Forgotten Hope Public Forum
Forgotten Hope 2 => Modding => Topic started by: Fenring on 05-09-2009, 10:09:20
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Map packing scripts:
http://fhbeta.warumdarum.de/~spitfire/fh2pub/2.45/map-pack-2.45.zip
Starting with 2.46, the map packing script is a part of releases. See mods\fh2\pack-map.py
Requires Python 2.5, 2.6 or 2.7 - http://python.org/download/
Lightmap samples
http://fhbeta.warumdarum.de/~spitfire/fh2pub/fh2-samples-3.4.311.zip
For generating lightmaps (lighting) of static objects on levels in the editor.
Extract to \Battlefield 2\mods\fh2\
Undergrowth files
http://fhbeta.warumdarum.de/~spitfire/fh2pub/2.4undergrowth.rar (http://fhbeta.warumdarum.de/~spitfire/fh2pub/2.4undergrowth.rar)
Extract to \Battlefield 2\bf2editor\Content\Terrain\Undergrowth\
BF2 editor memory fix (http://www.bfeditor.org/forums/index.php?showtopic=15351)
This modified BF2editor.exe makes it crash 10x less. {Dead link!}
Alternate link:
BF2Editor_updated (http://realitymodfiles.com/rhino/editor/BF2Editor_updated.rar)
Forgotten Hope 2 debugger (http://fhbeta.warumdarum.de/~spitfire/fh2pub/FH2Debugger.rar)
Modified BF2 debugger. Based on BF2 1.3.
- Large address aware
- Uses settings storage in /My Documents/forgottenhp 2/
Place in \Battlefield 2\ folder. Run in windows XP compatibility mode if using Vista or 7.
Useful for modifying content ingame, testing functionalities of many things, and locating errors through logs.
Fenring's Tutorials (http://forgottenhope.warumdarum.de/tutorials/)
Note some stuff here is outdated. Download the files that are listed in this thread.
FH2 Modified Editor Shaders (http://fhbeta.warumdarum.de/~spitfire/fh2pub/BF2EditorShaders.rar)
Also we have new editor shaders so that you can view the camonets and tank tracks properly when editing maps or even working in the object editor. These must be placed in /Battlefield 2/bf2editor/Shaders/. You may need to delete your editors shader cache first (My Documents/Battlefield 2/cache/).
FH2 Object Spawners (http://azreal64.com/fh2/fh2_editor.rar)
Dead link, anyone use these? They are unneeded afaik, tutorial below explains how to add objects without the object spawner files.
OLD description:
Last but not least we have the new object spawners, these contain only kits since the number of vehicles in 2.2 is simply to great. Also kits only work as object spawners. These must be placed in /Battlefield 2/bf2editor/mods/fh2/.
Do like this to spawn a tank,plane, gun or whatever:
Create a new object spawner:
(http://i291.photobucket.com/albums/ll294/DarkFenring/createspawner.jpg)
Now press cancel and name a new spawner:
(http://i291.photobucket.com/albums/ll294/DarkFenring/typespawner.jpg)
Now select the vehicle you want from the drop down menu:
(http://i291.photobucket.com/albums/ll294/DarkFenring/selectvehicle.jpg)
Done!
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Thanks Alot Fenring!
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Super cant wait to make some maps in normandy style
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Stick it!
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thx great
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oh,my!
thx
I'm later for it.....
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I think I will continue mapping, thought I will make backups after every step now.
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so... for pickup kits as object spawners, does it only use kits that say "pickup" on them in the editor list, or can it also use kits that don't say "pickup" on them?
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so... for pickup kits as object spawners, does it only use kits that say "pickup" on them in the editor list, or can it also use kits that don't say "pickup" on them?
Use only kits with "pickup" prefix! Other kits will crash the server!
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Can i use IT for SP??
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Now to get my editor set up.
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the download link seems to be broken
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2.2 file link is broken :(
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When fixed, I may make a map....
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I have uploaded the FH2 2.2 Files, Object Spawner, Shaders and Undergrowth.
You know where to place them so im leaving you alone :)
http://rapidshare.com/files/324444587/files.zip.html
I know, the download will last only 10 Downloads so if you wanna map, download asap.
