# Forgotten Hope Public Forum

## Forgotten Hope 2 => Modding => Topic started by: [ret]azreal on 30-03-2009, 00:03:21

Title: FH2 Modding Q&A
Post by: [ret]azreal on 30-03-2009, 00:03:21
The old Q&A thread was quite useful for some people so I figured I'd create a new one.

Post all your small questions here in order to give more priority to those topics that need it.

Fenring's tutorial site:
http://forgottenhope.warumdarum.de/tutorials/ (http://forgottenhope.warumdarum.de/tutorials/)

There are also a TON of mapping/modding tutorials here for beginners and advanced modders.
http://bfeditor.org/forums/index.php?s=db10e6399726bc94a992b76ae1bdefba&showforum=17 (http://bfeditor.org/forums/index.php?s=db10e6399726bc94a992b76ae1bdefba&showforum=17)

Happy modding!
Title: Re: FH2 Modding Q&A
Post by: Kebert Xela on 30-03-2009, 00:03:59
ok...easy one
is mapping for FH2 harder then for FH1?
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 30-03-2009, 00:03:54
ok...easy one
is mapping for FH2 harder then for FH1?

Well that really all depends. The BF2 editor has a steeper learning curve, but the more time you put into it, the higher quality maps you can make. Also there are plenty more people who make maps for BF2 than BF1942 so its much easier to find tutorials/content/ask questions imo.
Title: Re: FH2 Modding Q&A
Post by: Kebert Xela on 30-03-2009, 00:03:18
I pretty much taught myself mapping for 1942 by trying :)
Will probably check the editor out in the next days and see what it works like
Title: Re: FH2 Modding Q&A
Post by: Fenring on 30-03-2009, 14:03:18
When you learn the optimal workflow the bf2 level design is far easier, altough as azreal said its getting the optimal workflow that is hard. I will try to find the time to make better tutorials than goes trough the ideal and fastest workflow of a whole map from ideas/layout to complete heightmap and texturing.
Title: Re: FH2 Modding Q&A
Post by: Torenico on 31-03-2009, 21:03:05
Mapping in BF2 is fun.. you must be creative and all you want.

The bad thing is.. its slow. Paiting takes alot of time for "Good" maps. The onei am making has the EL Alamein Size or something.. painting the tarrain is costing me ALOT. Ive done a BF2 map.. 512 or 1024 i cant remember now.. for painting took me +50 Minutes. And then i discovered that the texture is  a "Chess Board" hehe.

When you finish the Painting and you start placing objects and configuring the teams.. all you want is a bed and rest for 1 hour. Stressing. Lightmapping.. i wont talk about it lol.

Dunno about the BF42 editor.. never tried it. I cant belive that the BF42 seems to be more Hard than the BF2 one..
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 22-04-2009, 22:04:21
Quick question for our mapper friends. Is there anyway to turn off ambient sounds in the editor without deleting them? Its really annoying to hear explosions and distant Mgs playing in the background of my music.
Title: Re: FH2 Modding Q&A
Post by: Fenring on 23-04-2009, 20:04:43
You can lower the volume or turn of the sound the the bottom right of editor...dunno if that does the trick for you.
Title: Re: FH2 Modding Q&A
Post by: Ionizer on 23-04-2009, 22:04:53
Can someone give me a list (with links if possible) of everything I need to start trying to make a map?  How much HDD space does all of it take up?

Also, what do I need to start modeling stuff?  I figure if I suck at one (mapping or modeling), I might suck less at the other one.

I get really bored and have nothing to do except looking up random articles on Wikipedia.  I figure I could try to fill that time with something constructive...
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 24-04-2009, 03:04:22
@Ferning: Ahhh thanks a bunch. Stupid ambient sounds were annoying me to no end!

@Ionizer: Try this link for starters. Its for mapping only but it has links to just about every file you'll need and instructions on how to set them up.
http://fenring.bf1942.cl/tutorials/
Title: Re: FH2 Modding Q&A
Post by: Ionizer on 24-04-2009, 21:04:57
The link in Fenring's thing for the LightMapSamples (this link: http://files.filefront.com/Battlefield+2+Light+Map+Samples/;3994655;/fileinfo.html) doesn't work.  I didn't get any farther.

EDIT:  I've extracted the stuff I needed to (menu, common, objects, shaders, fonts) into my /mods/fh2 folder, waiting on a download of the fh2 light maps (still need the vanilla ones, though) and will get the objects spawners once my lightmap download is complete.  I can't go any farther without the vanilla lightmaps, though...

EDIT2:  Got the FH2 lightmaps, and object spawners.  I looked around on the forums here and found a different link to Download the vanilla lights maps (http://www.files.doomlab.com/Library/_Mod_Day_/LightMaps/lightmapsamples.zip).  Once the download finishes and I copy the files (not unzip, the tutorial says not to unzip), I should be all set to start making a map, right?  Anyways, thanks for the help.

EDIT3:  Seems like after the lightmap samples, I need to load something into the Editor itself, which the tutorial says could take a while...  Ugh.  Well, at least I'll only have to do this all once, right?

EDIT4:  I think everything is working now.  Look forward to more questions soon!
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 24-04-2009, 23:04:47
Firstly, you need to extract your zips to mods/fh2/objects. Then you load all the objects up in the editor like Ferning's tutorial says which yes you only have to do once. (but the editor takes forever to load anyways).

And P.S. you don't need the lightmaps to start mapping, only to finish a map.
Title: Re: FH2 Modding Q&A
Post by: Ionizer on 25-04-2009, 01:04:32
Well, I followed the basic tutorials and made a simple map in a valley, with two bases, two tents, and two transports.  It worked, but it wasn't pretty.  Big green mountains out of bounds, the objects didn't rest perfectly on the ground and the lighting was all weird.  But for my first "map," it actually worked.  Now I need to do some research and figure out which historical battle I should attempt to re-create.  I'll make a new thread for that once I decide what to do.

I've figured out that mapping is very time-consuming.  Making my simple map took over an hour and a half.  Oh well, at least I won't be bored.

I just hope to god that I didn't screw up anything and that I can still play FH2 online.
Title: Re: FH2 Modding Q&A
Post by: Torenico on 25-04-2009, 06:04:16
Well.. actually it takes more than u think.
It takes time to understand the Basics.. and more to understand the whole concept.

I reccomend you.. for the first Real map.. a little one. Very detailed but small in terrain.. whit a couple of hills and maybe a single River.

I.. i really dont tons of projects, PR Maps, FH2 Maps.. ill give you a name "Ruhr Pocket".. only because it had Panzerfausts :P

But the Editor is awesome.. you can even use things that are not in oficially in FH2.. like the Submarine and the Carrier + the Agazzis.. (The carrier is movable!)

Right now FH2 doesnt works anymore.. and i relaly dont want to reinstall it again.. saldy yea.. but i will start working again.

Just do it.. dont think about the Lightmap.. never.. take a break and listen to music all the time.. if not you will get bored.
Title: Re: FH2 Modding Q&A
Post by: Ionizer on 08-06-2009, 22:06:54
Is it possible to make a flag that spawns different stuff depending on how many times it's been taken?  For example:  A flag that will initially spawn APCs (Hanomags and Bren Carriers) and/or armed transports (Willy MB, Chevy, Opel Blitz w/ Zwillingsockel MG34s, etc) at both of the "Main Bases".  When it's taken, it then spawns Armored Cars (222s and Marmons) at both bases.  If it gets capped again, it spawns light tanks for both sides, and then if it gets taken again, it spawns medium tanks for both sides (and continues to spawn them until the map ends).  If possible, it'd be best if it continues to spawn all the "lighter" equipment as well as "upgrading" to the heavier stuff as the battle progresses.

I suppose I could get a similar outcome by putting the heavier stuff on delayed spawns.  That would make it kinda beneficial to take the main flag and set up defenses ASAP to repel the heavier stuff, but if the attackers take too long taking the flag, the defenders get the heavier reinforcements to help push them back.

I don't know.  I originally wanted to try this for a Fort Capuzzo map.  The fort was taken and retaken like 5 times over the course of the North African campaign and I thought I could maybe recreate that with the steadily progressing equipment, kinda showing how time goes by.  But now my thought process is all screwy (not to mention I can't find very many good period photos of Fort Capuzzo to base my map on, and the BFEditor keeps crashing once I get the road system around the Fort completed, etc).  I'm thinking of starting over on a new battle/location.  Unfortunately, I can't find one that really pops out at me the way Fort Capuzzo did.  Oh well.
Title: Re: FH2 Modding Q&A
Post by: Flippy Warbear on 08-06-2009, 23:06:18
Sounds like a funky idea, but unfortunately also very, very confusing when you look at the normal style of FH2 where you have one specific battle, even if it was battled over for throughout the war. It makes it more simple for a common man to figure it out.

Besides, you really want to have less spawning things on maps as feasibly possible due to ctd issues. So it is not a bad idea to just stick to some certain battle.

How is the map coming along btw?
Title: Re: FH2 Modding Q&A
Post by: Ionizer on 09-06-2009, 00:06:35
It's umm, not.  Like I said, I can't get any good reference pictures about what the inside of the fort looked like, and the BFEditor is being a dick and crashing as soon as I almost finish the roads.  There's a fairly complicated road system around the fort, from what pictures I can find (along with Google Earth and hand drawn battle maps).  I might have to dumb down some of the less important roads/paths (and I probably shouldn't layer roads on top of one another even if it is a cool effect on some of the roads).  Also, I think I picked a map size that is too big.

What's the scale of FH2 maps?  Like the vehicles and player models are pretty much 1/1 to each other, but some of the buildings seem toned down or something.  This is also my first map, so it's kinda daunting trying to make something like this with little or no experience.

I'm not sure if I want to focus only on the Fort itself (ala Giarabub), especially since the fort seems to be rather small (especially if I use the Fort Capuzzo statics that are mysteriously present in the FH2 files, the fort is barely big enough for a single flag zone).  I could broaden the focus to include the outer defenses, except my Google-Fu fails me and I can't figure out what they were.  I could broaden it further and do a combined Capuzzo/Hafid Rdge Op. Brevity map, but I can't find a detailed map of Hafid Ridge (and Google Earth to too low-res in that area to define a height map from it).  I could also go east more and include HellFire Pass, but WaW already has a pretty kick-ass version of that (including a small Fort Capuzzo as well, although the mapper didn't use the Fort Capuzzo Statics).  Of course, I could try for all of Op. Battleaxe, but that carries a certain stigma (everyone knows about Battleaxe and expects it to be great) and I don't think an inexperienced mapper like me could fulfill those expectations.

I just don't know what to concentrate on.  I guess I could have the fort itself as a flag, and then maybe have a few defensive positions just outside the Fort as flags, but the defensive positions wouldn't be spawnable for British (except maybe one, which could be a bit further away from the rest).  The Brits would have a staging area/Main Base in the East/South East and the Axis would have a Reinforcement/Main Base to the north.

One of my sources of the defenses is a drawing showing the battle during Op. Crusader, but the defenses shouldn't have changed much in 6 months (Brevity was in May, Crusader was in November), right?  I did note that Rommel had some 88s positioned close to there after Brevity, but I don't see them on the map.  You can see the Road system and what looks like walls, but the Fort itself seems to shift between certain sources.  On this map it seems to be South West of the big curve in the main Bardia-Sollum road, but most stuff I see shows it North East of the curve (including Google Earth). Here's the map:

(http://www.nzetc.org/etexts/WH2-23Ba/WH2-23B13a(h280).jpg)

I just don't know.

EDIT:  Actually, I do know.  I don't like the "big picture" stuff.  Sure, the terrain and roads and relative placement of the major statics is important, but I think I'd rather do the detail oriented stuff.  Like trying to place believable atmospherics and minor statics that make the players stop for a moment to notice that "Hey, maybe some African family was uprooted during the battle, look, there's their bed, and this table is still set for dinner... Aww..."  Or building improvised fortifications with whatever the soldiers had on hand (upturned tables, chairs, boxes, doors, ect).  That seems like the stuff that's most rewarding.  Unfortunately, no one is gonna give me a map that's all made and tell me to "Spice it up", so I have to slog through the "big picture" stuff first.  Also unfortunately, I'm basically lazy by nature and try my best to avoid stuff that annoys me or that I don't enjoy.  That said, maybe mapping just isn't for me...
Title: Re: FH2 Modding Q&A
Post by: Natty on 09-06-2009, 10:06:26
Ionizer, you want some help on the map?  :)
Title: Re: FH2 Modding Q&A
Post by: Ionizer on 10-06-2009, 05:06:14
Not really.  Part of the problem is that I get frustrated easily and my first instinct to stop doing whatever is frustrating me.  So if the Editor crashes, I get pissed off and quit.  If I can't find the info I'm looking for I get pissed off and do something else.  The map is at a standstill because of me, nothing else.  Although it would be helpful if I could find some aerial photographs of the damn fort from the war...  Also, I'm a naturally indecisive person (I can spend 15 minutes looking into the refrigerator deciding what I want to eat...for snack that will take me 30 seconds to actually eat).  So I really haven't decided what I want to do with the map besides the basics.  I know I want to do Fort Capuzzo in some capacity, but I don't know what else I want.  What I have to do is just sit down and put my mind to it and stop fussing over stupid stuff.  Which, as it turns out, I have a perfect opportunity to do tonight because I screwed up my sleep schedule (again) and will be wide awake all night and not be tired (and thus easily frustrated).  So hopefully by tomorrow I'll have enough done to make my own [WIP] thread on this forum.

Any way, I'd hate to keep clogging up the Q&A thread with my stupid problems.  So, I'll stop posting here.  Anyway, once I'm finished with my internet routine of checking the sites I check everyday, I'll hopefully settle down and start mapping.  If you don't hear from me about the map, consider it abandoned.  Maybe then I'll pick something less frustrating to do (like build a ship a bottle or try to cure cancer).

On a side note: is bfeditor.org being extremely slow for anyone else?
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 10-06-2009, 08:06:24
On a side note: is bfeditor.org being extremely slow for anyone else?
Yes, for me at last. But last times it's better, you wait few seconds it it loads up, I remember times when I had to wait 5 minutes (literally) for one page to show up...
Title: Re: FH2 Modding Q&A
Post by: Natty on 10-06-2009, 12:06:59
Ionizer: I know how you feel, that is why I asked  :) I've been around Battefield mapping long enough to sense these frustrations.. If you want some advice, at least I can give that to you. The reason Im interested is because FHT made a version of FortCapuzzo which I worked just a little on, and apparently it played very good... something about fortresses works good I guess.. plus the fact our mod contains these statics, I feel it needs to be made at some point.

But, here some advice to you: I think you should try to work more with the Editor. Don't spend too much time imagining how you want this map to be, stop totally visiting this forum, looking at ref pictures etc... I know what it is like to not getting the map "to take off" and what you're doing now is only digging a hole, it gets deeper and deeper and soon you'll be out of energy and inspiration to make the map. This is reality for literary hundreds of mods and thousands of maps!

The reality you need to face is: Editor, grab it by the horns and just work it. You will spend at least 150-200 hours in this program if you want to make this map, I hope you started a 512x2 map, anything else would be impossible at this point.
Also dont spend too much of your focus on ref photos, text, facts etc.. Editor and the BF2 terrain is extremely limited, what looks like a supercool hill/landscape/mountain/pass/ etc on a photo will look uber ugly in editor, so don't mistrust!!

Mapping is a process, and it takes a long time until the result is looking even closely to what you have in your mind/ambition. It is not until you have shaped the terrain, placed alot of statics, textured it, lightmapped it, placed growth etc that it will look even close to your ambition.

OK this is pep-talk more than straight advice  :P but I know where you are at this point.. Here is the stages all maps/mappers go through:

1) Impulse: The idea to make a certain scenario/battle. This is after reading a book, watching a movie or when the "vision" comes to you, it is the most primitive and loosely reality-attached desire that many many people get, it is important but don't stay too long here. It is only the ignition in the engine.

2) Research: Here is where you dig deeper in to the scenario. You look at ref photos. watch documentary, read Wiki 5 times over, looking at Google Earth, looking at Military maps. Here is where the impossible vision can take over you, where you see the End Result of the map too early... This is not where you need to be right now!. Leave this stage quick! or you will be in that hole I spoke of - you will return here many many times.

