.jpg
http://img34.imageshack.us/img34/4307/screen002dv.jpg
http://img6.imageshack.us/img6/9884/screen001w.jpg
http://img686.imageshack.us/img686/1638/screen004i.jpg
http://img686.imageshack.us/img686/5274/screen005p.jpg
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like the grenade ones ;D
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small update on Boot Camp
I did a little tweaking recently. I switched the Assault and Rifleman spawns around and had the Josh094's loading image placed in (looks cool). I've yet to choose a background picture for the map.
Anyway, I'm wondering whether I should change the current loading music... the music comes from an obscure RTS game called Warfront: Turning Point. I mainly chose the calmer background music as opposed to the aggressive style because I personally find such music awkward for this map.
This is what the current loading music sounds like... it's actually a combination of two tracks
http://kiwi6.com/uploads/hotlink?id=jw5o31v3at
http://kiwi6.com/uploads/hotlink?id=0xs8yazd5f
Should I go with any of these as an alternative?
http://kiwi6.com/uploads/hotlink?id=rx1jtt0et6
http://kiwi6.com/uploads/hotlink?id=q844qu3ts1
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another update on FH2 Boot Camp.
I'm going to make another release. I placed a background photo for the loading screen though it may not be the final background photo.
Now for this question. Would it be better if I had the release on the first post of this whole thread? I think that way, people wouldn't have to search around the thread for the download links.
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Hey Pheeph.
Updated the Loadscreen image and taken a background image.
Loadscreen: Just use which ever you prefere.
(http://img196.imageshack.us/img196/707/loadscreen2copy.jpg) (http://img196.imageshack.us/i/loadscreen2copy.jpg/)
Background: (Click the link ( http://yfrog.com/5gloadscreenp ) and follow it through to my image shack for a full size one.)
(http://img196.imageshack.us/img196/1586/loadscreen.png)
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Just got a chance to try it...and I love it. The only thing that really needs work I think is the center combat arena. Right now its very...sparse.... I think it would be nice to add trees, hedgerows, etc, to the roads and areas inbetween, that way the infantry can actually fight through the terrian as well. Also, perhaps a small airstrip with pickup parachute kits and a Ju52 would be nice ;)
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I'll try to keep the shrubs, trees, and hedgerows in mind on the next release. Besides, should I put in small patches of trees in various areas, or should I put dense amounts of plant matter? I also have to take performance into account.
As for the Ju 52 and paratroopers bit, I was originally going to have that one for the planned Air Combat Training Grounds (or Boot_Camp_3). I was going to wait until the FH devs throw in the C47. To put these things in the current Boot Camp map would require rerouting the walls and the terrain. I'll see what I can do though.
If people want tanks, that's reserved for the planned Vehicle Training Grounds (Boot_Camp_2).
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If performance is the issue, perhaps just make one incredibly clustered area of dense hedgerows and such in one section?
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@Josh094
That loading screen looks more interesting than the first... but did you just throw something in the Allied Urban Combat area?
For the background pic, it's interesting I can actually see one of my custom signs (though I couldn't see the other one that was supposed to be in front of those ladders).
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Ok, WIP release #7 is ready
CHECK THE FIRST POST ON THE FIRST PAGE OF THE THREAD
This time I placed a lot of trees and bushes in the combat zone. Hopefully I didn't overdo it... Here's a nice view from the Central Garrison tower.
(http://img190.imageshack.us/img190/5466/centralgarrison.jpg)
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Looks good :) I still have v.01 installed so I'll dl it when I get home and see the changes ;D
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Would it require too much effort to make like a lake in one of the sections?
Also with the cutom signs thing, Idk they wouldn't appear till I got rather close to them...
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yeah they could only be seen when you're up close. I only created one level of detail for each of these signs.
As for the water, I never went in that direction.... but if I can random pools of water in some places, perhaps I can do that.
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I just played it, Adding the trees really adds to it. Could you possibly add something to the edges of the map to make the map seams look less obvious.
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yeah, I might want to do that...
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update on boot camp
I changed the army spawns. The Axis is now all German and the Allies are all American after seeing the "gun-in-the-head" glitch. However, the Axis retained the Italian spawn kit while the Allies retained the British spawn kits.
I made additions to the map:
-trees also cover the edges of the map in places near the barracks on both sides.
-I raised the water level a bit. There's a lake somewhere in the Combat Arena. Also added waterplanes to the obstacle course so it looks like there's puddles at area where you run across the logs.
[img]http://img69.imageshack.us/img69/9785/puddlef.jpg/img]
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update on boot camp
I changed the army spawns. The Axis is now all German and the Allies are all American after seeing the "gun-in-the-head" glitch. However, the Axis retained the Italian spawn kit while the Allies retained the British spawn kits.
I made additions to the map:
-trees also cover the edges of the map in places near the barracks on both sides.
-I raised the water level a bit. There's a lake somewhere in the Combat Arena. Also added waterplanes to the obstacle course so it looks like there's puddles at area where you run across the logs.
(http://img69.imageshack.us/img69/9785/puddlef.jpg)
Fixed :3
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awesome map, the new update really add to the atmosphere!