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Thx! for the new link. (http://chopard.fest4.free.fr/emoticons/army/armata/armata_PDT_34.gif)
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Can somebody plz put a new download link on this topic i cant dawnload it anymore.
Cause the links are dead.
greets cramble
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Can somebody plz put a new download link on this topic i cant dawnload it anymore.
Cause the links are dead.
greets cramble
Do you need the Lightmaps or Object Spawner?
The one that doesnt works in the Object Spawner Link, but if you want that, DL it from this Rapidshare Link.
http://rapidshare.com/files/324444587/files.zip.html
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Ty for the download link.
greets cramble
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Np ^
Anyways, i would like to ask the Devs if with the next version, Fh2 2.25, are you guys going to to release a new Lightmap File?
i need my 2.2 Lightmap file out of my PC Asap, i only have 3 Free GB for some reason, that and more shit goes to the recycle bin!
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Np ^
Anyways, i would like to ask the Devs if with the next version, Fh2 2.25, are you guys going to to release a new Lightmap File?
i need my 2.2 Lightmap file out of my PC Asap, i only have 3 Free GB for some reason, that and more shit goes to the recycle bin!
done a disk cleanup lately?
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Np ^
Anyways, i would like to ask the Devs if with the next version, Fh2 2.25, are you guys going to to release a new Lightmap File?
i need my 2.2 Lightmap file out of my PC Asap, i only have 3 Free GB for some reason, that and more shit goes to the recycle bin!
done a disk cleanup lately?
Aren't you supposed to always keep 15% of your Hard Drive free for everything to work correctly?
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Np ^
Anyways, i would like to ask the Devs if with the next version, Fh2 2.25, are you guys going to to release a new Lightmap File?
i need my 2.2 Lightmap file out of my PC Asap, i only have 3 Free GB for some reason, that and more shit goes to the recycle bin!
done a disk cleanup lately?
Aren't you supposed to always keep 15% of your Hard Drive free for everything to work correctly?
To be completely in the clear, about 20%, but 15% should suffice
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Yeah but for some reason, the PC works fine, but hell, i dont know where this GBs comes from!
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I need the FH2 mapping files
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I asked that yesterday on the IRC and toddel told me yes, but if i were you i would wait, the Lightmap Samples are 1GB~ and well, thats alot.
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can somebody upload the objectspawners to 4shared or filefront or similar=????
damn i hate rapidshare!
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I have uploaded the FH2 2.2 Files, Object Spawner, Shaders and Undergrowth.
You know where to place them so im leaving you alone :)
http://rapidshare.com/files/324444587/files.zip.html
I know, the download will last only 10 Downloads so if you wanna map, download asap.
-->
This file is neither allocated to a Premium Account, or a Collector's Account, and can therefore only be downloaded 10 times.
This limit is reached.
To download this file, the uploader either needs to transfer this file into his/her Collector's Account, or upload the file again. The file can later be moved to a Collector's Account. The uploader just needs to click the delete link of the file to get further information.
Can someone upload them on a different site? Also will there be 2.25 files?
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Okay sorry for the big Delay but i uploded the 2.2 Files again :)
http://rapidshare.com/files/342745294/files.zip.html
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Unfortunately right now our servers are overloaded and we have no more download slots left for non-members. Of course you can also try again later.
Any change one of the FH devs can put the files on his own personnal site or the FH website? Those pricks at RapidShare won't let me download it over the last days I've attempted to do so (from both download links), but they just won't let me...
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Aight i uploaded these files to Megaupload.
http://www.megaupload.com/?d=5SZK7OW3
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Aight i uploaded these files to Megaupload.
http://www.megaupload.com/?d=5SZK7OW3
Thanks a lot, much appreciated ;)
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added 2.25 Samples
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rename to 2.25 mapping files
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done.
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could some upload new files?
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You mean 2.26 samples? http://ifihada.com/~jbp/fh2pub/release-2.26/fh2-samples-1.7.723.zip
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Could we please have a new link for the undergrowth, the shaders and the object spawners ?
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why? i dont think they changed
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Oops, I thought the link above was for samples as well. I'm sorry.
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objects spawners dont change ?
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Hi,
are the new object spawners available yet? wanna screw a bit with hellcat ;)
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Ok, I've updated all the links, including a link to the off-line files for Fenring's old tutorial site. I don't have the undergrowth files yet. I'll try and get those this week.