3) Pre-production stage: Here you hover in the Editor, you fly aimlessly around the map, looking through statics, thinking what type of flags you want, what vehicles.... DANGERZONE - because the vision can still linger on in here, instead of grabbing the bull by the horn, many mappers spend time in this stage thinking out what tank to use, even doing stupid things like trying to reskin tanks or make their own kits, or selecting skybox.. LEAVE FAST. Pre-prod should be done in one day max, a few hours - keep it basic. Like this:
"Im doing a 512x2 map in which I will be using tanks, trucks, jeeps some APCs and AT guns. It will be british vs germans"
-Create the actual map in Editor, dont put any GamePlay Objects (tanks and shit) just fire up Photoshop instead. You now move to Design.

4) Design: Here you go more in to detail from part 3. You use Photoshop, for a 512x2 map you create a 2048x2048 texture file, save it as .TGA (Call it ColorMap.tga) Now you can look at the ref maps and photos again... look at the map with 2D eyes top down. You can paint a rough layout using all kinds of crazy colors (I use Red for axis stuff, blue for allies, white for neutral.) If you have a Wacom pen talet it is alot of help... Or buy a Wacom Bamboo A6 one, they are cheap... otherwise paint with the mouse...
-Draw up crucial landmarks, rivers, big mountains etc....
-Mark where flagzones might be, just do circles for now.. paint where main roads should lead..
-in your case. paint where Fort Capuzzo is, what surround it etc.
-TYPE. it is very useful, it will be mirrored in the editor later but at least you will remember where stuff is. ("Burned Convoy", "Trench Line", Hills, Pass, Village X, town Y etc etc)

Just fill the map up - design it - as much as possible... you aren't "mapping" yet, you are just like god looking down on the earth deciding where stuff is.......... Trust me::: If you dont do this now, you will face eternal plagues in the editor later - it is very very hard to "design" stuff in the Editor... That is for work, not design... To do, not think.. That is why most mappers quit, they didnt plan or design before starting to spam in the editor.
OK: You have an image now of your map, you look at it, be careful to not have bases or flags too close to the edge of the map, I suggest on a 2048 image (which is 512x2 = 1024 meters x 1024 meters) to have no base closer than 400 pixels from the edge. (Work with layers in PS, save the .psd as you might want to go back later). Save the map as .tga and import it in to Editor with the "Import Colormap" function. (If you want north to be north etc, just flip your colormap.tga vertical first, as Editor will do this also, your typed words will actually look normal in editor  :D)

5) Mapping: OK: you have editor open and you're looking at the crazy layout you just made in PS. Now work starts, dont get too stressed by the enormous amount of work needed to make it all look like you want (dont think that your vision will "fade" away if you dont make it fast, reality is your vision will change. No map has ever managed to come out in reality as it did in any design or imagined vision. So focus on one part at the time, for example the actual location of Fort Capuzzo. You have allready placed it historically, you have statics, you will add textures later.. Don't look too much now on ref photos... Just shape the terrain basic, place the main statics where they should go etc.. when it looks ok, move to the next place... fly around shaping terrain and placing main statics on the places you see markings from your PS file. DON'T PUT ANY STATICS FROM THE /COMMON FOLDER NOW. Don't place any vehicles. After you are done with the basic terrain + statics you put the flags you want (mainbases, fort, some more) add one soldierspawn to each flag, do preliminary combat area.

Test the map ingame. Start FH2 in window mode and you dont need to close + restart Editor.-
Always in Editor when you place statics, do Camera > Soldier so you can run with him, see if you can pass/get blocked etc.

Editor crashes mostly doing undergrowth, dont do any of that now, it's for later (Art)

6) Mapping part II: After you have shaped the terrain, built flagzones, placed all main statics (Houses, Walls, Towers, "special statics", Big rock piles etc) Do roads, they are extremely helpful.. actually you can do roads earlier, even in the 5) stage (I forgot) they will help and guid you in editor, and building areas around roads feel very natural (field edges, walls, houses, entrances to villages, treelines etc). Mainbases are rougly built (airfields, tank depos, inf barracks etc) You can now start thinking more about tactics and defenses.. this means shape terrain where you want / dont want players to pass, place landmark defenses (trenches, barbwire systems, bunkers) You gradually move over to the next phase  - the most important phase...

7) Gameplay design: Now you have the basic map, what you need to do now is define how it should play. Where do they attack, how do they get there, how can you stop them etc.. this means moving and deleting, adding and changing.. looking at the map from different angles, test ingame.. you can look at ref photos again, you can place the main tanks and vehicles, go ingame, drive around... decide how big capzones should be, adjust statics and terrain so they are good.. this is fun part! Remember to limit the players, a good defensive flagzones have very few entrances for the attacker, more for the defenders. a good "neutral" flagzone have some cover indoors, some cover outdoors, some open/uncovered areas.... Think in "clusters" put cover on only east side, leave west open.. only have capzone inside buildings in north part, leave south part with stationary guns... dont mess them up with too much randomness. I think you know this, as you are experienced Fh player.

8) ?  By now you can easily replace the ugly Colormap and give your map some basic ground textures, you will slowly move in to the Art stage (for me the most fun). Here I dont know what you can/like. Personally I use a wacom pen + photoshop, paint around, import in to editor, export to a .png (using BF2 Mod Toolkit) etc.. switch back n forth between PS and Editor.. Do medium Terrain Lightmaps. You will see enormous result... (NOTE:: Many mappers do medium terrainLightmaps all the time, it gives depth and perspective to the map, makes it easier to see distances and hills etc.. especially on hilly/mountain filled maps. This is when you move from a 2D to a 3D look at your map)
Select the 6 detail maps, paint the flagzones textures etc.. By now everything starts to blend into a more "final stage" of the mapping process, as now everything you do is related the other... You paint a new road/path, it affects gameplay, as you shape terrain for this path, move statcis away, or block of its sides with fences, walls etc... Looks also affects gameplay... Basically you move to next stage

9) Level Art:
Here you can start using ststics from the /common folder, and small details.. Smoke effects, cable poles, tiny crates, detail statics... you mix this with painting detail textures and fine-tune the terrain (NOTE:: I have a silly principal, but IMO Only the Strentgth1 Size 1 terrain tool (Modify brush) is useful here... BF2 grids in terrain are HUGE 2x2 meter faces, and you need to very fint tune lower and raise the vertexes beween these grids... As you know, the only thing you can do when making terrain in BF2 is moving vertexes up or down that's it... forget all the fancy real-life looking mountains of BF2 vanilla or next-gen games... it is all textures (color + detail). Real terrain is ugly, low res and can only move up and down. These bastards:
(http://i41.photobucket.com/albums/e285/Natty_Wallo/vertex.jpg)

10) Finalizing: You move those up or down with size 1 strength 1 to get a perfect terrain wrap around the bottom of the bunker for example.. or make a slight ege of a road or border of a field...
You also place growth now, this is CRASH-CAUSE #1 in Editor so save, save save.... It is easy to do this, no need for me to talk about it + I dont have any tips except "make it look ok".
You adjust the light in the map, this is important, more important than textures... here you will get help as well, dont spend energy/time on it if you dont wanna learn it now, I can help you or any other dev as well
You place Ambient Sounds and Effects
You handplace all soldierspawnpoints
You lace all the spawning kits, vehicles and stationary weapons, you build little places for them.. dont place an At gun just on the ground.. shape the terrain, paint it, place cover, small details etc etc..

Design - Mapping - gameplay - Art. Split these terms up in your own way, look at what youre doing and place your actions in some category.. if you realize you're darting back n forth between them in a circle and nothing happens with the map, you panic and get angry - this is proof you arent doing one of the separate things at the time.... result is: no result, only frustration.

Get rid quickly of the dreams, the ambitions, the visions and the end-result. Really, I advice you. What you have infront of you is the Sixteenth Chapel and a few buckets of paint. Do one thing at the time, it will take alot of time.. never stress..

-Set keyboard shortcuts for Move / rotate statics (no need for ALT+key, just set any key.. I have PgDown + End)
-Save LevelEditor all the time, it takes a few seconds only. Save Terrain Editor before you switch to level editor.. if Editor crashes in LevelEditor, you loose all the terrainwork you did...
-If you have done Undergrowth + Terrain/textures: Save first Undergrowth, then terrain (deselect everything except undergrowth, save, then save the rest)
-Don't make you Editor load all the content of FH2 (In Mod > Mod manager), deselect "Load Parent Mod"(wont load BF2 stuff which you shouldnt use anyway) and deselect Effects, Kits, Weapons, Vehicles etc it will load in seconds, you can load that stuff later on when you need it. Just load what you need! for example Vegitation, Soldier, StaticObjects. (soldier is needed to be able to walk around in the editor in Camera>Soldier)

Any tools or tips I mentioned in here that you dont have / know.. please ask: all are needed to map. I dont know if this has helped you, as it hasnt been alot of real tips, just a motivational "mindset" you must reach, this is hard stuff.. companies pay professionals to do this, exactly this so dont except it to be a dance on roses, it is hard.. but mostly: it takes time... gigantic portions of time. I hope you have it. Fort Capuzzo on 512x2 will have ~3000 statics, it would take me ~6 months to do it on my spare time.. ~3 if I was free all the time.
You will reach some milestones as well, stages when you can tick my stages off above^ count these! You will feel awesome when you have finished all the basic stuff, when you have a real "map" infront of you, and not just ideas and clutter...

Title: Re: FH2 Modding Q&A
Post by: Ionizer on 10-06-2009, 13:06:37
I was just coming in here to say that I gave up.  But after reading Natty's post, I'm going to give it another try.  I'm going to go back to square one and try to work through Natty's stages.  Maybe I'll be able to work better that way.  Unfortunately, I wasted last night trying to do it the wrong way, so restarting will have to wait until tomorrow.

Apparently I don't have to worry about terrain too much (apparently the entire area around Fort Capuzzo in 5 Km2 is entirely flat, with no hills, ridges, mountains or anything), from what I could find, the entire area has a variance of just 10 meters in elevation.  That's going to make it very boring unless I can find better sources that show the terrain better.

I keep thinking that Fort Capuzzo is going to be a difficult place to portray, simply because I don't know the layout of the complex completely, and because I can only realistically have a single flag in the Fort itself.  I'm thinking of expanding the focus to include more of Op. Brevity, like Musaid, Bir Wair, and Sollum, maybe even Halfaya/Hellfire Pass.  I might have to rethink my whole idea of the map.  The individual locations are too small to really focus a whole map around (including Fort Capuzzo), but distances between the places make it difficult to combine them all into the same map.  Then again, I have a hard time seeing "big pictures" (like I said before) and I'm not really taking any scaling into account (it's really hard to judge distances in the editor).  The more I think about it, the more I want to give up on Fort Capuzzo/Operation Brevity and just try a different battle/location to make a map about...

(I started this post at 6:40 EST [15 minutes after Natty posted], then got distracted with doing more research about the map [d'oh!] and forgot I was writing it.  I was originally just checking the facts on my complaints about the terrain being boring, then doing more research into the surrounding locations and other stuff.  Then I got caught up dancing the MC Hammer Dance because "Can't Touch This" started playing on my music player.  Then I finally came back and finished writing this post.  It took me an hour to write this post that should have taken 10 minutes at the most.  See part of the problem with me trying to get into mapping?  I have the attention span of...well, a squirrel.  That kinda fits with my avatar, doesn't it?)
Title: Re: FH2 Modding Q&A
Post by: Natty on 10-06-2009, 13:06:41
hehe... yea, it is tough... In Editor (LevelEditor) there is a ruler.. click on a spot, then on another, then enter.. a yellow line will appear, showing the distance.... (try edge to edge on the map, it should sy 1024meters if you made a 512x2 map)

Oh, real life distances? Screw them!! Some of our best maps gameplay wise have not real distances (Gazala, Crete, etc) so sure, is there some other interesting battles close-by - add them!.. or better yet, make something up! Fort Capuzzo itself can have 2 flags, why not? just design this as you feel, keep the most important historical facts intact (for ex dont cut the entire area in half by a river if no rivers are there).

Terrain cant be flat like Sidi Rezgeh, but you dont need to make it like Gazala either, fly around, make small dips, small elevations, add rockpiles, break the environment up... remember the scale.. if you use for example a Strength 4 size 4 Modify Terrain brush, and just click 2-3 times with left mouse, you will make a quite big hill that an inf can use to not be seen by a defending MG, tank, At on the other side...

Make that PS image I talked about, post it here and I can give more suggestions..
5km2 is OK to limit down to 1x1km it is scale 1:5 which is totally OK, some FH2 maps have bigger scale (crete is like 1:20, Gazala Im sure Fenring knows)

Golden Rule: You want to make a map for gamers, to game on. Not an historical model to put in a museum for history freaks to look at with a ruler. Cut corners, delete stuff, make stuff up. Make Fort Capuzzo they way photos and research is pictured in your head, remember the limits of the game. remember your own limits, do the squirrel dance, then focus  :D good luck!
Title: Re: FH2 Modding Q&A
Post by: Ionizer on 10-06-2009, 13:06:30
do the squirrel dance,

I am so stealing that!  I read the rest too.  I'll start thinking about stuff for the remainder of the day that I'll be awake, and hopefully be ready to put it to work soon.

Thanks for the help, Natty.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 19-06-2009, 14:06:32
what's the name of that big bunker at the first flag of supercharge? can't seem to find that bugger
Title: Re: FH2 Modding Q&A
Post by: Natty on 19-06-2009, 15:06:39
Click on it in the editor in supercharge and you will see  :)
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 19-06-2009, 18:06:45
Is there a way to open the standard FH2 maps? it usually doesn't work
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 19-06-2009, 18:06:42
Is there a way to open the standard FH2 maps? it usually doesn't work
You have to unpack them.
Title: Re: FH2 Modding Q&A
Post by: Xp_killz on 19-06-2009, 19:06:24
hey everyone i have a question.
i have just signed up to FH although i have played FH1 as its name. very good game but i have always wonders what program it is that you guys use to make the maps on. i tryed battlecraft 1942 for BF1294 but that crashed alot of the time on my other computers and i have decided that i would aks the guys that know the stuff what program it is that u use and where u get the object packs from. i have tryed makeing maps before and 1 will admit they where very bad but one or 2 had some room to improve on as they had the start o a good begining.

any help would be good with links to sites for te packs and so forth.

thanks
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 19-06-2009, 21:06:00
Is there a way to open the standard FH2 maps? it usually doesn't work
You have to unpack them.

that explains a lot... thx
Title: Re: FH2 Modding Q&A
Post by: Torenico on 20-06-2009, 06:06:48
To Ionizer.

Well, good too see that your will give another try.

The first time i get into Mapping was around 2007, i sucked whit that. I dindt know how to place a Vehicle etc. I gave up.

After reading tons.. and tons of new Maps coming to Project Reality, i said, "Wow! that feeling is back".

After trying to map for PR for 1 Hour, i gave up. They have RULES for mapping, Set Ticket Ammount to X, Do this and this and this and this too. Well, damn.

I said "Hmm, a nice Mix, WW2 + FH2 + Mapping = Fun!". I can have what I WANT. I want a Essen Map? Ask it to FH2! not for me, ill make it!

I wanna play a Cherbourg Map in Multiplayer, but the FH2 devs are not interested in Cherbourg, Ill make it!

For Example, i dont think if the Devs will make a Ruhr Pocket Map, but i will. Remember in FH1? when development was Closed? you always wanted a map? well, you can do it.

Thats the best part of Mapping.

And for the "Starting Map". Start whit something Light, like "Road to Tunis". You just make a few CP's, Controlled by the Axis, a Main Base whit the Tiger. Something that shows the Strenght of FH2.

Currently, i have 3 Maps on Work, Battle of the Camps, Battle Isle (Yes, remember it?) and MiG Alley (But thats for Battlefield Korea).

My Dream is, be a FH2 mapper. But sadly, my skills are not good as FH2's Mappers skills, i dont know how to make Statics (And honestly, i dont care  ::) ) and i dont have time.

About these who ask themselves "When this idiot is going to post a pic of his WiP map?" Well, soon. :P

Maybe Mapping for FH2 1.5 is not fun because its too limited, One front only, maybe two, but the real Fruit is in Normandy. It opens a Big, Awesome front for Mapping..but its also more hard.

Edit:

Also, if you dont have ANY ideas, try this.

