Forgotten Hope Public Forum

Forgotten Hope 2 => Modding => Topic started by: T0LTS on 14-02-2018, 15:02:50

Title: Making a Map.
Post by: T0LTS on 14-02-2018, 15:02:50
Hey everyone

I have a bit of modding experience, I’ve made football kits for PES 6/12/13/17/18 and helped on a World Cup history mod for PES 2013.
My question is is it hard to make a new map? I have a few ideas and was wondering how hard it was and what software is best to use?

Thank You

T0LTS
Title: Re: Making a Map.
Post by: Matthew_Baker on 14-02-2018, 16:02:30
In my experience, having just started learning, it is a very time consuming thing. It's also quite hard to find answers for all of the questions you'll have during the process. Lots of the programs and tutorials are old/ outdated so you'll need to do a lot of searching. But if you have the patience, it's very rewarding. :)

You need to start with the BF Editor and get that installed. That's where all of the mapping takes place. Once it's installed there is a more stable .exe that makes it crash less. That can be found here (http://www.realitymod.com/forum/f189-modding-tutorials/103456-more-stable-bf2editor-exe.html).

The main tutorials that you want to look at are Fenring's mapping tutorials (http://forgottenhope.warumdarum.de/tutorials/). These give a great overview on the basics and how to get started setting up the editor for FH2 and making a simple test map.

Here's another very good list of tutorials to look over as you start mapping (http://www.realitymod.com/forum/f189-modding-tutorials/20862-tutorial-tool-list-pr-mapping-beginners-up.html)

And here (http://fhpubforum.warumdarum.de/index.php?topic=1804.0) are the files that you'll need to help with mapping. These have all of the latest lightmap samples, undergrowth files etc...

Also, TS made a few good tutorials in the Dev Blog (http://fhpubforum.warumdarum.de/index.php?topic=19731.0) about mapping basics.
Title: Re: Making a Map.
Post by: T0LTS on 14-02-2018, 16:02:53
Thanks pal I’ll look into it now this is just what the doctor ordered lol
There’s so many battles that would make great maps for FH2. Now it’s just where to start lol

Thanks so much mate!!
Title: Re: Making a Map.
Post by: jan_kurator on 14-02-2018, 17:02:14
...There’s so many battles that would make great maps for FH2. Now it’s just where to start lol
Start with a map that does't require any custom statics, vehicles or playermodels, and focus on a battle that can be 100% completed with what we have in game now. That will make things a lot easier for you, and it still gives you oppportunity to add something unique to the game. American army in North Africa is a vastly unexplored territory in FH2 for example, something USA vs ITA would be great, and anything Easter Front will do too, the more obscure the better. Try to avoid the most commonly known battles, scaled down maps covering whole operations, boring repetitive gameplay and things like that. For more technical info just stick to Matt's post above  ;)
Title: Re: Making a Map.
Post by: Seth_Soldier on 14-02-2018, 18:02:15
also, think about the gameplay you want for the map,
how player will have to play it.
Then do a raw version of your map and test it before adding all the fine details to the map.
Title: Re: Making a Map.
Post by: nysä on 15-02-2018, 10:02:56
Osterode am Harz would be great, an endkampf map with Americans vs. Germans with a Tiger II, Tiger I, Jagdpanzer IV, StuG III, Hetzer - and even a Jagdtiger  8)
Title: Re: Making a Map.
Post by: jan_kurator on 15-02-2018, 18:02:49
Yeah, but there is no Jagdtiger in FH2, there is a M26 Pershing tho, a map using that one would be great too!
Title: Re: Making a Map.
Post by: blander on 16-02-2018, 05:02:47
nvm.
Title: Re: Making a Map.
Post by: nysä on 16-02-2018, 08:02:11
there is a M26 Pershing tho, a map using that one would be great too!

Hehe, we need Cologne and fast  :o
Title: Re: Making a Map.
Post by: jan_kurator on 16-02-2018, 17:02:18
there is a M26 Pershing tho, a map using that one would be great too!

Hehe, we need Cologne and fast  :o
Why? I would rather like to see it fighting in the open fields, you won't use its potential in a close quarter urban combat.
Title: Re: Making a Map.
Post by: nysä on 17-02-2018, 10:02:59
there is a M26 Pershing tho, a map using that one would be great too!

Hehe, we need Cologne and fast  :o
Why? I would rather like to see it fighting in the open fields, you won't use its potential in a close quarter urban combat.

Half of the (known) engagements happened in that area, Niehl being another example - ideal for long range combat, but then again we don't have a Hornisse. This would offer more balance, than other scenarios with the nerfed down Tiger I.
Title: Re: Making a Map.
Post by: blander on 18-02-2018, 08:02:31
I installed and loaded all the needed files for the bf2 editor but it seems like something is wrong. I bet it´s the spawners files. I downloaded the one that´s with the tutorials but it only contains early african stuff, I guess it´s an outdated file. Where can I get the updated one? Thanks!
Title: Re: Making a Map.
Post by: Stubbfan on 18-02-2018, 09:02:00
Are you talking about kits? Then it's not updated because most people don't use it, but rather change the kits in the gameplayobject.con files directly.
Title: Re: Making a Map.
Post by: blander on 18-02-2018, 10:02:28
I have the following problems:

- When I open a map in bf2editor vehicle spawns don´t appear.