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Is Fenring still a dev?
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Yes, he just, for whatever reason, can't host his site anymore. So just follow the instructions in the readme file, and everything will work the same.
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Alright, thanks. Was just wondering, since you edited the post and I don't think I've ever seen a post by him
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Then you're not looking hard enough ;)
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One question about fenrings tutorial. I "dezipped" the full content into one folder as it is written in the text file. Nevertheless I can only open the files in a useful manner with a work-around. What programm do you need to show it as it was on the homepage?
Thank you,
Nissi
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Firefox. They are HTML files.
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Thank you it is working. Now I have a lot to read. 8)
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Can anyone write the setup of bf 2 editor step by step? I have do it, as i found at FHWiki, but it doesnt work.
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Download Fenrings' tutorials [post 1 of this topic] or click http://azreal64.com/fh2/fenring_tutorials.rar (http://azreal64.com/fh2/fenring_tutorials.rar)
I would suggest that you print out the file named index.php and tick every step after completion. If you skip 1 simple instruction the editor will crash
ALSO: Make sure that when extracting the zip files to a new folder, you extract BOTH the client.zip and server.zip file. Do this for each folder. Hope you'll succeed in installing the editor! :)
Image from tutorial files
(http://i905.photobucket.com/albums/ac251/raziel1082/FH2/ectraction-scheme.jpg)
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Download Fenrings' tutorials [post 1 of this topic] or click http://azreal64.com/fh2/fenring_tutorials.rar (http://azreal64.com/fh2/fenring_tutorials.rar)
I would suggest that you print out the file named index.php and tick every step after completion. If you skip 1 simple instruction the editor will crash
ALSO: Make sure that when extracting the zip files to a new folder, you extract BOTH the client.zip and server.zip file. Do this for each folder. Hope you'll succeed in installing the editor! :)
Image from tutorial files
(http://i905.photobucket.com/albums/ac251/raziel1082/FH2/ectraction-scheme.jpg)
Thanks a lot, it works!!! First i've forgot to unzip the files in a folder.
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Guys, where can I get the 2.3 undergrowth meshes?
pretty please :P
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no one? :(
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I looked it up and they seem to be in the "Modified Editor Shaders"-File ;)
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if you mean Undergrowth.fx then that's not what I mean. What I mean are those meshes like "fh_random.obj" "fh_bricks_gray.obj" etc. supposed to be in the ...\bf2editor\Content\Terrain\Undergrowth folder. Like for example in Saint-Lô's Undergrowth.cfg file is this:
ViewDistance 100
ViewDistanceFadeScale 0.5
ViewDistanceHeightScale 0.4
ViewDistanceHeight2Scale 0.4
ViewDistanceStreamingScale 1
PatchSubdivide 15
SwayScale 0.15
LightingScale 1.4
AlphaRef 0.15
Material grass 1
{
GeneralHeight 0
Type hedgerow_grass
{
Mesh fh_random
Texture fieldgrasslighter
RandomSizeScale 1.25 1.25
Density 0.25
Variation 0.45
TerrainColorScale 1
TypeSwayScale 0.125
Skew 0
}
Type weeds
{
Mesh fh_weedbig
Texture fh_weeds1
RandomSizeScale 1 1
Density 0.025
Variation 0.75
TerrainColorScale 0.8
TypeSwayScale 0.1
Skew 0
}
Type tall
{