See these Greek Islands? well, i made something fun but it was lost in a crash. Operation Abstention. The British raided an Island in the Mediterranean, under Italian Control. It was a very accurate island, the Brits had 2 Desoyers and the Italians Artillery etc. Damn fun.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 26-06-2009, 16:06:03
Little Problem:
Some of the texture layers on my map are screwed up. Whenever I choose "detail layer" in the render menu they show up all bright and with a chess board texture when viewed from far away.

Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 26-06-2009, 17:06:36
roflcopter...you probably did something wrong. First set up your texture layer with the proper color/detail textures you want. All that good stuff. Then choose "Set Low Detail Texture" which is about 3/4 of the way down on your Editor tab, and choose a .dds file. Finally, directly below that pick "Generate Low Detailmap" and you should be good.
Title: Re: FH2 Modding Q&A
Post by: pheeph on 10-07-2009, 06:07:47
hi, I'm in a rather hectic situation here... I created as many 19 static objects (these are all signs and targets) for my FH2 Boot Camp map (with the .dds files included in each one) and I've been trying to get them to show up in the map.  The map is running fine when it doesn't have the objects, but it crashes when I include the objects in some way.  Some of these methods were from the bfeditor.org guys...

-When I previously had FH2 and the editor installed, I tried including the custom objects by placing them into the existing objects_statics zip files.  At one point it worked, but after uploading it, some people are saying that using this method of placing objects causes the map to crash.  It didn't seem to happen to me until I reinstalled FH2 and the editor into another operating system.

-I've tried putting them in the client.zip file and server.zip file (after using a BF2 batch file to pack the map).  The map still doesn't show anything.

-I created a tmp.con file for the map.  I wrote in the stuff to run these objects, but also causes the crash.

-I tried copying and editing the serverarchives.con and clientarchives.con

I'm still determined to get this working properly, but I need help on this.
Title: Re: FH2 Modding Q&A
Post by: Fenring on 11-07-2009, 13:07:54
You need to pack the map and the objects need to be run in init.con, check highway tampa, a bf2 map that has some custom statics.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 22-07-2009, 11:07:35
How do you make it so you have only one layer in your map (for example only a 16 player version)?
Title: Re: FH2 Modding Q&A
Post by: Natty on 22-07-2009, 14:07:16
you need the default layer also..

im not even sure default layer exists in layer.con, check it.. but i see no point at all trying to remove it, as then you cant have statics.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 22-07-2009, 14:07:19
No, I mean how can I make it that in the end there is only a 16 player map, not the 32 and 64 player versions?
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 23-07-2009, 01:07:50
You would need to delete everything relating to the 64 and 32 player versions in your .desc file. Look at Alam Halfa to see how they did it.
Title: Re: FH2 Modding Q&A
Post by: Rataxes on 23-07-2009, 03:07:03
Can someone please give me some pointers on .dds files?

-What format of .dds should be used?

-Which PS plug-in should be used?

Thanks
/Rataxes

Title: Re: FH2 Modding Q&A
Post by: Lobo on 23-07-2009, 18:07:13
http://developer.nvidia.com/object/windows_texture_viewer.html

Title: Re: FH2 Modding Q&A
Post by: Rataxes on 24-07-2009, 00:07:22
Ok, thanks a lot Lobo.
Title: Re: FH2 Modding Q&A
Post by: Krätzer on 24-07-2009, 04:07:41
DXT 1 for normal Textur, DXT 5 for Texture with that will be shown on Alphachannel.
Title: Re: FH2 Modding Q&A
Post by: Rataxes on 24-07-2009, 14:07:47
Thanks Krätzer  :)
Title: Re: FH2 Modding Q&A
Post by: [F|H]Deek_101 on 26-07-2009, 21:07:18
I'm setting up another fh2 folder called fh2_ed to avoid damaging the fh2 folder if I do something wrong and make less clutter, how do I link a shortcut to this mod like the fh2 one? Do I just have to copy the fh2.exe and rename it fh2_ed.exe and make a shortcut on the desktop?
Title: Re: FH2 Modding Q&A
Post by: Fenring on 27-07-2009, 16:07:29
Just rename your ordinary fh2 to fh2_pub and then fh2_ed to fh2 when you want to edit.
Title: Re: FH2 Modding Q&A
Post by: [F|H]Deek_101 on 28-07-2009, 00:07:00
ah that's works cheers!
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 31-07-2009, 20:07:44
I was making a map for FH2 and I'm having a problem in the BF2 Editor where it doesn't show any choices for teams in the level setting window. Is there something special I need to do to assign teams? I already imported all the mapping stuff to the editor I think.
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 31-07-2009, 20:07:59
just do it manually in the init.con file.
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 01-08-2009, 16:08:10
If I change it in the init.con and it doesn't show up in the editor is that a problem? For that matter besides the language settings(which i also can't see) does it even really matter in game since the flags and such are set seperately?
Title: Re: FH2 Modding Q&A
Post by: Torenico on 15-08-2009, 00:08:11
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 15-08-2009, 01:08:22
Ah yeah that was the issue. Thanks.
Title: Re: FH2 Modding Q&A
Post by: kettcar on 10-09-2009, 11:09:09

"EditorMemory.dll: all aloc attemps failed for size 742500555"

and im nearly sure, to install all ok  ???
Title: Re: FH2 Modding Q&A
Post by: pheeph on 13-09-2009, 07:09:23
I'm trying to rework my Boot Camp map so it can use the content from FH 2.2

Right now, I'm trying to figure out if any of the U.S. pickup kits have grappling hooks.  Also, I want to know if the .50 cal machine gun is available as an object spawner.
Title: Re: FH2 Modding Q&A
Post by: kettcar on 13-09-2009, 12:09:56
here a pic of the error i have when starting up the editor. have someone any ideas what it is?
editor works fine with vanilla
i use AMD X2 5000+
8600GT / 4GB RAM
Windows XP 32 bit

(http://img5.imagebanana.com/img/83o1jyji/editor.JPG)
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 13-09-2009, 21:09:22
Title: Re: FH2 Modding Q&A
Post by: pheeph on 13-09-2009, 21:09:26
another question I like to ask is do the pickup kits respawn or do they have to be object spawners in order to do that?
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 13-09-2009, 22:09:26
object spawners. anything the player interacts with (kits, vehicles, static guns) must be placed as an object spawner. Otherwise if you drag it onto your map, it will be added to the staticobjects.con file and crash your map.
Title: Re: FH2 Modding Q&A
Post by: kettcar on 13-09-2009, 23:09:02

Title: Re: FH2 Modding Q&A
Post by: pheeph on 14-09-2009, 00:09:25
are there any up-to-date object spawners I can download for this version of FH2?
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 14-09-2009, 03:09:10
@kettcar: have you extracted all the object zip files correctly.

@pheeph: http://fhpubforum.warumdarum.de/index.php?topic=1804.0
Title: Re: FH2 Modding Q&A
Post by: pheeph on 14-09-2009, 06:09:39
hmm... the new object spawners are placed in, but my map doesn't seem to detect them.  It still detects the spawners that I used from the previous version.  I did as the directions suggested.
Title: Re: FH2 Modding Q&A
Post by: kettcar on 14-09-2009, 13:09:34
@kettcar: have you extracted all the object zip files correctly.

edit: i got it, something wrong with the files i put in the editor, without the shaders, overgrowth etc. it works after new installation
Title: Re: FH2 Modding Q&A
Post by: pheeph on 15-09-2009, 02:09:01
ok, now the object spawners are showing...

now are there any object spawners for the Italian group?

EDIT: It seems that not all the object spawners from 2.2 are provided.  I couldn't find spawners that use stens and m1 carbines on the Allied side and Beretta 38s and such on the Axis side.
Title: Re: FH2 Modding Q&A
Post by: Ionizer on 19-09-2009, 17:09:46
Don't you have to create your own spawners for some stuff now?
Title: Re: FH2 Modding Q&A
Post by: pheeph on 19-09-2009, 21:09:07
I recently tried creating my own custom spawners, but it seems to cause the map to crash.  And I'm using the kits listed as pickups.

Which pickup kits are safe to use for object spawners?
Title: Re: FH2 Modding Q&A
Post by: Torenico on 22-09-2009, 07:09:15
Im trying to figure out what is the best texture for Craters. Damaged ground is a must, so i must know what kind of Texture i need.

Also, im trying to figure our how to place a goddamn bridge.

Tips for both?
Title: Re: FH2 Modding Q&A
Post by: pheeph on 23-09-2009, 02:09:28
another question I like to ask is why the grappling hook is unusable.  I created object spawners with kits that contain grappling hooks, but the map crashes with these kinds of kits in place.
Title: Re: FH2 Modding Q&A
Post by: Wilhelm on 23-09-2009, 02:09:19
another question I like to ask is why the grappling hook is unusable.  I created object spawners with kits that contain grappling hooks, but the map crashes with these kinds of kits in place.

Are you using the PdH grappling hooks or the old ones?  The old ones were removed from the mod.
Title: Re: FH2 Modding Q&A
Post by: pheeph on 23-09-2009, 03:09:39
I'm trying to use the PDH ones (already found out the old ones were gone from the mod).  The UW_PickUpEngineerHook and UW_PickUpEngineerWinchesterHook may be the only kits with the hook, but they're lacking a collisionmesh which crashes the map and prevents its use as part of a pickup kit.
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 24-09-2009, 03:09:36
look at the ones that PdH uses and compare with your map.
Title: Re: FH2 Modding Q&A
Post by: pheeph on 24-09-2009, 04:09:25
ok, now it works....

I don't know if it's the editor's map-packing system that's malfunctioning or the editor itself, but now the map seems to work with the grappling hook spawner without a hitch this time...
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 29-09-2009, 13:09:45
Somehow static objects don't show up in the level editor  ???
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 30-09-2009, 04:09:45
did you extract both the static_objects_client.zip & static_objects_server.zip into a folder in your mods/fh2 directory called objects?
Title: Re: FH2 Modding Q&A
Post by: Aggroman on 30-09-2009, 16:09:49
Any way to get rid of those blue boxes around spawnable objects?

Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 30-09-2009, 16:09:13
did you extract both the static_objects_client.zip & static_objects_server.zip into a folder in your mods/fh2 directory called objects?

Yes, done that.
Title: Re: FH2 Modding Q&A
Post by: Aggroman on 30-09-2009, 19:09:02
Any way to get rid of those blue boxes around spawnable objects?

No one here who can help me?
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 30-09-2009, 20:09:42
@Ts4EVER: did you load up everything in the editor using the mod manager?

@Aggroman: no, they are to specify that the object is an object spawner.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 01-10-2009, 10:10:30
@Ts4EVER: did you load up everything in the editor using the mod manager?

Dunno, I just loaded "fh2" in the thing that pops up when you start the editor. I noticed that bf2 statics are missing as well  ???
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 01-10-2009, 13:10:58
scroll to the bottom of this tutorial and do that step.
http://fenring.bf1942.cl/tutorials/
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 01-10-2009, 13:10:38
Aww crap how could I forget that *hits table with head*
Title: Re: FH2 Modding Q&A
Post by: Torenico on 04-10-2009, 23:10:38
I would like to make a good minimap.

Im Aachen, most of the objects are not shown in minimap. The city, wich is heavily WiP, shows only one building and all of its streets on Minimap. Some Roads will dissapear, trees are missing.

Now, for making a good minimap and fix these errors, what do i need?
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 04-10-2009, 23:10:10
http://www.realitymod.com/forum/f189-modding-tutorials/31987-map-tutorial-how-make-perfect-minimap.html
Title: Re: FH2 Modding Q&A
Post by: ESFAndy011 on 05-10-2009, 02:10:25
Hey guys, just joined here. Hope someone can help me out.

It's not that much of a big deal, but aesthetically it's a mess. Here's the thing, I thought I'd start learning something about the coding in bf2, so I figured I'd start with the guns. I made a gun shoot less bullets per minute, but for the life of me I just can't figure out how to make the fire sound looping match the fire speed itself.

I'm never gonna understand why the hell they implemented such a feature... :-\ meh probably to make it still sound cool if it gets choppy lol.

And if you can, it'd be great if you could link me to a tutorial or something that could guide me through the rest of the cool stuff I could do. :)

Peace.
Title: Re: FH2 Modding Q&A
Post by: kettcar on 05-10-2009, 17:10:15
short question: have somebody a DL Link for the Editor Helper?
Title: Re: FH2 Modding Q&A
Post by: Aggroman on 05-10-2009, 17:10:41
Title: Re: FH2 Modding Q&A
Post by: kettcar on 05-10-2009, 18:10:16
Schankedön  ;D
Title: Re: FH2 Modding Q&A
Post by: pheeph on 05-10-2009, 22:10:12
I have this team setup for Boot Camp:

gameLogic.setTeamName 1 "DE"
gameLogic.setTeamName 2 "US"

gameLogic.setTeamLanguage 1 "FH2German"
gameLogic.setTeamLanguage 2 "FH2American"

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

gameLogic.setKit 1 0 "GW_Scout" "gw_heer_spaher"
gameLogic.setKit 2 0 "UW_Scout" "uw_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"

I intend to put a mix of Italian and German models on the Axis side, and American and British models on the Allied side.  Since I keep hearing about this bug where handheld weapons end up in the wrong areas of the player model (head and belly for example...), I made two types medic object spawners so far.  One for German and American, and another for British and Italian.  How many of these should I put into the map?
Title: Re: FH2 Modding Q&A
Post by: ESFAndy011 on 06-10-2009, 05:10:16
Hey guys, just joined here. Hope someone can help me out.

It's not that much of a big deal, but aesthetically it's a mess. Here's the thing, I thought I'd start learning something about the coding in bf2, so I figured I'd start with the guns. I made a gun shoot less bullets per minute, but for the life of me I just can't figure out how to make the fire sound looping match the fire speed itself.

If you could help me out here I'd be greatly appreciated.
Title: Re: FH2 Modding Q&A
Post by: Torenico on 14-10-2009, 07:10:10
So another wall in a open ground..

I made a quick map, and i want to pack it up and test it with a few friends.

I know the steps to pack, load map, get into Mod>PackMod>packlevel.

But it wont pack all the files, just a few. It does makes Client and Server Rars but, thats all.

What i am doing wrong?
Title: Re: FH2 Modding Q&A
Post by: Mr_Cheese on 14-10-2009, 11:10:35
It's only the client and server zips that get made I think. Take a look in mods/fh2/levels folder and you'll see maps have the zips and then an info folder containing the menu images and map.desc file.
Title: Re: FH2 Modding Q&A
Post by: [F|H]Taz18 on 14-10-2009, 20:10:41
What i am doing wrong?

Using the editor to pack your map.  :P
Title: Re: FH2 Modding Q&A
Post by: pheeph on 15-10-2009, 00:10:01
@torenico
you could use those bf2 pack batch files.
Title: Re: FH2 Modding Q&A
Post by: Torenico on 15-10-2009, 06:10:46
@torenico
you could use those bf2 pack batch files.

I have those, and where do they go?

I have to extract them inside my map folder?
Title: Re: FH2 Modding Q&A
Post by: pheeph on 19-10-2009, 06:10:27
place the BatchScripts folder into the Battlefield 2/mods/fh2 directory, and copy the pack_level batch file into the directory of your map.
Title: Re: FH2 Modding Q&A
Post by: Ionizer on 21-10-2009, 23:10:40
Really quick question:  With all the new 2.2 stuff, how much space does all the modding/mapping files (including the unpacked .zips and BF2editor files, and everything else you might need) take up on your HDD?  My computer only has an 80 Gb hard drive, and only 30 Gb of that is available (and I want to keep 15 Gb free at all times for virtual memory/defragging purposes, so really only 15 Gb is available).  BF2 and FH2 already takes up close to 10 Gb on my computer (I keep the various patch installers and stuff like that, so it kinda takes up twice as much space as normal), so it's kinda hard to convince myself to use more of my HDD space on BF2 and FH2.  If I'm guessing correctly, it's basically a completely separate install of the files in non-compressed (non-zipped) folders, making it another 3-5 Gb that it would be sucking up on my computer.

Hmm.  I guess that's a lot of backstory for a simple question.  But all I really want to know is how much space the modding files and extracted stuff will take up on my computer.
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 22-10-2009, 03:10:51
My objects folder (all the .zip files extracted) is coming out to somewhere around 2.55GB.
Title: Re: FH2 Modding Q&A
Post by: cannonfodder on 22-10-2009, 18:10:05
...BF2 and FH2 already takes up close to 10 Gb on my computer (I keep the various patch installers and stuff like that, so it kinda takes up twice as much space as normal)...