I wonder if you can add a rifle grenade range, and a bazooka/ panzershreck range, and i think the course should be complete
Also i noticed that all the instruction signs are gone, is this normal?
btw, how is the tank training and airplane trainaing maps coming along?
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on the signs, what I usually do is put the objects folder in the fh2 root folder instead of the map's folder. They don't really appear until you get close.
For the bazooka and panzershreck, I was thinking about using those for a Heavy Anti-Armor weapons training in the Vehicle Training Grounds. For rifle grenades, you could use those in the grenade range.
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Alright people, a new WIP release is out.
The new WIP version is 7.5
CHECK THE FIRST POST ON THE FIRST PAGE OF THE THREAD
A puddle in the Axis obstacle course.
(http://img41.imageshack.us/img41/920/screen005cb.jpg)
A tree line in the shooting range.
(http://img32.imageshack.us/img32/4066/screen004x.jpg)
Nice view isn't it? If you want training in guerilla warfare, you're on your own.
(http://img32.imageshack.us/img32/9872/screen003jb.jpg)
A little lake. Looks as though the combat zone used to be a national park...
(http://img40.imageshack.us/img40/6123/screen002da.jpg)
Just so you know, you're supposed to balance on the logs.
(http://img32.imageshack.us/img32/9884/screen001w.jpg)
For the Vehicle Training Grounds (Boot Camp 2), it's in the concept stage (brainstorming). I thinking about either using the Infantry Boot Camp layout or creating a new map.
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I really like that lake :)
So totally cant wait to Dl x3!
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just member that I now place the releases at the front (first post, page 1)
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update on the Boot Camp map.
I pretty much have the terrain layout set up. Now I'm going add some stuff in the garrisons at the combat arena.
I'm going to place ammo boxes in certain buildings (particularly the ones that either stand out, or ones that are near the flag. I might also place some weapon object spawners in these places.
Another thing I might do is change one of spawn kits to make room for an anti-tank kit.
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Good-job Pheeph!
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update on the Boot Camp
After testing the map, I can now say it's official. The v1.0 release is available at the first post of the front page of this thread so check out page 1. I'm starting work on the Vehicle Training Grounds map.
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nice, i'm downloading it
very great idea
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Forgot to tell people this about v1.0...
Each garrison in the combat arena has one or more ammo boxes. They're usually in buildings that are the nearest to the flag. There should be four ammo boxes in the South Garrison, North Garrison, East Garrison, and West Garrison. The Central Garrison has one ammo box and it is in the tower.
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just want to tell people that I made some new youtube videos of the updated boot camp map.
http://www.youtube.com/watch?v=AZBfC_QCvcs
http://www.youtube.com/watch?v=y0xS-zrzUiw
http://www.youtube.com/watch?v=zkYJCusFVpI
I'll post more later...
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and here's some more
http://www.youtube.com/watch?v=70trgOA6uaI
http://www.youtube.com/watch?v=ysXLkZMGoAY
http://www.youtube.com/watch?v=PjsbaEQlJiM
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I love this map
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Is there any file server ?
French division from FHT wants to test a organized training on this.
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What are the dummy player targets? Are they custom destroyables? If they can be a person, they could be made like paper targets on boards, or silohettes/cutouts?
I thought about using the vanilla signs and change the textures, but I'm not sure the damage and respawn time can be adjusted, which is all that would be needed I think.
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Does anybody know the answers to what these dummy targets are?
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@Bossgator
The dummy player targets are custom destroyables... I think the FH devs made those. I originally had thin cutouts, but since I lack the programming knowledge to make them destroyable, I had them there as statics. When I was eventually told about the existence of the dummy targets (saw it in some youtube video), it made the cutouts virtually unnecessary.
@Phoenixo_Idaho
I only had the file available through megaupload. The link should be in the first page of the thread.
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Thanks for the reply pheeph.
Interesting the feet stay there when destroyed. The static cutouts can still be used, but I see what your saying. Maybe balance them to keep the number of destroyables down.
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Any way to get this updated for 2.45?
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Can you post another link for this map please? I would love to play it, that is if it works with FH2 2.52.
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Can you post another link for this map please? I would love to play it, that is if it works with FH2 2.52.
this topic is few years old. I doubt anyone has that map anymore. If you want to try things why won't you run "firing range" map which is a stock FH2 map and has everything 2.52 can offer?
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Oh, I didn't know there was a firing range map. Thanks for letting me know.
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The firing range map keeps crashing when I load it on a Local server. I can't load it in singleplayer though. Any ideas on how to solve this problem?
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You're not supposed to run it in singleplayer, it doesn't have any bot support so it won't work on singleplayer or co-op mode. The proper way of "playing" it is by creating a conquest mode multiplayer game locally. I can't really help with the crash though, since I know shit about Macs.
There is a trick for windows users called "windowed mode". You can tick it in the options of your FH2 Launcher, it prevents game from running in full screen and as a side effect it gives you a detailed error messages on each crash so it is easier to find what causes them.
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OK. The Russian one works fine, and I haven't tested the British one yet, but I think the US one crashed because of the amount of weapons.