- If I want to create a new vehicle spawn I only have a short list of early mod era african vehicles to choose from.

- I can´t set the spawnable kits properly from the editor. When I load the map in-game the kit section doesn´t appear. If I attempt to spawn I get a CTD. I tried to copy-paste an existing kit loadout from an existing map (like arad or Brest) in my map to see what happens, but I get the same effect.
Title: Re: Making a Map.
Post by: Ts4EVER on 18-02-2018, 11:02:22
1. In the left menu, go into layers and select one of the gameplay layer (64, 32, 16). Vehicles, spawnpoints and so on will appear.

2. Do not use these spawners, just leave that empty when creating the object spawner. Then choose whatever vehicle you want for each team from tweak menu on the right.

3. To play your map ingame, you need to pack it using the pack-map.py file in the main mod folder.

You should also join our discord (possible from our mainpage now). We have a channel for mapping and modding.
Title: Re: Making a Map.
Post by: blander on 18-02-2018, 23:02:03
Thanks, I still couldn´t fix point 1 and point 3. I packed the map but kits don´t show in-game.
Title: Re: Making a Map.
Post by: Ts4EVER on 18-02-2018, 23:02:59
Are the kits set in init.con?
Title: Re: Making a Map.
Post by: blander on 19-02-2018, 05:02:52
Yes, I copy-pasted this section from Arad to my map:

gameLogic.setTeamName 1 "DE"
gameLogic.setTeamName 2 "RU"

gameLogic.setTeamLanguage 1 "FH2German"
gameLogic.setTeamLanguage 2 "FH2Russian"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_de"
gameLogic.setTeamFlag 2 "flag_ru"

gameLogic.setKit 1 0 "GW_Scout" "Gcwhcamo_sumpf"
gameLogic.setKit 2 0 "RE_Scout" "re_light_soldier"

gameLogic.setKit 1 1 "GW_StG44Assault_Limited" "Gcwhcamo_splitter"
gameLogic.setKit 2 1 "RE_SMGAssault" "re_light_soldier"

gameLogic.setKit 1 2 "GW_RifleAssault" "Gcwhcamo_sumpf"
gameLogic.setKit 2 2 "RE_RifleAssault" "re_light_soldier"

gameLogic.setKit 1 3 "GW_LMG_MG42_Limited" "Gcwhcamo_sumpf"
gameLogic.setKit 2 3 "RE_LMG_Limited" "re_heavy_soldier"

gameLogic.setKit 1 4 "GW_Engineer_Satchel" "Gcwhcamo_splitter"
gameLogic.setKit 2 4 "RE_Engineer_pps43" "re_light_soldier"

gameLogic.setKit 1 5 "GW_AntitankAssault_Limited" "Gcwhcamo_splitter"
gameLogic.setKit 2 5 "RE_AntitankAssault_Limited" "re_light_soldier"

gameLogic.setKit 1 6 "GS_NCO_mp40_g43" "Gcwhcamo_nco"
gameLogic.setKit 2 6 "RE_NCO" "re_nco_soldier"
Title: Re: Making a Map.
Post by: Ts4EVER on 19-02-2018, 08:02:22
Add a txt file called "tmp.con" into your map folder and pack it again.
Title: Re: Making a Map.
Post by: blander on 19-02-2018, 22:02:50
That worked, couldn´t start the map yet in-game but I´ll figure it out, kits show up now at least, thank you! I got a Berlin map layout finished on paper, push style. Lets see how hard it can be to create the map. Later on I will look into making a Pantherturm to add it to the map since I just need the turret of a Panther, I guess I won´t need too much work to get it done and working. I´ll also have to edit existing sign textures to have them fit in Berlin streets. I´m looking into having gameplay similar to Brest map, but slightly bigger and with more tanks/static defenses.

As I advance I will make a new thread, sorry for stealing this one for now haha! Any income for the map would be appreciated, I´m using articles and photos as base for the map´s atmosphere.
Title: Re: Making a Map.
Post by: jan_kurator on 19-02-2018, 22:02:10
Is it even possible to create such map without any custom statics or is it going to be more generic map like FH1’s Berlin Streets? Would be lovely to finally see an urban map with Soviets fighting in close quarters combat using all their crazy SMGs
Title: Re: Making a Map.
Post by: blander on 19-02-2018, 22:02:34
If I spend time learning how to make and texture statics it will take me a year to complete the map. It would be something like FH1 Berlin Streets but better of course, also wider to allow flanking and some tactical movements instead of just a linear meat grinder.
Title: Re: Making a Map.
Post by: jan_kurator on 20-02-2018, 06:02:10
If I spend time learning how to make and texture statics it will take me a year to complete the map...
it takes months for experienced mapper to create a map, and usually there is someone else for him to create statics. What you’re saying is not realistic I’m afraid.
Title: Re: Making a Map.
Post by: blander on 23-02-2018, 00:02:39
I´ve been working on the map. Today I opened it with the editor and for some reason many buildings I placed do not show up. To view them I have to move around with the camera, some appear and other disappear as I change angles and distances. What is going on?