I copy all my installers/patches to DVD for that exact reason. And if anything bad happens to your HDD you don't have to re-download everything.

My BF2 (+mods) is close to 20Gb... :P
Title: Re: FH2 Modding Q&A
Post by: Ionizer on 22-10-2009, 18:10:54
My objects folder (all the .zip files extracted) is coming out to somewhere around 2.55GB.
That's it?  How big is the Editor itself?

...BF2 and FH2 already takes up close to 10 Gb on my computer (I keep the various patch installers and stuff like that, so it kinda takes up twice as much space as normal)...

I copy all my installers/patches to DVD for that exact reason. And if anything bad happens to your HDD you don't have to re-download everything.

My BF2 (+mods) is close to 20Gb... :P
I don't have any blank DVD-Rs...and the last time I tried to burn something, it got corrupted on the transfer, twice.  so that's a no-go.  Maybe I can store it on my iPod...  I only have like 1GB of music and video on it and you can technically use it a flash drive.  So, I spent 300 for 30Gb flash drive that plays music (several years ago). I don't even know where the damn thing is... I just checked and BF2 (and patches, and mods) takes up 12-13 GB on my HDD right now. Meh, it doesn't matter, I don't think I have enough commitment to actually make a good map anyway. Plus, I'm fairly certain my computer wouldn't like the BFEditor, either. (I never got past the drawing board stages on my failed "Fort Capuzzo" map so, I'm a little gun-shy about trying again...) Sorry for wasting your time. Title: Re: FH2 Modding Q&A Post by: Vicconius on 24-10-2009, 00:10:48 Can anyone here please tell me how the BF2/FH2 map editors compare to the Hammer editor for source games? I have spent the past few years learning that program to a level good enough to release publicly and actually see my maps playing on servers. Since the only WWII game Valve offers is slowly biting the dust, I am seriously considering starting the learning process over again for FH2. The Hammer editor is all about optimization, draw distances, and visleafs, something I have always been curious about with regards to BF/FH type maps. With 64P servers and so much potentially going on at once, what are the key factors relating to map making to keep client framerates at decent levels? I am somewhat new around here (although played a lot of FH1) so any help and advice would be most appreciated. I am going to go and start reading tutorials found in these forums, and hope I can use some of what I have learned with other editors to help speed up the learning process. Thank you in advance. Title: Re: FH2 Modding Q&A Post by: kettcar on 24-10-2009, 22:10:00 Really quick question: With all the new 2.2 stuff, how much space does all the modding/mapping files (including the unpacked .zips and BF2editor files, and everything else you might need) take up on your HDD? My computer only has an 80 Gb hard drive, and only 30 Gb of that is available (and I want to keep 15 Gb free at all times for virtual memory/defragging purposes, so really only 15 Gb is available). BF2 and FH2 already takes up close to 10 Gb on my computer (I keep the various patch installers and stuff like that, so it kinda takes up twice as much space as normal), so it's kinda hard to convince myself to use more of my HDD space on BF2 and FH2. If I'm guessing correctly, it's basically a completely separate install of the files in non-compressed (non-zipped) folders, making it another 3-5 Gb that it would be sucking up on my computer. Hmm. I guess that's a lot of backstory for a simple question. But all I really want to know is how much space the modding files and extracted stuff will take up on my computer. i got 2 installations of FH2. One Public and one Beta/Modding with ca. 3 Mapprojects of me and i have 12,3 GB Space for that, includes unpacked Maps, unpacked objects, weapons ect..... Title: Re: FH2 Modding Q&A Post by: Neri on 28-10-2009, 13:10:13 I am having a bad time when moving objects in editor. Now they don´t move as I move the arrowsor the box, they when I move and the stop, then they jump from their previous position to the new one. This started today on a map that was already in the works. I reinstalled the editor but nothing changed. So, does anyone knows how to solve this? I´m up for any sollution, except formating. :P Title: Re: FH2 Modding Q&A Post by: Paasky on 28-10-2009, 14:10:38 Using Vista/Win 7? I have the same problem, although it did work properly for a time... And now doesn't anymore. Title: Re: FH2 Modding Q&A Post by: Neri on 28-10-2009, 21:10:11 Exactly, I´m using windows 7. It worked until yesterday, now its a crap. So, how do you move the objects now? manually setting the coordinates? Also, how can I change the short of the editor so it directly open the map? Title: Re: FH2 Modding Q&A Post by: Fenring on 28-10-2009, 22:10:23 The Hammer editor is all about optimization, draw distances, and visleafs, something I have always been curious about with regards to BF/FH type maps. With 64P servers and so much potentially going on at once, what are the key factors relating to map making to keep client framerates at decent levels? A normal bf2 level has a drawdistance between 130-600, City / village dense forest maps 130-300, open maps with smaller number of objects 300-600, you can debug your level and measure drawcalls and track performance drops with the debugger (bf2_r.exe) , type renderer.drawfps 1 and renderer.drawgraphs 1 and it will display bottlenecks. I am somewhat new around here (although played a lot of FH1) so any help and advice would be most appreciated. I am going to go and start reading tutorials found in these forums, and hope I can use some of what I have learned with other editors to help speed up the learning process. Thank you in advance. Good luck! Title: Re: FH2 Modding Q&A Post by: Paasky on 28-10-2009, 22:10:54 Exactly, I´m using windows 7. It worked until yesterday, now its a crap. So, how do you move the objects now? manually setting the coordinates? Also, how can I change the short of the editor so it directly open the map? Ah, read it a bit wrong. Mine just doesn't show where I'm moving/rotating, meaning I have to guess how much I need to do it. Is the level or object editor? Do you have Snap Objects to Ground set (found in snap menu on the top)? Title: Re: FH2 Modding Q&A Post by: Neri on 28-10-2009, 23:10:39 No, you got it right, its the same problem. I was just wondering if you managed to minimize the problem. Level editor, snap to ground otherwise you cant move by click in the small box. Its a shame, I was so enthusiastic. :P Title: Re: FH2 Modding Q&A Post by: Paasky on 29-10-2009, 00:10:46 I can manage, just takes 2x or 3x longer to place statics properly ::) Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 31-10-2009, 23:10:15 Any idea why this push doesn't work? Quote from game.plugins import plugin, limitKit, linkCPs, push links_64 = [ plugin(push, source = 'CP_64_valkenswaard_30thCorps', target = 'CP_64_valkenswaard_roadblock', attacker = 2), plugin(push, source = 'CP_64_valkenswaard_30thCorps', target = 'CP_64_valkenswaard_Highway', attacker = 2), plugin(push, source = 'CP_64_valkenswaard_roadblock', target = 'CP_64_valkenswaard_Flakposition', attacker = 2), plugin(push, source = 'CP_64_valkenswaard_Highway', target = 'CP_64_valkenswaard_Flakposition', attacker = 2), plugin(push, source = 'CP_64_valkenswaard_Flakposition', target = 'CP_64_valkenswaard_Factory', attacker = 2), plugin(push, source = 'CP_64_valkenswaard_Flakposition', target = 'CP_64_valkenswaard_Crossroads', attacker = 2), ] kit_limits_64 = [ plugin(limitKit, team = 2, slot = 1, kit = 'BW_SMGAssault_Limited', limit = 0.2), plugin(limitKit, team = 1, slot = 1, kit = 'GS_LMG_FG42_Limited', limit = 0.1), plugin(limitKit, team = 2, slot = 3, kit = 'BW_LMG_Limited', limit = 0.1), plugin(limitKit, team = 1, slot = 3, kit = 'GS_LMG_MG42_Limited', limit = 0.2), plugin(limitKit, team = 2, slot = 5, kit = 'BW_Antitank_Limited', limit = 0.1), plugin(limitKit, team = 1, slot = 5, kit = 'GW_AntitankSchreck_Limited', limit = 0.1), ] gpm_cq = { 64: kit_limits_64 + links_64, } Title: Re: FH2 Modding Q&A Post by: Krätzer on 01-11-2009, 01:11:16 Maybe cause you name the push -> links? Why you mixed it? Where is the part that looks like this?: Code: [Select] push_32 = [ plugin(push, source = 'the_ingouf_farm', target = 'summers_cp', attacker = 2), plugin(push, source = 'summers_cp', target = 'pommenauque', attacker = 2), plugin(push, source = 'summers_cp', target = 'cafe_de_normandie', attacker = 2), And links should look like this: Code: [Select] links_64 = [ plugin(linkCPs, target = 'CP_64_phl_axisdummy', source = ['bridge_no_4', 'orchard'], never_owned_by = 2, default_zero = True), plugin(linkCPs, target = 'allied_dummy', source = ['bridge_no_4', '502_main'], never_owned_by = 1, default_zero = True), plugin(linkCPs, target = 'allied_br3dummy', source = ['bridge_no_3', '502_main'], never_owned_by = 1, default_zero = True), plugin(linkCPs, target = 'axis_br3dummy', source = ['bridge_no_3', 'orchard'], never_owned_by = 2, default_zero = True), plugin(linkCPs, target = 'allies_causewaydummy', source = ['causeway', '502_main'], never_owned_by = 1, default_zero = True), plugin(linkCPs, target = 'axis_causewaydummy', source = ['causeway', 'orchard'], never_owned_by = 2, default_zero = True), plugin(linkCPs, target = 'allied_farmdummy', source = ['ingouf_farm', '502_main'], never_owned_by = 1, default_zero = True), plugin(linkCPs, target = 'axis_farmdummy', source = ['ingouf_farm', 'orchard'], never_owned_by = 2, default_zero = True), plugin(linkCPs, target = 'allies_crossroaddummy', source = ['crossroad', '502_main'], never_owned_by = 1, default_zero = True), plugin(linkCPs, target = 'axis_crossroaddummy', source = ['crossroad', 'axiscrossroadlinkdummy'], never_owned_by = 2, default_zero = True), Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 01-11-2009, 03:11:26 I don't think it is important how I name the script, as long as I activate it at the end. Title: Re: FH2 Modding Q&A Post by: Knoffhoff on 01-11-2009, 04:11:11 The python code is good. Are you sure there aren't any spelling errors on your control point names? Do you have a tmp.con in your map? Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 01-11-2009, 13:11:17 I have a tmp.con: Quote run ClientArchives.con run StandardSpawners.con run ../../objects/Common/CommonSpawners.con Title: Re: FH2 Modding Q&A Post by: [ret]azreal on 01-11-2009, 15:11:34 Make your dummy flags neutral from start, unable to show on minimap, and able to change teams. Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 01-11-2009, 15:11:10 I have no dummy flags. Title: Re: FH2 Modding Q&A Post by: [ret]azreal on 01-11-2009, 16:11:38 Sorry was reading Kratzer's post and got confused. Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 02-11-2009, 17:11:48 So, any idea why it doesn't work? On a related topic, why do deployed weapons I place as statics in the editor (Lafette, Vickers etc) disappear when I get out of them? Title: Re: FH2 Modding Q&A Post by: Aggroman on 02-11-2009, 17:11:00 You placed them as "Lafette depoyed" or "mortat deployed", spawn them as Lafette or mortar and it will work like a static gun. Title: Re: FH2 Modding Q&A Post by: Walter on 04-11-2009, 00:11:02 My map is done correctly with these instruction http://fenring.bf1942.cl/tutorials/index.php and when It's join the map it's crash dont know why its doing this but nothing work Title: Re: FH2 Modding Q&A Post by: [ret]azreal on 04-11-2009, 02:11:21 Are you running in windowed mode to see if you get an error message? Title: Re: FH2 Modding Q&A Post by: Walter on 05-11-2009, 00:11:19 yeah but ive got nothing only "do you want to report this crash" Title: Re: FH2 Modding Q&A Post by: Dutchman on 09-11-2009, 21:11:19 I have a question how can I get a selection box like this? its really hard to select things when I cant see a selection box (http://i151.photobucket.com/albums/s152/domjong/box6.jpg) Title: Re: FH2 Modding Q&A Post by: [ret]azreal on 09-11-2009, 21:11:52 You have vista. Vista doesn't like the editor in some respects. This is one of them. Title: Re: FH2 Modding Q&A Post by: Dutchman on 09-11-2009, 21:11:34 Great..... ;D Title: Re: FH2 Modding Q&A Post by: Aggroman on 09-11-2009, 22:11:51 Open an image in Photoshop, after that close Photoshop that will fix it. Title: Re: FH2 Modding Q&A Post by: Dutchman on 10-11-2009, 20:11:48 I painted my map made a whole trench system. After saving I went away came back after and hour loaded my map and now I got a chess board yellow map :-\ is there a way to remove it or do I have to paint it all over again? Title: Re: FH2 Modding Q&A Post by: [ret]azreal on 10-11-2009, 23:11:40 There is... http://fenring.bf1942.cl/tutorials/texturesystem.php Title: Re: FH2 Modding Q&A Post by: Mr_Cheese on 14-11-2009, 00:11:25 Open an image in Photoshop, after that close Photoshop that will fix it. Apparently this fixes the problem but it doesn't work if you don't have PS like me! :p Does anyone know what opening PS triggers that makes the Editor work? I have Win 7 Pro 32-bit and the Editor doesn't show a selection box or show objects being moved and is very hit-and-miss when modifying terrain. Title: Re: FH2 Modding Q&A Post by: Aggroman on 14-11-2009, 00:11:07 Look here: http://www.realitymod.com/forum/f388-community-modding/54966-help-trick-bf2-editor-vista.html Title: Re: FH2 Modding Q&A Post by: Mr_Cheese on 14-11-2009, 12:11:09 Nope, none that hasn't worked for me :( Thanks for the link though. I wonder if there's a way of getting D3D to work in Win 7's XP virtual machine... Title: Re: FH2 Modding Q&A Post by: [ret]azreal on 14-11-2009, 17:11:14 A dev...asking for help from the common testers and pubbies? My god...what has Windows 7 done to you man!! Title: Map crashes with low graphic settings Post by: Knitschi on 15-11-2009, 13:11:20 My custom map crashes when I run it on low graphic settings. I know that this is a common problem, but I couldn't find the solution. Do you "pros" know it? Title: Re: FH2 Modding Q&A Post by: Paasky on 15-11-2009, 13:11:20 Open an image in Photoshop, after that close Photoshop that will fix it. Apparently this fixes the problem but it doesn't work if you don't have PS like me! :p Does anyone know what opening PS triggers that makes the Editor work? I have Win 7 Pro 32-bit and the Editor doesn't show a selection box or show objects being moved and is very hit-and-miss when modifying terrain. Pray to The Divine Space Goat that this time it'll work. Mine stopped working like you said, but all of a sudden it started working again. I did have Teamspeak Overlay enabled at one point though... Title: Re: FH2 Modding Q&A Post by: pheeph on 30-11-2009, 18:11:41 I recently saw an FH2.25 video of respawning dummy targets of soldiers. Was this included in the FH2.2 release? If not, does anyone know where I can find these? Could sure use them for my Boot Camp map instead of those cutouts that took a long time for me to make. Title: Re: FH2 Modding Q&A Post by: [ret]azreal on 30-11-2009, 19:11:19 Yes they are. Create a normal object spawner and look for an object in the list called "dummy_solider". This is what you want. Title: Re: FH2 Modding Q&A Post by: pheeph on 30-11-2009, 22:11:39 is there a cap on object spawners? I noticed in some places, some objects spawners weren't showing. Title: Re: FH2 Modding Q&A Post by: kettcar on 01-12-2009, 12:12:43 is there a tut for setting powercables? Title: Re: FH2 Modding Q&A Post by: Toddel on 01-12-2009, 15:12:31 its a pain in the ass. welcome to bf2 modding ;D Title: Re: FH2 Modding Q&A Post by: Gl@mRock on 01-12-2009, 16:12:28 What I did when I try to map for BF2 was setting one set of posts and cables, group them and copy and paste them. As Toddel said, It's a pain. Title: Re: FH2 Modding Q&A Post by: kettcar on 01-12-2009, 16:12:49 sounds like i must sleep over this idea ;D Title: Re: FH2 Modding Q&A Post by: Playah on 19-12-2009, 01:12:44 What do i need to download to get started? :) Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 19-12-2009, 09:12:27 What do i need to download to get started? :) The very basics: http://fenring.bf1942.cl/tutorials/index.php Title: Re: FH2 Modding Q&A Post by: Playah on 19-12-2009, 12:12:56 What do i need to download to get started? :) The very basics: http://fenring.bf1942.cl/tutorials/index.php I downloaded the first link but couldnt: Lightmapsamples: http://files.filefront.com/Battlefield+2+Light+Map+Samples/;3994655;/fileinfo.html Forgotten Hope 2: http://xfh2.ifihada.com/betatester-samples/fh2-samples-1.0.046.zip How should i continue? Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 19-12-2009, 17:12:57 FileFront seems to have some problems with servers atm, so the first link should be ok later. As for second one, those are current up-to-date lightmap samples: http://ifihada.com/~jbp/fh2pub/release-2.2/fh2-samples-1.5.841.zip Also, read this thread: http://fhpubforum.warumdarum.de/index.php?topic=1804.0 You don't really need lightmapsamples unless you're mapping. Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 19-12-2009, 17:12:29 Does anybody know a way to load and change the heightmap .raw files in gimp? Title: Re: FH2 Modding Q&A Post by: pheeph on 22-12-2009, 00:12:18 I just downloaded the FH 2.2 lightmap samples for my map. Do I also need the BF2 lightmap samples? Title: Re: FH2 Modding Q&A Post by: Aggroman on 22-12-2009, 00:12:57 No, Bf2 samples are for vanilla statics. Title: Re: FH2 Modding Q&A Post by: pheeph on 22-12-2009, 09:12:13 ok, I'm trying to lightmap my Boot Camp using FH 2.2 lightmap samples. But it seems that the insides of the buildings are bright based on the direction I set the sun. There's no shadows of sorts. Do I need to do anything? Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 22-12-2009, 13:12:32 Be sure to read this: http://fenring.bf1942.cl/tutorials/light.php And, you do need bf2 samples if you have bf2 statics in your map. Another thing, you have to restart the editor after lightmapping to see the results. Title: Re: FH2 Modding Q&A Post by: Heinrich (Mr.Uniwersum_GER) on 26-12-2009, 15:12:40 I have started to learn about the editor with modify maps. So I have done that but now I have a problem with the german team look at the picture, please help me how I can fix that. (http://i50.tinypic.com/28wfguf.jpg) Title: Re: FH2 Modding Q&A Post by: [F|H]Taz18 on 26-12-2009, 20:12:07 Place a Pick-up Medic kit from the same set. Title: Re: FH2 Modding Q&A Post by: Heinrich (Mr.Uniwersum_GER) on 26-12-2009, 22:12:38 how can I build that the german models are gs skins but I cant place an gs medic kit . EDIT: ok I have found it but the editor places it into the default layer and than if I want to start the map the game crashed at loading the objects. Title: Re: FH2 Modding Q&A Post by: [F|H]Taz18 on 27-12-2009, 02:12:45 All gameplay objects should be in a layer other than Default. Title: Re: FH2 Modding Q&A Post by: Heinrich (Mr.Uniwersum_GER) on 27-12-2009, 18:12:26 Please look at the picture what did I wrong the game crashed. (http://i49.tinypic.com/104jok6.jpg) Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 27-12-2009, 19:12:32 @Heinrich: ONLY kits prefixed with "pickup" (those in "Spawnable" folder) can be placed on map via spawner. Standart kits will crash the game and/or server. You should use "GW_PickUpMedicP08" kit. Unfortunately there's no GS pickup medickit, but it's easy to set-up one if you don't want the GW one: Code: [Select] include ../geoms.conObjectTemplate.create Kit GS_PickUpMedicP08_customObjectTemplate.saveInSeparateFile 1ObjectTemplate.networkableInfo KitInfoObjectTemplate.kitType AssaultObjectTemplate.aiTemplate AssaultObjectTemplate.geometry GS_kitsObjectTemplate.geometry.kit c_kit_medicObjectTemplate.geometry.dropGeom c_drop_medicObjectTemplate.collisionMesh kit_collisionObjectTemplate.physicsType PointObjectTemplate.hasCollisionPhysics 1ObjectTemplate.hasMobilePhysics 0ObjectTemplate.mapMaterial 0 material 76ObjectTemplate.dropHeadwear helmetObjectTemplate.cullRadiusScale 2.4rem -------------------------------------ObjectTemplate.addTemplate P08-i3ObjectTemplate.addTemplate k98bayonet_knifeObjectTemplate.addTemplate dressing_de-8-i4rem -------------------------------------ObjectTemplate.createComponent AbilityHudObjectTemplate.abilityHud.ammoSound S_ResupplyObjectTemplate.abilityHud.healingSound S_HealObjectTemplate.abilityHud.repairingSound S_RepairObjectTemplate.createComponent VehicleHudObjectTemplate.vehicleHud.hudName "HUD_TEXT_MENU_SPAWN_KIT_ASSAULT"ObjectTemplate.vehicleHud.miniMapIcon "Ingame\Kits\Icons-FH2\kit_Sniper_outline.tga"ObjectTemplate.vehicleHud.vehicleIcon "Ingame\Kits\Icons-FH2\kit_Sniper.tga"ObjectTemplate.vehicleHud.pantingSound S_SprintBreathObjectTemplate.vehicleHud.injurySound S_InjuryObjectTemplate.vehicleHud.vehicleType 7ObjectTemplate.sprintStaminaDissipationFactor 1.0rem ---BeginComp:Radio ---ObjectTemplate.createComponent RadioObjectTemplate.Radio.spottedMessage "infantry_spotted"rem ---EndComp ---I doubt if there's any difference though. As for the rifle in the player's head... Make sure that EVERY kit on side (except medic kits) is of the same "army". I mean, for example, all allied BA and all axis GS. And appropriate NCO kit at last spawn option is mandatory! Period. Title: Re: FH2 Modding Q&A Post by: Heinrich (Mr.Uniwersum_GER) on 27-12-2009, 21:12:45 It dosent work with the GW_PickUpMedicP08 kit the game crashed in the same way . :-\ And I have only An GA_PickUpMedicP08 Kit in the spawner. Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 28-12-2009, 11:12:34 On what percentage of loading does it crash? What error the game gives when run in windowed mode? Title: Re: FH2 Modding Q&A Post by: Heinrich (Mr.Uniwersum_GER) on 28-12-2009, 14:12:13 In this error message its the gs kit but its the same with the gw kit. (http://i49.tinypic.com/16h895k.jpg) Title: Re: FH2 Modding Q&A Post by: samnadine on 28-12-2009, 15:12:19 I thought it was a joke, but then I saw your computer has this font type lol ::) Title: Re: FH2 Modding Q&A Post by: Heinrich (Mr.Uniwersum_GER) on 29-12-2009, 00:12:11 No it isnt a joke its my font that I have changed because its cool ;). Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 29-12-2009, 16:12:04 Doble, no, three times check that you don't have any non-static objects in default layer. Especially the medic kit. Title: Re: FH2 Modding Q&A Post by: Paasky on 29-12-2009, 17:12:53 Doble, no, three times check that you don't have any non-static objects in default layer. Especially the medic kit. Exactly, the error is telling you what the error might be yet you don't check what it says? You have a lot to learn young Padawan Heinrich. Title: Re: FH2 Modding Q&A Post by: Heinrich (Mr.Uniwersum_GER) on 30-12-2009, 00:12:21 Yes I know that I have a lot to learn so thanks for the answers I want to check it . Title: Re: FH2 Modding Q&A Post by: pheeph on 30-12-2009, 21:12:44 has anyone experienced massive framerate slowdowns in the editor when lightmapping those FH2.2 objects? After lightmapping my framerate went down to 0.1 FPS Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 06-01-2010, 01:01:10 OK, I have asked these questions in my map thread, but jsut in case not everbody reads it (;)) I ill repeat them here: - How do I make trees show up on the minimap? - How do I give the flags proper, not-code-mumbojumbo names? - How do I add light sources like lamps etc? - How do I make it so that only the 64 player version is selectable in the map menu? Title: Re: FH2 Modding Q&A Post by: pheeph on 07-01-2010, 21:01:03 with FH 2.25 release coming, will its new mapping files affect my map? Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 09-01-2010, 15:01:20 It didn't affect my map, with one exception: The trench set now has a grassy texture on the skirts instead of the brownish one. Title: Re: FH2 Modding Q&A Post by: Natty on 09-01-2010, 15:01:57 It didn't affect my map, with one exception: The trench set now has a grassy texture on the skirts instead of the brownish one. yes Toddel made it like this because it is better with default grass since grass is mostly used so we dont need to suffix in it all the time. Better to suffix dirt or gravel if someone wants that around the trench instead. Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 09-01-2010, 15:01:15 Yes, it actually fits better into my map now. Title: Re: FH2 Modding Q&A Post by: pheeph on 20-01-2010, 22:01:13 I recently placed a couple of waterplanes from the mod in my map, but I don't see them in-game nor does it have the water effects. How do I make the water planes visible and functional? Title: Re: FH2 Modding Q&A Post by: Natty on 20-01-2010, 22:01:36 generate lightmaps for the waterplanes (pack atlas also), and place env boxes + generate envMaps. Title: Re: FH2 Modding Q&A Post by: pheeph on 21-01-2010, 01:01:39 ok, I placed a 500x200 waterplane from the mod somewhere in the map. While I can see it in the editor, I can't see it despite generating lightmaps, envmaps, and packing the map. I even walked to that area where the big waterplane was supposed to be, but it doesn't look like I'm swimming either. Does it need a different layer of water planes under it? Also, I placed a bunch of 5x5 waterplanes in the map as well. While I can barely see them, and the swimming is there, I can't make it shine since the object doesn't support lightmapping. Title: Re: FH2 Modding Q&A Post by: [ret]azreal on 21-01-2010, 03:01:46 generate lightmap atlases as well Title: Re: FH2 Modding Q&A Post by: Natty on 21-01-2010, 08:01:33 5x5m waterplanes are different. the big ones you placed are made for PHL, Toddel disabled swimming in those since I wanted players to be able to prone in the flooded fields. If you make lightmap atlases you will see them ingame, if you have a Water folder in your map, and in it an envMap.dds (check PHL to see how it should be). Title: Re: FH2 Modding Q&A Post by: pheeph on 22-01-2010, 02:01:00 ok, now that I can see them, is it possible to have sloshing sounds when in shallow water? Title: Re: FH2 Modding Q&A Post by: Natty on 22-01-2010, 14:01:17 I would assign water/waterpuddle mateial to the detaillayer you paint with on the ground where the planes are. Title: Re: FH2 Modding Q&A Post by: pheeph on 25-01-2010, 23:01:49 does anyone know how to convert those compressed textures into uncompressed textures? I'm trying to edit a certain part of the terrain, but it gave out this message: [Geom] : TBM: Need uncompressed texture! Title: Re: FH2 Modding Q&A Post by: Natty on 26-01-2010, 08:01:30 you mean you want to paint textures? your map should have an Editor/Colormaps folder.. in here are uncompressed .dds textures (ARGB8.8.8.8 format). If you are editing some other map, that dont have the editor files, you can always stitch together all the compressed ones (use Photoshop or the BF2 mod toolkit) to one big .tga and then import that .tga in editor by using the import colormap function. remember you will lose quality by using compressed textures like this.... Title: Re: FH2 Modding Q&A Post by: Jetu on 29-01-2010, 23:01:18 Boo, I'm such an ignorant mapper. I can't even play my map, or I'm just trying to start it without having any idea how. The maps on the map list in fh2 but crashes at 14-15%. :Z Title: Re: FH2 Modding Q&A Post by: Aggroman on 30-01-2010, 10:01:15 Start in windowed mode and post the error message over here. Title: Re: FH2 Modding Q&A Post by: Jetu on 30-01-2010, 19:01:43 Lol, thanks now I know what I had to do.. Forgot to generate the lightmaps/atlas/overgrowth... which I have just done. I seem to have forgotten something else as all the texture is under tiles and not detailed. XD Title: Re: FH2 Modding Q&A Post by: kettcar on 14-04-2010, 09:04:22 whats the trick to set the overgrowth, trees, vertical to the ground? i dont find the right setup. pls help. Title: Re: FH2 Modding Q&A Post by: Fenring on 14-04-2010, 14:04:09 Use normalscale 0 instead of 1, you can have values between like 0.3 as well if you want not totaly vertical trees. Title: Re: FH2 Modding Q&A Post by: Zeno on 17-04-2010, 14:04:59 is there something important to remember when making a normandy map? Title: Re: FH2 Modding Q&A Post by: Natty on 17-04-2010, 16:04:14 is there something important to remember when making a normandy map? Just some tips: - dont pick statics from NorthAfrica folder - first do terrain and basic statics (i.e. houses, walls) - place all gameplay objects - dont pick statics from the common folder until you're all done with the gameplay - paint always with 100% strength when painting color+detail - dont paint with a "texture" use only clean RGB colors - dont place any flags close the edge of the map - dont paint any undergrowth until you are 100% done with the map - regularly go ingame and run around/drive around between the bases, shoot at imaginary enemies - use the Camera>Soldier in editor, walk up to obstacles, use the 1P camera, walk over surfaces and make sure it is smooth - Always smooth your terrain > a good thumbrule is: if your soldier loses his sprint animation when running (rifles pops in and out annoyingly) you have too unsmooth terrain. - Dont spam statics that has no use for the player - Make sure all the main roads are easy to drive on if you have vehicles - Dont use anything from VanillaBF2, Fh2 contains all needed assets. - Do only 256x2 or 512x2 maps, nothing else - Study your favorite BF2/FH2/PR/BF1942 maps and analyze why you like them - Do not use too much vegitation - regularly go ingame (again) use all kinds of kit, pretend you are in a battle What is the engineer doing? where can the LMG guy set up defense? where do you position your AT gun/tank? What is going to happen in the map - Keep in mind: players are simple. They run the shortest route between flags, they look for cover, they will try and exploit. Predict the players behaviour, and your map will be fun. :) Good Luck Title: Re: FH2 Modding Q&A Post by: Zeno on 19-04-2010, 07:04:06 - Do only 256x2 or 512x2 maps, nothing else im making a 1024x2 how bad is that? ??? Title: Re: FH2 Modding Q&A Post by: Fenring on 19-04-2010, 14:04:44 512 and 256 size maps loads and saves faster so they are much better to learn mapping, or you could do like i did, start with 1024 and restart editor 1 million times and tear off all hair on your head. :-X Title: Re: FH2 Modding Q&A Post by: leGriffu on 19-04-2010, 15:04:51 LOL ! it's interesting to have your creation method I will try this approach for my next map because it must go faster than mine (rough method, do, undo, redo ...) :P :) Title: Re: FH2 Modding Q&A Post by: Zeno on 19-04-2010, 17:04:04 512 and 256 size maps loads and saves faster so they are much better to learn mapping, or you could do like i did, start with 1024 and restart editor 1 million times and tear off all hair on your head. :-X im not a noob :-[ i have been mapping for almost 2 years now.... Title: Re: FH2 Modding Q&A Post by: Fenring on 19-04-2010, 17:04:19 I didnt know that ::) Just keep in mind that a normandy map probably wont be included in a fh2 release since we have more than enough now. Otherwise nattys advice is great. Title: Re: FH2 Modding Q&A Post by: kettcar on 22-04-2010, 09:04:28 Use normalscale 0 instead of 1, you can have values between like 0.3 as well if you want not totaly vertical trees. thx fenring Title: Re: FH2 Modding Q&A Post by: McCloskey on 23-04-2010, 00:04:19 damn, is it just me or did this site http://fenring.bf1942.cl/tutorials/ stop "working"? I swear I loaded it in the afternoon but now nothing... nevermind Title: Re: FH2 Modding Q&A Post by: Krätzer on 08-05-2010, 07:05:38 I lost my max9 Polycounter Plugin, someone could send it ? Title: Re: FH2 Modding Q&A Post by: Toddel on 08-05-2010, 10:05:49 welcome Title: Re: FH2 Modding Q&A Post by: kummitus on 08-05-2010, 13:05:18 Hrhmm nothing that could blow up the world but any idea how common or why it happens that usually when I start doing a map, editor works fine and smooth but after some time when gotten basic outfit done, editor gets slow, or like when you grab from object, usually you seen how it moves but now you grab, move and after you like unpress your mouse button, it moves, so it becomes hard to get anything aligned to right places like sidewalks and hedgerows. any idea? Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 08-05-2010, 13:05:26 That's related to vista I think. Title: Re: FH2 Modding Q&A Post by: Aggroman on 08-05-2010, 14:05:37 http://www.realitymod.com/forum/f388-pr-bf2-community-modding/54966-help-trick-bf2-editor-vista.html Title: Re: FH2 Modding Q&A Post by: kummitus on 08-05-2010, 15:05:19 rofl how photoshop can do miracles ::) Title: Re: FH2 Modding Q&A Post by: Krätzer on 09-05-2010, 01:05:42 Thank you very much Toddel! Title: Re: FH2 Modding Q&A Post by: Grober on 17-05-2010, 13:05:33 (http://screenshot.xfire.com/s/97633845-4.jpg) (http://screenshot.xfire.com/s/97633835-4.jpg) (http://screenshot.xfire.com/s/97633826-4.jpg) where and how i can set distance of drawing undergroth because i got somthing like that screens Title: Re: FH2 Modding Q&A Post by: elander on 24-05-2010, 18:05:47 How do you get hanging flags instead of flags on flagpoles? I've seen hanging flags on several maps... thanks in advance Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 24-05-2010, 23:05:59 How do you get hanging flags instead of flags on flagpoles? I've seen hanging flags on several maps... thanks in advance http://fenring.bf1942.cl/tutorials/guide.php replace _folded_ with _hanging_ for a hanging one. Title: Re: FH2 Modding Q&A Post by: [130.Pz]S.Lainer on 25-05-2010, 02:05:38 where and how i can set distance of drawing undergroth because i got somthing like that screens Select undergrowth then go to Undergrowth Properties and highlight general...Look at the tweak bar "ViewDistance". Enjoy. Title: Re: FH2 Modding Q&A Post by: elander on 25-05-2010, 20:05:15 damn flag rotation wont save :/ help please Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 25-05-2010, 21:05:03 damn flag rotation wont save :/ help please It won't. Send your thanks to DICE/EA. You have to enter them manually in .con file every time you save the map (and want the rotations to be good). Title: Re: FH2 Modding Q&A Post by: elander on 25-05-2010, 21:05:24 damn flag rotation wont save :/ help please It won't. Send your thanks to DICE/EA. You have to enter them manually in .con file every time you save the map (and want the rotations to be good). so : object.template rotation 90/0/0 then? Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 26-05-2010, 00:05:44 Example from goodwood: Code: [Select]  rem [ControlPoint: CP_64_Goodwood_Grentheville] Object.create CP_64_Goodwood_Grentheville Object.absolutePosition -194.478/41.027/-234.611 Object.rotation 180/0.000/0.000 Object.layer 2 You set rotation on the object instance, not template. Title: Re: FH2 Modding Q&A Post by: elander on 26-05-2010, 12:05:13 Thanks Spit! Very greatefull! Now my map is ready for some testing, a final touch with distance sounds would be great, but i cant figure out how to add them :S... Title: Re: FH2 Modding Q&A Post by: Dude on 06-06-2010, 03:06:36 hi guys! iam pretty new to modding bf2, a few weeks ago ive started to take a closer look into it. i worked me through a couple of tutorials inside the bfeditor.org forums, now ive a finished house model exported to fh2. looks very nice but my lod-meshes are switching way to fast. is there a option in the bf2-editor to setup that lod-draw-distances custom wise? cant find that tweak part in the editor. any help would much apreciated! EDIT: already found it! for those of you who have the same propblem: objecteditor->load your object->select your geom->in the tweakerbar (LodDistance1-3). Title: Re: FH2 Modding Q&A Post by: von.small on 07-06-2010, 19:06:03 (http://img375.imageshack.us/img375/9919/bf2editor.jpg) Hi - when I try and add an object spawner vehicle, the list of vehicles is empty ^ any ideas as to what I've done/not done greatly appreciated. Title: Re: FH2 Modding Q&A Post by: Aggroman on 07-06-2010, 21:06:37 For vehicles you don't need any objectspawners, only for kits, check this: http://fhpubforum.warumdarum.de/index.php?topic=1804.0 Title: Re: FH2 Modding Q&A Post by: von.small on 08-06-2010, 14:06:51 For vehicles you don't need any objectspawners, only for kits, check this: http://fhpubforum.warumdarum.de/index.php?topic=1804.0 [facepalm] Thanks for the pointer mate, sorry - I totally read this as well, then went off did a bunch of other things and came back and had forgotten about it. Mapping is awesome, but shiiiit is it hard work, I never truly understood this until now, I mean I admired awesome maps like tobruk, but never really got how much work is involved. Sometimes when you are camera panning around objects disappear - is this natrual BF2Editor and something you have to put up with, or is there a work around? Title: Re: FH2 Modding Q&A Post by: Grober on 08-06-2010, 15:06:39 Im trying place light inside house so i use houselight (http://img576.imageshack.us/img576/8870/swiat.png) but its dosent work! Why? Title: Re: FH2 Modding Q&A Post by: [130.Pz]S.Lainer on 08-06-2010, 18:06:01 For vehicles you don't need any objectspawners, only for kits, check this: http://fhpubforum.warumdarum.de/index.php?topic=1804.0 Does anyone have the new spawners? Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 08-06-2010, 19:06:53 Im trying place light inside house so i use houselight (http://img576.imageshack.us/img576/8870/swiat.png) but its dosent work! Why? Lightsources are not rendered by editor. Title: Re: FH2 Modding Q&A Post by: Grober on 08-06-2010, 19:06:08 so how do light inside house? Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 08-06-2010, 20:06:20 so how do light inside house? Quote Lightsources are not rendered by editor. Everything is fine in-game. Title: Re: FH2 Modding Q&A Post by: Grober on 08-06-2010, 21:06:50 so how do light inside house? Quote Lightsources are not rendered by editor. Everything is fine in-game. not for me :( Title: Re: FH2 Modding Q&A Post by: von.small on 09-06-2010, 00:06:14 does anyone have any tips on how to paint, create a cornfield - sorry to sound dum but I really do need the information punching into my face, once I get it, I never have to ask again though. Title: Re: FH2 Modding Q&A Post by: Grober on 09-06-2010, 15:06:25 how i can do light inside house except houselight ? Title: Re: FH2 Modding Q&A Post by: von.small on 10-06-2010, 20:06:08 baffeled by this, I've set up some spawn points and since adding the level settings to my map, FH2 crashes at 61%. Are there some settings I can stuff into this panel just to get my map working so that I can test it? Here's an image of the dummy settings I have at the moment, I only added these as the settigns window would not close unless I had filled in every drop-down menu. (http://img688.imageshack.us/img688/7972/58926346.jpg) Title: Re: FH2 Modding Q&A Post by: Aggroman on 10-06-2010, 21:06:10 Run in windowed mode to get an error message. Title: Re: FH2 Modding Q&A Post by: von.small on 10-06-2010, 21:06:16 Run in windowed mode to get an error message. Yeah I tired that, I use Vista, when I right click on the properties of the desktop icon, and add the "+menu 1 +fullscreen 0 +wx 0 +wy 0" string to the Target. Vista won't let me save it as it says the target path is invalid, I've run the desktop icon as administrator nothing changes.. Title: Re: FH2 Modding Q&A Post by: Aggroman on 10-06-2010, 22:06:51 "D:\Battlefield 2\FH2.exe" +menu 1 +fullscreen 0 +szx 1400 +szy 1050 My target, compare with yours or try to deactivate the user account thingy. Title: Re: FH2 Modding Q&A Post by: von.small on 11-06-2010, 00:06:47 "D:\Battlefield 2\FH2.exe" +menu 1 +fullscreen 0 +szx 1400 +szy 1050 My target, compare with yours or try to deactivate the user account thingy. Ahh fffs, I missed one space character - that's why it didn't work! ... Here's the error promt that comes up at 61%... (http://img293.imageshack.us/img293/6563/77652441.jpg) Title: Re: FH2 Modding Q&A Post by: Zeno on 11-06-2010, 00:06:46 go to your colormaps and copy any of the other files and rename it to tx_s7 Title: Re: FH2 Modding Q&A Post by: von.small on 11-06-2010, 00:06:30 go to your colormaps and copy any of the other files and rename it to tx_s7 ahh i see what you're saying - it's bringing up other errors but i will keep following your pattern/ideaolgy Title: Re: FH2 Modding Q&A Post by: von.small on 11-06-2010, 01:06:12 go to your colormaps and copy any of the other files and rename it to tx_s7 ahh i see what you're saying - it's bringing up other errors but i will keep following your pattern/ideaolgy :o holy shit - i was just walking around my map! First time eva. Thanks to you both your help fixed this issue. Title: Re: FH2 Modding Q&A Post by: Grober on 11-06-2010, 10:06:12 how high/wide is the model of human ?? Title: Re: FH2 Modding Q&A Post by: von.small on 11-06-2010, 10:06:00 how high/wide is the model of human ?? You can place one into the map as a static, that should give you a good idea of width and height, ?? That might be the wrong way to do things so don't take that advice as gold. Title: Re: FH2 Modding Q&A Post by: Grober on 11-06-2010, 10:06:27 and some one know on with hight is weapon ? normal and when aiming Title: Re: FH2 Modding Q&A Post by: von.small on 16-06-2010, 21:06:16 Snap! - My map is not showing up in FH2 (Join Local) Map menu... I've adjusted the level settings so that all the kits are selected, i.e. both teams are set up, I've all terrain done and statics for 50% of the map done - 2flags/two spawn points, allied and axis, but shes not even showing in the menu... ??? Title: Re: FH2 Modding Q&A Post by: Aggroman on 16-06-2010, 21:06:54 Check the desc file in your map directory, something probably went wrong while saving. Title: Re: FH2 Modding Q&A Post by: von.small on 16-06-2010, 22:06:04 Check the desc file in your map directory, something probably went wrong while saving. the level is in there, by that I mean theres a folder with my map name in the levels folder. :( EDIT: Think I've got it, it's all about that .desc file. Just seeing if it works.... Title: Re: FH2 Modding Q&A Post by: von.small on 16-06-2010, 22:06:52 Dam those awesome