Author Topic: Problem with Bf2editor 1.3  (Read 721 times)

Offline Jupp-FH1/2

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Problem with Bf2editor 1.3
« on: 09-08-2012, 05:08:48 »
Hi guys,

I have encountered a weird problem when trying to use editor.

I am using Win7 64-bit

I am using editor version 1.3

I have created folders of extracted zip files in FH2 folder

I have all 3 lightmap zips in the bf2editor folder

I downloaded the samples for 2.45 and put the "objects" folder in the bf2editor folder

I have added the spawners for 2.45

When it starts up it says tons of stuff is missing even though I imported all in mod manager.

The actual problem is when I try do do textures, no matter what I do everything is really bright. I can see the squares in detail texture mode, but still its so bright you cant really tell. When you get really close you can sort of make out grass texture.

Something isn't right here, I've done the steps in online tutorials and when I goto detail texture mode it doesn't look at all like what it's supposed to.

Thanks for help,

Jupp-FH1/2

Los Los Los

Offline [130.Pz]S.Lainer

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Re: Problem with Bf2editor 1.3
« Reply #1 on: 09-08-2012, 06:08:45 »
  Would like to help you guy but my computer is all shit right now.  I might have it up in week or so but in the mean time try connecting to the WaW TS and finding someone willing to help.  In my experience most things like this can get resolved in about 10 minutes talking with someone or 20 posts over weeks and getting no where.
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Offline [F|H]Taz18

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Re: Problem with Bf2editor 1.3
« Reply #2 on: 09-08-2012, 09:08:53 »
this sounds like you are only painting on the detail texture

Offline Fenring

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Re: Problem with Bf2editor 1.3
« Reply #3 on: 09-08-2012, 15:08:11 »
Sounds like to bright light settings and/or no lightmaps, do medium lightmaps for terrain and see how it turns out. Change light settings as well to something darker.

You can also go to grid mode (ctrl + f3) to start working on the terrain without doing lights. We work almost exclusively in this mode when building the map: modeling terrain, paths and placing statics.

Can you show a screenshot?
« Last Edit: 09-08-2012, 15:08:09 by Fenring »

Offline CptdeS35

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Re: Problem with Bf2editor 1.3
« Reply #4 on: 09-08-2012, 21:08:54 »
this sounds like you are only painting on the detail texture

Yeah that's my opinion too.
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Offline Jupp-FH1/2

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Re: Problem with Bf2editor 1.3
« Reply #5 on: 10-08-2012, 04:08:44 »
Yeah, was only painting one of textures.

Just curious though, when you guys start the editor do you also see tons of red text lines compiling?

Seems I cant place Overgrowth now, wont let me drag and drop.

Bare with me guys, I just started yesterday lol

Jupp-FH1/2
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Offline psykfallet

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Re: Problem with Bf2editor 1.3
« Reply #6 on: 10-08-2012, 10:08:03 »
Red error text is normal. Don't know what you mean drag n drop overgrowth?



Offline Nerdsturm

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Re: Problem with Bf2editor 1.3
« Reply #7 on: 10-08-2012, 15:08:59 »
While you can place most overgrowth objects as statics usually you want to use the paint tools in the terrain editor to do it. It shouldn't require any dragging and dropping.

If you're new to the editor I'd try looking at either Fenring's tutorials listed under the Mapping Files thread or checking out some of the tutorials on the bfeditor forums like this one:
http://www.bfeditor.org/forums/index.php?showtopic=7315

One specifically going over how to use under/overgrowth is here:
http://www.bfeditor.org/forums/index.php?showtopic=8729
« Last Edit: 10-08-2012, 15:08:34 by Nerdsturm »

Offline psykfallet

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Re: Problem with Bf2editor 1.3
« Reply #8 on: 10-08-2012, 18:08:50 »
Well you cant manually change position of overgrowth that is painted. Make sure youre in the leveleditor to place objects, you cant place objects in the terraineditor.