Mesh fh_random
Texture fieldgrasslighter
RandomSizeScale 0.9 1
Density 0.2
Variation 0.2
TerrainColorScale 1
TypeSwayScale 0.2
Skew 0
}
Type weeds2
{
Mesh thistle
Texture thistle
RandomSizeScale 1.3 1.3
Density 0.01
Variation 0.5
TerrainColorScale 0.9
TypeSwayScale 0.1
Skew 0
}
Type tall_weeds
{
Mesh fh_weedtall
Texture fh_weeds1
RandomSizeScale 1 1
Density 0.02
Variation 0.2
TerrainColorScale 1
TypeSwayScale 0.1
Skew 0
}
}
Material debris 2
{
GeneralHeight 0
Type rubble
{
Mesh fh_bricks_gray
Texture fh_bricks2
RandomSizeScale 1.35 1.35
Density 0.25
Variation 0.5
TerrainColorScale 1
TypeSwayScale 0
Skew 0
}
}
Material field_grass 3
{
GeneralHeight 0
Type open_pasture
{
Mesh fh_random_tall
Texture fh_wildgrass3
RandomSizeScale 1 1
Density 0.3
Variation 0.2
TerrainColorScale 1
TypeSwayScale 0.2
Skew 0
}
Type plants2
{
Mesh fh_random
Texture grass_mix2
RandomSizeScale 1 1
Density 0.2
Variation 0.5
TerrainColorScale 1
TypeSwayScale 0.2
Skew 0
}
Type whiteweeds
{
Mesh fh_weedyellow
Texture fh_weeds1
RandomSizeScale 1 1
Density 0.025
Variation 0.2
TerrainColorScale 0.75
TypeSwayScale 0.02
Skew 0
}
}
Material grass_low 4
{
GeneralHeight 0
Type short
{
Mesh fh_random
Texture grass_mix2
RandomSizeScale 0.8 0.8
Density 0.6
Variation 0.25
TerrainColorScale 1
TypeSwayScale 0.05
Skew 0
}
}
Material high_grass 5
{
GeneralHeight 0
Type wildgrass
{
Mesh fh_random
Texture fieldgrasslighter
RandomSizeScale 1.5 1.8
Density 0.08
Variation 0.2
TerrainColorScale 0.95
TypeSwayScale 0.1
Skew 0
}
Type weedbig
{
Mesh fh_weedbig
Texture fh_weeds1
RandomSizeScale 1 1
Density 0.6
Variation 0.5
TerrainColorScale 1
TypeSwayScale 0.2
Skew 0
}
Type weed_tall
{
Mesh fh_weedtall
Texture fh_weeds1
RandomSizeScale 1.15 1
Density 0.5
Variation 0.2
TerrainColorScale 1
TypeSwayScale 0.15
Skew 0
}
Type wildgrass2
{
Mesh fh_random_tall
Texture fh_wildgrass3
RandomSizeScale 1.5 1.5
Density 0.2
Variation 0.2
TerrainColorScale 1
TypeSwayScale 0.1
Skew 0
}
Type weed_yellow
{
Mesh fh_weedyellow
Texture fh_weeds1
RandomSizeScale 1.25 1.35
Density 0.5
Variation 0.35
TerrainColorScale 0.65
TypeSwayScale 0.1
Skew 0
}
}
Material debris2 6
{
GeneralHeight 0
Type red_grey_bricks
{
Mesh fh_bricks_gray
Texture fh_bricks2
RandomSizeScale 1 1
Density 0.175
Variation 0.195
TerrainColorScale 1
TypeSwayScale 0
Skew 0
}
}
Material rock 7
{
GeneralHeight 0
Type large
{
Mesh ME_genrock02
Texture ME_genrock01
RandomSizeScale 0.4 0.25
Density 0.03
Variation 0.66
TerrainColorScale 1
TypeSwayScale 0
Skew 0
}
Type small
{
Mesh smallrocks01
Texture ME_genrock01
RandomSizeScale 0.75 0.5
Density 0.03
Variation 0.22
TerrainColorScale 1
TypeSwayScale 0
Skew 0
}
}
Stuff in bold is what I'm looking for.
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if you mean Undergrowth.fx then that's not what I mean. What I mean are those meshes like "fh_random.obj" "fh_bricks_gray.obj" etc. supposed to be in the ...\bf2editor\Content\Terrain\Undergrowth folder. Like for example in Saint-Lô's Undergrowth.cfg file is this:
I didn't have those meshes showing up before either, but then I looked in that folder and found a .zip file that I had to extract which contained all of them.
I don't know if that is how the files are in the mod or if I downloaded that .zip from these forums or something and just extracted it improperly. In any case, it wouldn't hurt to look and see if you have a .zip in there.
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I don't think those files are that big (if I understand correctly what it is you are looking for)....Hop on TS and I will upload them for yeah in channel.
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maybe if you could just send it to me via PM (the link for it that is).. I have to dl a TS update and this thing is being super slow... anyway thanks for all the help!