dudes at PR they were right. Reason the map was not showing was because there was no "Info" file with the <mapname>.desc in it. Thanks aggroman for giving me the pointers to search further. Title: Re: FH2 Modding Q&A Post by: von.small on 18-06-2010, 20:06:35 Does anyone have an example of some good Water settings for a good sea? Like on PDH? Title: Re: FH2 Modding Q&A Post by: [ret]azreal on 18-06-2010, 20:06:11 Just extract any map you want and copy over the water.con file. There are no filepaths within, so you don't have to worry about renaming. Just look at pictures of the water on various maps and decide which ones you like. Title: Re: FH2 Modding Q&A Post by: von.small on 18-06-2010, 21:06:16 :D woo hoo! Thanks! (shoulda googled it sorry, solution is so simple now i understand) Title: Re: FH2 Modding Q&A Post by: von.small on 21-06-2010, 10:06:19 Thanks for the help there Azreal. Does the Bf2 engine support shoreline breaks/wash/waves? I've tweaked the settings from Cobra water to something near to what I want, - not perfect yet, but I've got a lot to do before final pretty bits. If you look here > (http://img291.imageshack.us/img291/4553/fh2dunkirkevacuation4.jpg) My shoreline is quite static and placid, I'd like it to at least appear like the tide was moving back out (this is high tide), with a bit of wash/white crested water. Putting statics into the seawater looks weird as they don't move, although I did think about adding some shoreline rocks to break up the visible line. Title: Re: FH2 Modding Q&A Post by: von.small on 21-06-2010, 21:06:06 another doh moment, figured it out myself ^ - I just found the ambient bundle/ beach static Title: Re: FH2 Modding Q&A Post by: Raziel on 22-06-2010, 09:06:28 Nice Looking beach Von! Keep it up! Title: Re: FH2 Modding Q&A Post by: von.small on 22-06-2010, 11:06:35 Nice Looking beach Von! Keep it up! ;D hey regular forumers shouldn't be in here! :P Thanks Raz, I'm glad I can always count on you to say a good word - that screen is from a week ago, it's changed quite a bit since then (longer/ more destroyed) so I don't mind showing old content. Title: Re: FH2 Modding Q&A Post by: Paasky on 22-06-2010, 13:06:17 I agree, looks good. Does the place start with a D? ;D Title: Re: FH2 Modding Q&A Post by: Natty on 22-06-2010, 14:06:59 Dieppe Rape? ;D Title: Re: FH2 Modding Q&A Post by: von.small on 22-06-2010, 15:06:49 I am going through stage 3 of mapping. Keep cheering me up and I'll post the name and screens... FH2 MAPPING PSYCHOLOGY: ======================= Stage 1 ) Envy - you saw Snoox's work, you saw Kettcars work and Zenos Montebourg station, and want in on that shit. Stage 2 ) Acceptance - you have accepted that you are going to make a map, and despite wasting 3 days putting every static onto a street to see what it looks like you are still going to make your "fgnnn-map". Oh, the editor crashed... Stage 3 ) Apathy - you open the map and don't know where to start, nothing looks interesting, so much to do, why am I doing this? You keep asking yoruself, why do I waste my time, will God punish me for mapping? Or is it just masturbation he doesn't like. Stage 4 ) Re-birth - you score some weed, suddenly the map looks awesome again and you spend 11 hours placing bunches of flowers and empty food boxes all over the town(s) Stage 5 ) Peep show - you spend a few hours taking the best screenshots ever of your map to show the forumers, who rip your map apart for inaccuracies like a pack of rotweilers toying with a rabbit Stage 6) Deflation - your map sucks, it'll never be in any mod or minimod, but wait, there's still some weed left, and suddenly... Stage 7 ) Pheonix Affirmation - you're high on mapping again, or weed, ...or both... everything is coming together, moving whole towns full of statics (a bit more west) is not so hard when you have enough biscuits Stage 8 ) Deliverance - you capsise your canoe, and hillbillies rape your tubby friend to the sound of banjos and squealing pigs... no wait, wrong forum, stage 8 - Deliverance, you hand your map back to the forumers all bandaged up and bionic looking, you've messed with the lighting to make the map look mean and moody like a murder mystery paperback cover, the first comment is posted on the forums woot!... "it's a bit dark" ... Title: Re: FH2 Modding Q&A Post by: kummitus on 23-06-2010, 17:06:22 3??!?!?!??!? ;D ;D ;D Title: Re: FH2 Modding Q&A Post by: Raziel on 24-06-2010, 08:06:27 Re Stages: Rofl @ Stage 8!.....(http://serve.mysmiley.net/animals/animal0026.gif) (http://www.mysmiley.net/free-cool-smileys.php) (http://serve.mysmiley.net/animals/animal0026.gif) (http://www.mysmiley.net/free-cool-smileys.php) - I'm always stuck between Stage 5 - 6.... :'( Is this map......situated in Italy / Sicily? Title: Re: FH2 Modding Q&A Post by: Neri on 24-06-2010, 11:06:18 Give us more screens! Nice psychlogy, so far I can't go futher stage 3. Title: Re: FH2 Modding Q&A Post by: von.small on 24-06-2010, 21:06:08 Give us more screens! I will do this weekend. But foist - In staticobjects > common > cables, I only have a damaged cable. I have electricity poles that I'd like to throw a cable between, not sure how this is done... ??? Title: Re: FH2 Modding Q&A Post by: Raziel on 25-06-2010, 12:06:38 Cables are in vBF2 files Check here in the Bf2 editor bf2 -> objects -> static objects - > common - > com_object -> Cables Prepare yourself for some really intense SWEARING!! Placing cables accurately is one hell of a job!!.....I've read somewhere that once u manage to set a cable accurately with the pole, u should group the objects and then just copy and paste wherever you need them. Title: Re: FH2 Modding Q&A Post by: von.small on 25-06-2010, 13:06:24 Cables are in vBF2 files Check here in the Bf2 editor bf2 -> objects -> static objects - > common - > com_object -> Cables Prepare yourself for some really intense SWEARING!! Placing cables accurately is one hell of a job!!.....I've read somewhere that once u manage to set a cable accurately with the pole, u should group the objects and then just copy and paste wherever you need them. Thanks for the help mate - PM sent! I always forget to look in Vanilla BF folder for anything, I just disregard it as "won't work in FH2" which I know is wrong... but hey Title: Re: FH2 Modding Q&A Post by: Raziel on 25-06-2010, 17:06:09 No probs! Afaik it is best if you don't use any statics such as fences etc from vbf2 as you will have problems when lightmapping.....btw is the map Dunkirk? Title: Re: FH2 Modding Q&A Post by: Zeno on 27-06-2010, 23:06:52 ok my question: minefields??? how to place them? how long are the long version and what altitude should they be? Title: Re: FH2 Modding Q&A Post by: Beaufort on 28-06-2010, 14:06:35 Hello, Modifying carefully the terrain.raw file with XVI32 (and then of course the .desc file), I have tried to rename two maps, the first one with the same numbers of letters (luckily) and the other with a different one (lower). Now, - the first show up on the menu but can't be loaded ingame nor in editor anymore, - the second can't be loaded anywhere and don't even show up on the menu. What can I do ? Title: Re: FH2 Modding Q&A Post by: Beaufort on 28-06-2010, 14:06:55 PS : the first one crash at 14% when loaded in game... Title: Re: FH2 Modding Q&A Post by: von.small on 28-06-2010, 14:06:31 Are you running FH2 through Windowed mode? Modifiy a second FH2 desk top shortcut to - "C:\...\Battlefield 2\FH2.exe" +menu 1 +fullscreen 0 +szx 1024 +szy 768 Title: Re: FH2 Modding Q&A Post by: Beaufort on 28-06-2010, 14:06:23 Yes I am, but there is no message this time. "Bf2.exe crashed, would you like to report this crash to the FH team ?", that's all. Title: Re: FH2 Modding Q&A Post by: Zeno on 30-06-2010, 00:06:10 ok my question: minefields??? how to place them? how long are the long version and what altitude should they be? (http://i31.tinypic.com/b53a5f.jpg) Title: Re: FH2 Modding Q&A Post by: McCloskey on 30-06-2010, 01:06:00 Zeno, you newb, why didn't you find yourself another picture instead of copying the one Taz posted on FHT? :P Title: Re: FH2 Modding Q&A Post by: kummitus on 30-06-2010, 02:06:36 phillip was first to use it when I've been around ;D Title: Re: FH2 Modding Q&A Post by: elander on 30-06-2010, 17:06:51 The editor crashes when using "save as.." (http://i180.photobucket.com/albums/x6/elander91/zhewhy.jpg) Anyone got a clue? Title: Re: FH2 Modding Q&A Post by: Paasky on 11-07-2010, 02:07:18 Don't use Save As = problem solved ;D (seriously though, half the buttons in the editor either don't work, work sometimes, or crash the editor) Title: Re: FH2 Modding Q&A Post by: Beaufort on 11-07-2010, 16:07:36 Hello, Modifying carefully the terrain.raw file with XVI32 (and then of course the .desc file), I have tried to rename two maps, the first one with the same numbers of letters (luckily) and the other with a different one (lower). Now, - the first show up on the menu but can't be loaded ingame nor in editor anymore, - the second can't be loaded anywhere and don't even show up on the menu. What can I do ? Well, not carefully enough ... :P The first one is solved and I'll restart over the second, nevermind. Title: Re: FH2 Modding Q&A Post by: elander on 21-07-2010, 12:07:03 I've got a problem - I've got a map that have gone trough a few updates - though these arent showing up in game :S I've checked the gameplayobjects.con file - and its updated though ingame it aint - same objectspawners, no new , no new flags etc.. Any ideas? Title: Re: FH2 Modding Q&A Post by: Zeno on 21-07-2010, 21:07:56 one question: the new grass: is it a new object or is it just a special tweak? and is there any chance of getting this before the patch.? Title: Re: FH2 Modding Q&A Post by: McCloskey on 21-07-2010, 22:07:53 I was wondering that myself too, what exactly is that tweak/improvement :) But I seriously doubt it would be given out before the 2.3 release :P Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 21-07-2010, 22:07:02 It's automatic. AFAIK it is just a new rendering method for the grass or something. Title: Re: FH2 Modding Q&A Post by: McCloskey on 21-07-2010, 22:07:09 I guess it's 'just' changed meshes then? Can't really think of anything else (but I'm neither a dev nor a person experienced in modding so..) Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 21-07-2010, 22:07:18 The grass is less thick now and not so blocky. Title: Re: FH2 Modding Q&A Post by: elander on 24-07-2010, 15:07:55 My map crashes oddly with this error message :S Any Ideas? (http://s4.postimage.org/GhOBi.jpg) (http://www.postimage.org/image.php?v=aVGhOBi) Title: Re: FH2 Modding Q&A Post by: Stubbfan on 24-07-2010, 16:07:13 My map crashes oddly with this error message :S Any Ideas? (http://s4.postimage.org/GhOBi.jpg) (http://www.postimage.org/image.php?v=aVGhOBi) Looks like you're spawning in something called universalcarrier_spawn (spawnable uni-carrier?) but there's files missing for it. Title: Re: FH2 Modding Q&A Post by: elander on 24-07-2010, 20:07:15 My map crashes oddly with this error message :S Any Ideas? (http://s4.postimage.org/GhOBi.jpg) (http://www.postimage.org/image.php?v=aVGhOBi) Looks like you're spawning in something called universalcarrier_spawn (spawnable uni-carrier?) but there's files missing for it. Yeah but the spawnable universalcarrier is since long time gone! I've serched trough the map files and i cannot find any line of code with it :S Title: Re: FH2 Modding Q&A Post by: Stubbfan on 24-07-2010, 22:07:06 My map crashes oddly with this error message :S Any Ideas? (http://s4.postimage.org/GhOBi.jpg) (http://www.postimage.org/image.php?v=aVGhOBi) Looks like you're spawning in something called universalcarrier_spawn (spawnable uni-carrier?) but there's files missing for it. Yeah but the spawnable universalcarrier is since long time gone! I've serched trough the map files and i cannot find any line of code with it :S Well safe to say you didn't search good enough 8). That's the error message so the map is looking for that thing somewhere.. send me the files and i'll help you find it. Title: Re: FH2 Modding Q&A Post by: elander on 25-07-2010, 01:07:39 My map crashes oddly with this error message :S Any Ideas? (http://s4.postimage.org/GhOBi.jpg) (http://www.postimage.org/image.php?v=aVGhOBi) Looks like you're spawning in something called universalcarrier_spawn (spawnable uni-carrier?) but there's files missing for it. http://rapidshare.com/files/408872639/fht_monte_la_difensa.rar Yeah but the spawnable universalcarrier is since long time gone! I've serched trough the map files and i cannot find any line of code with it :S Well safe to say you didn't search good enough 8). That's the error message so the map is looking for that thing somewhere.. send me the files and i'll help you find it. Title: Re: FH2 Modding Q&A Post by: [130.Pz]S.Lainer on 25-07-2010, 07:07:00 Fail? Title: Re: FH2 Modding Q&A Post by: Stubbfan on 25-07-2010, 14:07:31 While you don't have the unicarrier in the unpacked files. You still have a reference of it in the server.zip, and the game will read the .zip files before the unpacked files so you need to remove server.zip and client.zip if you want to run the game with the unpacked files. This is it: rem [ObjectSpawnerTemplate: 64_east_allied_main_Armoured_Personel_Carrier_spawn] ObjectTemplate.create ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn ObjectTemplate.activeSafe ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn ObjectTemplate.modifiedByUser "HP_Ägaren" ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 2 universalcarrier_spawn Title: Re: FH2 Modding Q&A Post by: elander on 02-08-2010, 12:08:57 While you don't have the unicarrier in the unpacked files. You still have a reference of it in the server.zip, and the game will read the .zip files before the unpacked files so you need to remove server.zip and client.zip if you want to run the game with the unpacked files. This is it: rem [ObjectSpawnerTemplate: 64_east_allied_main_Armoured_Personel_Carrier_spawn] ObjectTemplate.create ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn ObjectTemplate.activeSafe ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn ObjectTemplate.modifiedByUser "HP_Ägaren" ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 2 universalcarrier_spawn Stubbfan You did download the rapidshare link right? Title: Re: FH2 Modding Q&A Post by: Stubbfan on 02-08-2010, 14:08:12 While you don't have the unicarrier in the unpacked files. You still have a reference of it in the server.zip, and the game will read the .zip files before the unpacked files so you need to remove server.zip and client.zip if you want to run the game with the unpacked files. This is it: rem [ObjectSpawnerTemplate: 64_east_allied_main_Armoured_Personel_Carrier_spawn] ObjectTemplate.create ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn ObjectTemplate.activeSafe ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn ObjectTemplate.modifiedByUser "HP_Ägaren" ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 2 universalcarrier_spawn Stubbfan You did download the rapidshare link right? Yep. Title: Re: FH2 Modding Q&A Post by: elander on 02-08-2010, 16:08:39 While you don't have the unicarrier in the unpacked files. You still have a reference of it in the server.zip, and the game will read the .zip files before the unpacked files so you need to remove server.zip and client.zip if you want to run the game with the unpacked files. This is it: rem [ObjectSpawnerTemplate: 64_east_allied_main_Armoured_Personel_Carrier_spawn] ObjectTemplate.create ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn ObjectTemplate.activeSafe ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn ObjectTemplate.modifiedByUser "HP_Ägaren" ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 2 universalcarrier_spawn Stubbfan You did download the rapidshare link right? Yep. Problem soulved - damn server.zip was left in the files :S Title: Re: FH2 Modding Q&A Post by: Stubbfan on 03-08-2010, 00:08:58 While you don't have the unicarrier in the unpacked files. You still have a reference of it in the server.zip, and the game will read the .zip files before the unpacked files so you need to remove server.zip and client.zip if you want to run the game with the unpacked files. This is it: rem [ObjectSpawnerTemplate: 64_east_allied_main_Armoured_Personel_Carrier_spawn] ObjectTemplate.create ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn ObjectTemplate.activeSafe ObjectSpawner 64_east_allied_main_Armoured_Personel_Carrier_spawn ObjectTemplate.modifiedByUser "HP_Ägaren" ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 2 universalcarrier_spawn Stubbfan You did download the rapidshare link right? Yep. Problem soulved - damn server.zip was left in the files :S Which is exactly what i said a couple of posts up over a week ago ;D Title: Re: FH2 Modding Q&A Post by: Ts4EVER on 03-08-2010, 13:08:32 Little Problem: I set low detail textures but they only show up in the editor, not ingame. Title: Re: FH2 Modding Q&A Post by: Knitschi on 08-08-2010, 18:08:31 I have just a short question: How can I set the editor to automatically load fh2 when started? Thx for answers. Title: Re: FH2 Modding Q&A Post by: fh_spitfire on 08-08-2010, 22:08:43 I have just a short question: How can I set the editor to automatically load fh2 when started? Thx for answers. Add Code: [Select] +loadMod "fh2" to the command line that starts the editor (shortcut). Title: Re: FH2 Modding Q&A Post by: Knitschi on 08-08-2010, 23:08:30 Thank you very much! :) Title: Re: FH2 Modding Q&A Post by: Zeno on 09-08-2010, 00:08:18 quick one: does the settings for players needed to cap flag work? or do it need extra coding? Title: Re: FH2 Modding Q&A Post by: kummitus on 09-08-2010, 01:08:23 afaik works as it is. Title: Re: FH2 Modding Q&A Post by: [ret]azreal on 09-08-2010, 04:08:21 yea, just set the number in the editor, but remember to place the correct flag sign so players know how many ppl are needed to cap it. Title: Re: FH2 Modding Q&A Post by: kummitus on 15-08-2010, 14:08:09 Anyone know where is hidden the file what is used when you press Save Layout from edit I think in editor with what you can save where tweaker and such boxes are placed. After I saved it editor crashes on start up and reinstalling editor and removing editor folder from bf2 folder doesn help :( Title: Re: FH2 Modding Q&A Post by: kummitus on 15-08-2010, 16:08:57 never mind. was just that I had removed some Asus Gfx monitoring software what made my gfx to stay in 2d mode before I restarted my pc Title: Re: FH2 Modding Q&A Post by: Weasel 102 on 30-08-2010, 21:08:59 I have just have a tad bit of a problem... I made a map in the editor, for both fh2 and bf2, I packed them and when I go to try to play them in game, they are not on the map list. Is it because I use Windows 7 or is just because I missed something. Help would be much appreciated, thanks. Title: Re: FH2 Modding Q&A Post by: Nissi on 01-10-2010, 11:10:00 I wanted to load the newest mapping data into the BF2 editor. Thus I have some questions about it: - latest version (0.1.237.0) --> Is this one still the newest to be compatible? - http://files.filefront.com/Battlefield+2+Light+Map+Samples/;3994655;/fileinfo.html -> Are this BF2 lightmaps up to date? - I found only an old version of the FH2 Samples. http://ifihada.com/~jbp/fh2pub/release-2.2/fh2-samples-1.5.841.zip -> Is there already a 2.3 download? - The FH2 spawner: http://files.filefront.com/fh2+spawnerszip/;9765828;/fileinfo.html -> Is there as well an update? Title: Re: FH2 Modding Q&A Post by: [ret]azreal on 01-10-2010, 16:10:41 -No, you want this version. http://www.filefront.com/5131567/BF-2-Map-Editor-v1.3/ -Yes -Not yet. -Yes, but I'm not sure where they are. Title: Re: FH2 Modding Q&A Post by: Nissi on 01-10-2010, 18:10:55 Thank you very much. So I will wait until its done. :) Could you maybe make a post with the corresponding links when they are available? This would be nice. Title: Re: FH2 Modding Q&A Post by: kummitus on 03-10-2010, 01:10:04 this is, afaik the latest sample, atleast its in 2.3 folder :D http://ifihada.com/~jbp/fh2pub/release-2.3/fh2-samples-1.8.885.zip Title: Re: FH2 Modding Q&A Post by: Nissi on 03-10-2010, 18:10:01 Thank you for the link :) Btw: is there still a working tutorial of fenring? All links seem to not work anymore and I wanted to read everything properly to avoid unnecessary questions. Title: Re: FH2 Modding Q&A Post by:pitfire on 04-10-2010, 17:10:01
I'm struggling with the same issue. I want to give a go with mapping, and mostly with the 2.3 version. So the link kummitus provided is the real stuff, right?
Title: Re: FH2 Modding Q&A
Post by: kummitus on 04-10-2010, 20:10:06
it's found in the same folder in ftp as the server files are so I would assume it's the right one.
Title: Re: FH2 Modding Q&A
Post by: Kwiot on 18-10-2010, 17:10:45
I would like to ask maybe obvious question, but - is it possible to convert maps from FH1 to FH2? At least geometry?
Title: Re: FH2 Modding Q&A
Post by: Fenring on 22-10-2010, 17:10:10
You can use the terrain, the heightmap, anything else is more or less unusable on bf2 engine without major reworking.

The terrain must be upscaled in photoshop since bf42 uses x4 scale and bf2 x2 scale.

512x4 = 2kmx2km in bf42
1024x2 = 2kmx2km in bf2
Title: Re: FH2 Modding Q&A
Post by: Nissi on 24-10-2010, 13:10:23
I'm just running around the tutorials and the bf editor... and I really appreciate it so far.  ;D

I found a link which might be useful for mappers. On the website you can find a maps of dozens of cities from WW2. This is very helpful to find correct names for flagpoints and the like... at least on the eastern front the maps are awesome.  ;)

Unfortunately there aren't battlemaps for several places, but if you need input for Kharkiv, Moscow and many others  you can find sometimes even daily maps.

http://wwii-photos-maps.com/
Title: Re: FH2 Modding Q&A
Post by: Nissi on 25-10-2010, 22:10:59
Hi guys

I'm slowly getting used to the editor and I like it. It's awesome how many online tutorials exist... but sometimes it's rather difficult to find the good ones out of it. Well I hope I can continue my learning sessions soon.  :D

I just have the following problem:
- when I open an existing FH2 map I can play static objects on the map
- when I create a own map I cant chose any static objects... so I checked whether I imported them. They are loaded and they seem to be unzipped in my folder: fh2_mapping.
- when I open an existing FH2 map I can't chose static objects from the new build I imported with the newest FH2 files. Are they somehow blocked?

Do I have to end one step to be able to place static objects?
I only ask because I can place bushes, trees and the like but got stuck with the buildings. I just wanted to try first the key elements of the editor before I like to spend more time with L3DT to explore some more lightmapping and texturing to get really startet. I managed to generate some basic terrain and gave it some still noobish colour. But as want to make sure that I installed everything correctly.

So far I see in my own level the following subunits of the objects tree:
- common
- dynamic objects
- effects
- kits
- soldiers
- vegitation
- water.

In my folder: fh2_mapping I have as well Roads, Weapons and vehicles.