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It is 18MB. I don't think I can do it via PM. Like I said get your TS straight and I will put it in channel.
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Now, what TS are we exactly talking about? :D
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Sorry...WaW's.....
64.34.212.191:9991
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Sorry...WaW's.....
64.34.212.191:9991
and TS3
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2.4 samples: http://ifihada.com/~jbp/fh2pub/release-2.4/fh2-samples-2.1.474.zip
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How about throwing up those groovy new undergrowth files as well....
And thanks.
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Modified original post!
Updated are 2.4 undergrowth files, lightmap samples, and more!!1
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Thanks Kev
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and more!!1
Ohh you dirty tease!
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What should I download after 2.4 apart samples and undergrowth files?
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http://forgottenhope.warumdarum.de/tutorials/index.php
Have fun :)
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Thx for the link! :)
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If you face questions you can not overcome with forum or tutorial research --> never mind joining IRC. There are often even mappers there... maybe you won't get a very fast reply but surely one. :)
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it will be good if someone upload updated to 2.4 fh2 object spawners..
thank you in advance!
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i like to start mapping when 2.45 is released but it take,s so long that i like to start now with 2.4 but the links are broken can someone help me?
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can someone upload the file,s please
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2.45 samples: http://fhdev.dyndns.org/~spitfire/fh2pub/2.45/fh2-samples-2.5.776.zip
Somebody update the 1st post plz.
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can you guys update the 2.45 files please
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As soon as we take a break in playing:)
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There's new map packing scripts required for FH2.45. These are introduced to reduce memory load greatly on FH2 maps by manually specifying which kits and weapons to load, instead of loading all.
You may notice kits are gone in spawn menu if loading the map regularly.
Will provide scripts and how-to soon.
* edit: updated most links in main post, packing scripts need some work will be shortly.
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2.45 map packing scripts:
http://fhdev.dyndns.org/~spitfire/fh2pub/2.45/map-pack-2.45.zip
Instructions:
- extract all the .py files into mod directory (for example "mods/fh2")
- run pack-map.py (or pack-map.py [mapname])
Requires Python 2.5 2.6 or 2.7 - http://python.org/download/
@moderator: add this to first post please.
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now all that's missing is renaming the thread to 2.45 mapping files ;)
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The link to the undergrowth files isnt working. Are there new undergrowth files comming or are they the same as with 2.4?
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Undergrowth files are still AFK on first post.
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Might want to rename the thread to 2.45
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the undergrowth link is dead. can someone please upload these files again? thanks
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I also think the lightmaps are not up to date, Battle of the bulge objects wont lightmap.
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Undergrowth: http://bfewaw.com/maps/tools/2.4Undergrowth.rar
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Hey, brief question,
is there a tutorial/ the needed files for fh2.45 SP mapping included in this thread?
Because Ive got a bunch of old custom maps and all of them wont work with 2.45 as there are no calsses to choose shown on Level start and when I click join the game crashes to desktop.
Id like to convert those maps to 2.45 compatible but cant find out how. I tried repacking with python as described here but it had no effect.
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Can you include with the next release in the mapping files Axis artillery guns (both Italian and German) - LeFH and Cannone with the same range as 25 pounder? Because now we have to give Axis Vritish artillery in order to balance things...
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hm, do I need new packing scripts? When I pack a custom map, I get this error at 62%:
Texture not found: menu/hud/texture/ingame/communication/fh2rose/commbutton.
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hm ok, it's gone now. must be related to the fht rally points we have (which I had not yet in the fh2 folder but magically when i removed the calls from tmp.con, the error disappeared).
Strange..
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Do we need new packing scripts?
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hm ok, it's gone now. must be related to the fht rally points we have (which I had not yet in the fh2 folder but magically when i removed the calls from tmp.con, the error disappeared).
Strange..
Not sure this is strange. You tried to call stuff that wasn't there from the tmp.con. And therefore you got the error :)
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yeah, the original modder placed a button both in a con file as well as in the py file or our rally point stuff. I removed the 1st but missed the latter :-)
Now it's fine.
BTW, are the any new lightmap samples? Think some of the bunkers are new, right?
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Could look into it. If you lack them though, they can easily be recreated using bfmeshview.
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All new lightmap samples are not in the public build.
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First post needs to be updated.
The links dosnt work ://
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all links should be fixed now
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Any objectspawner links that are not broken? I would so like to place some kits :)
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I usually just place empty ones and set them in the gpo.con per hand. Gives you more freedom.
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You can also make your own predefined object spawners. Go into your editor folder then mods/FH2/Leveleditor and open the ObjectSpawnerDef file. There you can add any kit combination in the limits of the mod.
Pretty useful aswell. You see, different people, different workflows. See what fits you best. ;)
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You can also make your own predefined object spawners. Go into your editor folder then mods/FH2/Leveleditor and open the ObjectSpawnerDef file. There you can add any kit combination in the limits of the mod.
Pretty useful aswell. You see, different people, different workflows. See what fits you best. ;)
Found an old ObjectSpawnerDef from 2.2 i belive on one of my hdd, now i know this worked before as it was when i made eppeldorf among other maps, though now the editor does not seem to load in any kits, i get them in the list and everything seems fine, but no models show up, it is more like the editor does not load the model files. Anyway, all folders are correctly unzipped and havnt had this issue before.
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Pickup kits/the kitmshes for them don't show up for me in the editor aswell. I always take a closer look in the object editor how the kit looks like and then I just place them. It is annoying, but at the end it works good enough.
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sn00x, hitm4k3r, go to mods/fh2/Objects/Kits and rename every .inc file you'll find there, to .con. That will make the kits visible in the editor.
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Oh, thanks for the hint. Was allways a pain ;D
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Will it? I thought kits wasn't loaded as a object spawner.
Anyways. hitm4k3r should already be on SVN where kits are named .con
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Yeah, but I haven't used the svn build for mapping yet. Anyway, I will give it a go as it makes placing pickupkits a lot easier than launching the map five times to check the kits.
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After last update have you updated, apart lightmap samples, undergrowth files too? Because link is broken, but it's written that it's 2.4 ver. undergrowth files, so seems not, am I right?
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BF2 Editor memory fix doesnt work
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Also can give best phyton download link( also which)?
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2.7.9 ver should be fine...
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2.7.9 ver should be fine...
Thanks!
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Do I need bf2 lightmap samples?(fenrings tutorial)
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You should, yes.
The term "samples" really mean just lightmap files for your object. Without these, you will be unable to generate them (for each static mesh) in BF2Editor.
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But they are outdated on Fenrings
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Ivancic, please read the first post in this very thread, it contains answers to many of your recent questions, including the way to get the latest lightmapping samples.
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The Lightmap samples link has been updated for 2.50. Check the first post in this thread or click here (http://fhpubforum.warumdarum.de/index.php?topic=1804.msg36036#msg36036).
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hey do I need to extract all statics and new vehs now with new version?
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Same way as before, really. Use Winrar or something similar to extract the .zip files into Objects, Shaders, menu etc..
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Hi there, I have a brief question about the Editor setup, here it's said to place fh2 lightmaps samples like this:
Lightmap samples
http://fhbeta.warumdarum.de/~spitfire/fh2pub/fh2-samples-3.2.202.zip
For generating lightmaps (lighting) of static objects on levels in the editor.
Extract to \Battlefield 2\mods\fh2\
however, on the tutorials, fh2 lightmap samples are indicated to be placed on bf2editor/ directory, look: http://forgottenhope.warumdarum.de/tutorials/ (http://forgottenhope.warumdarum.de/tutorials/)
Where are they meant to be placed exactly?
I have all necessary files and tutorials uploaded on Mega, if you need them let me know
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Lightmapsamples:
Battlefield 2: http://files.filefront.com/Battlefield+2+Light+Map+Samples/;3994655;/fileinfo.html
Copy the files LightmapSamples01.zip,LightmapSamples02.zip and LightmapSamples03.zip to your battlefield 2/bf2editor directory (DO NOT unzip them)
Forgotten Hope 2: http://xfh2.ifihada.com/betatester-samples/fh2-samples-1.0.046.zip Extract and copy the "objects" folder to your battlefield 2/bf2editor/ directory.
This worked for me.
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links are broken there
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Hi. Is there an updated debugger version of ForgottenHope2_r.exe and its associated files ? Or is that not even necessary or not even possible ?