Thank you very much for your help.
Title: Re: FH2 Modding Q&A
Post by: Godall on 26-10-2010, 00:10:43

Unfortunately there aren't battlemaps for several places, but if you need input for Kharkiv, Moscow and many others  you can find sometimes even daily maps.

http://wwii-photos-maps.com/
There I found my city - Orel. Good maps +1 ;D
Title: Re: FH2 Modding Q&A
Post by: Havick on 10-11-2010, 18:11:43
I have a quick question,  I have an M2a1 105 in a map, however spotting does not work so it is next to useless, is there something I am missing to make Arty spotting work?
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 11-11-2010, 10:11:20
I have a quick question,  I have an M2a1 105 in a map, however spotting does not work so it is next to useless, is there something I am missing to make Arty spotting work?
You probably broke python somehow. Check your mapdata.py
Title: Re: FH2 Modding Q&A
Post by: Havick on 11-11-2010, 18:11:30
Is there anything specifically I should be looking for?  as push and kitlimits are working
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 11-11-2010, 18:11:59
what is the exact name of object template of the howitzer you have on your map?

Also make sure that you're using binocs belonging to a proper team (for example, british binocs won't work for germans, and vice-versa).
Title: Re: FH2 Modding Q&A
Post by: Havick on 11-11-2010, 20:11:19
Thanks! fixed it.  was using the wrong gun with the wrong teams Binos
Title: Re: FH2 Modding Q&A
Post by: pheeph on 24-11-2010, 03:11:07
do I have to update my map for the latest version of FH2?
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 25-11-2010, 21:11:19
do I have to update my map for the latest version of FH2?

http://fhwiki.warumdarum.de/w/NCO_weapon_selection_system_on_a_custom_map

Can't remember any other big changes atm.
Title: Re: FH2 Modding Q&A
Post by: Kwiot on 03-12-2010, 09:12:01
I'm going to start mapping... Is anybody making or going to make a map based on Peiper's attack on Stoumont and Tagnon?

How accurate do maps have to be? I mean with terrain, buildings...

Edit:

I've seen some tournament maps which were simply converted from FH1... I asked about possiblity of converting and I got "yes" answer... But I don't remember why you don't do this...

Edit2:

Ok, I've started trying to make sth which we could call a map... But I have problem with bf2editor - when I choose FH2 mod (at the beginning), this error appears:

What should I do?

And what program do you prefer to make terrain? bfeditor? L3DT - i was trying with it but I have no idea how I can make "non-stairs" hill  ::)
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 07-12-2010, 01:12:25
Have you read/followed any of the mapping tutorials or did you just decided to click "FH2" when the editor starts up?
Title: Re: FH2 Modding Q&A
Post by: Kwiot on 07-12-2010, 19:12:41
Well, yes - I've read tutorial and there was written to choose bf2, but I didn't find it as sth necessity...  ::)

So, I should put "Objects" folder (which include FH2 files) into "...Battlefield 2/mods/bf2" directory?

And then copy my map folder into appropriate FH2 folder (in order to play this map in FH2)?
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 07-12-2010, 20:12:38
http://azreal64.com/fh2/fenring_tutorials.rar
Title: Re: FH2 Modding Q&A
Post by: Kwiot on 08-12-2010, 20:12:39
Ok, thx. I'm using it too.

From where can I get snow terrain textures? You don't include them in the files in the 1st post right?
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 08-12-2010, 20:12:05
What snow terrain textures?
Title: Re: FH2 Modding Q&A
Post by: Kwiot on 08-12-2010, 21:12:04
Well, I want snow on my nap, so I need snow texture - in bf2 editor there are grass, rock, desert textures, but no snow...

Edit: I mean color texture

Edit2: I see that I must use tpaint...
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 08-12-2010, 23:12:18
I honestly would recommend that you learn how to make a simple map for FH2 before trying to modify anything.
Title: Re: FH2 Modding Q&A
Post by: McCloskey on 31-01-2011, 16:01:29
Editing kitmeshes probably isn't that easy after all, am I right? (Thought I'd add a walkie talkie to scout kits - but having the model of radio positioned in the UW_kits seems not to be quite enough) :-X
Title: Re: FH2 Modding Q&A
Post by: kummitus on 02-02-2011, 13:02:48
What causes minimap to disappear after renaming the map?

Nvm, got it working with hazzling with gameplay area thingy
Title: Re: FH2 Modding Q&A
Post by: Zero on 03-02-2011, 12:02:41
Editing kitmeshes probably isn't that easy after all, am I right? (Thought I'd add a walkie talkie to scout kits - but having the model of radio positioned in the UW_kits seems not to be quite enough) :-X

if you're just adding a mesh to a kit all you need to do is add it to a special kit export 3ds max file to the proper kits and whatnot. rebuilding this file from from scratch on your own is really not plausible, so... may want get kneepads. :P also you would need to put it's texture/normalmap onto the existing kit texture. iirc bf2 gets really pissy if 2 different kit parts are on 2 different textures. i would target a coder as they would know the details better. i'm a bit of a "blbecek" with this stuff.
Title: Re: FH2 Modding Q&A
Post by: McCloskey on 03-02-2011, 15:02:13
well, I've already come to terms with this most likely not going to work out anyway (at least I discovered you have driver/tanker kitmeshes on top of the "classic" ones so that made my day - I could finally have SMG class with teh gogglez but with a different helmet skin than the engineer class :))

but...
i'm a bit of a "blbecek" with this stuff.

this made me go like "what the f..." :D heh
Title: Re: FH2 Modding Q&A
Post by: Kwiot on 06-02-2011, 11:02:54
What is low-res size & scale? It's when I create new terrain.
Title: Re: FH2 Modding Q&A
Post by: Fenring on 09-02-2011, 14:02:47
Its the size of the surrounding terrain (not playable). Use the default values or lowest possible size, raising the surr terrain scale can severly decrease performance.
Title: Re: FH2 Modding Q&A
Post by: Kwiot on 10-02-2011, 08:02:42
Ok, thx.
Title: Re: FH2 Modding Q&A
Post by: Nissi on 20-03-2011, 12:03:10
Hello

Last week I reinstalled the editor on my new computer and finally I got it starting. I've done some tutorials and a lot of wrap-up reading. Afterwards I made a little workplan, thought alot about gameplay and the basic layout while trying to not get stuck with that part. I'm currently working on the terrain & ground but I faced some problems with the texturing:

1) Is there a way to see which detail & color styles were used for the layers 1-6 in the texturing mode on an existing fh2 map?

While I got somewhat used to the editor I couldn't figure that out. I see of course the layers which I defined by myself but I wish to find out the following layers:

- PDH
- Port en Bessain

2) How intense should be texturing done? I noticed that I can paint the area quit differently with the same layer. The more paint I apply the darker it gets, but even with only I little portion of paint I see the texture from the near distance. Is there a optimum which will affect the ressource intensity or can I paint always to the maximum?

Thank you in advance. I really love to be able to work now with the editor as already the last time it was a great portion of fun for me. As it's now working without crahsing all 5minutes it's just wonderful.  :D :D
Title: Re: FH2 Modding Q&A
Post by: Wilhelm on 20-03-2011, 17:03:26
1) Is there a way to see which detail & color styles were used for the layers 1-6 in the texturing mode on an existing fh2 map?

While I got somewhat used to the editor I couldn't figure that out. I see of course the layers which I defined by myself but I wish to find out the following layers:

- PDH
- Port en Bessain

The detail and color styles can be found in the GroundProperties.con of the map: Here is the location of the file for pointe du hoc:

[...]\EA GAMES\Battlefield 2\mods\fh2\levels\pointe_du_hoc\server.zip\Editor\

Title: Re: FH2 Modding Q&A
Post by: Nissi on 20-03-2011, 19:03:42
Thank you very much. You helped me alot with that.  :)
Title: Re: FH2 Modding Q&A
Post by: Nissi on 29-03-2011, 22:03:29
Quote
[Geom] : tl: Error: StaticMesh village_house_014_des lod: 3 mat: 2 is a per-pixel material. Per-pixel materials are only allowed on lod 0 and lod 1.
To fix this, change material in maya, and re-import the fixed mesh in Bf2Editor.

Hi. When loading the map with the editor it tells me for various objects the above posted warning message. Can this lead to a future mapcrash while loading or is it a debug that can be ignored?

I can load the map in FH2 without any troubles or longer loadingperiod so this warning is confusing me quite a bit.

Sometimes it's pretty tough with that nasty editor but nonetheless it's still a great portion of fun.  :D
Title: Re: FH2 Modding Q&A
Post by: Natty on 30-03-2011, 08:03:31
ignore the asserts, they have nothing to do with your map.  8)
Title: Re: FH2 Modding Q&A
Post by: Nissi on 30-03-2011, 09:03:10
Thank you Natty!  :)
Title: Re: FH2 Modding Q&A
Post by: Kwiot on 31-03-2011, 18:03:56
Do you recommend shaping terrain in Bf2 editor or by some special programmes like Geocontrol 2 (I tried it and it seems that you can work with it easier and quicker, but still I need to find some tutorials, because its quite difficult at first look). Does anybody use Geocontrol 2?
Title: Re: FH2 Modding Q&A
Post by: Nissi on 31-03-2011, 19:03:04
Sorry to put a question after a question, but I have no clue about the previous one.
------

I found some nice tutorials on intersection- and roadbuilding (e.g. http://www.bfeditor.org/forums/index.php?s=65e1de89444f0fc5685276f9286bed92&showtopic=13847) but I have a specific prob with intersections in fh2.

a) what kind of intersections do you use? (I searched on the maps but couldn't define whether roadintersections where used or whether you just placed them tight together with real intersections=

b) how can you delete an intersection in the editor?
When I place one, it's not removable so I always reload my map.

Thank you for your help.  :)
Title: Re: FH2 Modding Q&A
Post by: Natty on 31-03-2011, 20:03:31
inersection was dice way of making roads blend together better, you dont need to use them. I dont know if we reskinned any intersections, but otherwise you need to do that or you get the white lines from gulf of oman on them, and we dont use white lines in FH2.

if you cant remove it. it's weird, because intersection are just normal statics.
Title: Re: FH2 Modding Q&A
Post by: Nissi on 31-03-2011, 22:03:29
Thank you once again. It's very helpful for me.  :)
Title: Re: FH2 Modding Q&A
Post by: McCloskey on 25-04-2011, 12:04:07
What exactly do I need to do to get custom voiceovers working? I have them in mp3s, tried to convert them to .ogg but that didn't work (it was just mute in game) so I packed the mp3s into the archive with the .ogg files and then changed the extensions in fh2sounds_spotted.con in common_server.zip but that didn't work either... Do I have to have the exact same format of the ogg file (like the original) for this to work?

and second: I don't like kit geometries (at least I think that's how you call the helmets, backpacks, belts etc. - the stuff that changes when you pick up a different kit) disappearing beyond mere 50 m so I thought I'd up the range which triggers these to fade (it just feels weird when you look through a scope at long range and you see soldiers without helmets and alike, sometimes you don't even have to look through a scope to notice it). Thought changing values of GeometryTemplate.setSubGeometryLodDistance 1 0 10 &
GeometryTemplate.setSubGeometryLodDistance 1 1 20 in tweak files such as uw_light_soldier.tweak, gw_heer_pionier.tweak etc. would do the trick - no luck though. Is there actually a way to change this?
Title: Re: FH2 Modding Q&A
Post by: kummitus on 25-04-2011, 13:04:44
You have used proper sound tools for it?

http://www.schoeldgen.de/bf1942/tools/Bf2%20Sound%20Tools.zip

there's a readme for how to
Title: Re: FH2 Modding Q&A
Post by: McCloskey on 25-04-2011, 14:04:23
Wow had no idea this existed :o Thanks!
Title: Re: FH2 Modding Q&A
Post by: Zeno on 28-04-2011, 21:04:25
Do you recommend shaping terrain in Bf2 editor or by some special programmes like Geocontrol 2 (I tried it and it seems that you can work with it easier and quicker, but still I need to find some tutorials, because its quite difficult at first look). Does anybody use Geocontrol 2?

i made a tutorial on Geocontrol 2 and real world DEM files, and then importing it to the editor:

http://www.realitymod.com/forum/f189-modding-tutorials/69889-tutorial-how-make-awsome-maps-dem-geo2-img-heavy.html
Title: Re: FH2 Modding Q&A
Post by: Nissi on 08-05-2011, 19:05:43
hey guys :-)

My question deals about the work with different layers within the bf2 editor.

The aim was to place all staticobjects in the default layer as I like to have them ingame for all different gamemodes which I like to implement. The gameplay objects (e.g. object spawners) would be placed on an additional layer (e.g. "Conquest_64").

My challenge is that whenever I create a new layer my editor gets very very slow. When I uncheck or delete the newly generated layer the problem disappears and I can continue to work.

What I noticed is that I cannot select the following properties when creating a layer. I can only assign a name but the other options are covered behind the grey fields which I can't open which a doubleclick.

That's the view I hope to get (it's from a tutorial I used to learn how to deal with the layers):
(http://img348.imageshack.us/img348/2149/untitled1xi6.jpg).

So:
- how can I add a layer to map which has already some objects on the default layer without having the performance problem?
- how can I get the right userinterface when adding an additional layer for the gameplay?

thank you very much.  :)
I hope to beeing able to solve this problem soon as all other gameplaywork is getting easier and easier for me and I soon like to get closer to my aim to build a nice gameplay map.  ;)

Title: Re: FH2 Modding Q&A
Post by: pheeph on 08-08-2011, 01:08:32
are there any ammo boxes for vehicles in FH2?
Title: Re: FH2 Modding Q&A
Post by: :| Hi on 08-08-2011, 05:08:00

There are ammunition kits that are used for mortars to resupply them that will also work for vehicles.

Ammunition/supply trucks and some carriers will supply ammo
Title: Re: FH2 Modding Q&A
Post by: pheeph on 21-08-2011, 20:08:39
do any of the US Airborne models have parachute capability?  I'm working on a map using those gliders and transport planes...
Title: Re: FH2 Modding Q&A
Post by: Eat Uranium on 21-08-2011, 20:08:48
do any of the US Airborne models have parachute capability?  I'm working on a map using those gliders and transport planes...
Parachutes are provided by the kit, not by the player model.
Title: Re: FH2 Modding Q&A
Post by: pheeph on 21-08-2011, 23:08:41
What kit is that?
Title: Re: FH2 Modding Q&A
Post by: Eat Uranium on 21-08-2011, 23:08:36
If you look in the US pilot kit, you will see that it has a parachute added in the section where the weapons are added.  I think that you can add parachutes (and other weapons) to kits that don't have them at map load.  Try looking at Crete (I think I remember seeing this map doing something similar).
Title: Re: FH2 Modding Q&A
Post by: pheeph on 22-08-2011, 03:08:40
ok I see those kits in a .tmp file in the Crete map... strange that the Init.con doesn't show the kits...
Title: Re: FH2 Modding Q&A
Post by: Natty on 22-08-2011, 09:08:30
crete has the kits in the gpo
Title: Re: FH2 Modding Q&A
Post by: psykfallet on 29-08-2011, 23:08:31
Is there any way to modify the color of undergrowth in the editor except the mostly useless terraincolorscale?
Title: Re: FH2 Modding Q&A
Post by: Natty on 30-08-2011, 01:08:07
UG takes color from the terrain Colormaps. The function you mentioned, sets a ratio on how much color they should take from the terrain, and how much should be from their own texture.

You can always just open the UG atlas.dds in PS and edit the colors there...
Title: Re: FH2 Modding Q&A
Post by: McCloskey on 01-10-2011, 15:10:30
VO flags: integer 0-3
0 - same team and only if close to listener
1 - both teams and only if close to listener
2 - same team and never over radio
3 - both teams and never over radio

this is what VoiceMessages.con says and also that I should only use 1 and 3 (rest is apparently useless). but what exactly is the difference between 1 and 3? what does each of them do? I'm confused as to me it seems they are basically the same :???:
Title: Re: FH2 Modding Q&A
Post by: LHeureux on 01-10-2011, 16:10:07
It's easy.

1 is the kind of radio message like "enemy unit spotted" that your team hear on the radio. The enemy can also hear it when close to you.

3 is things like "Charge!". Only people close to you hear it and it's not send through the radio so everyone on the team would hear it like "Enemy tank spotted" for exemple.
Title: Re: FH2 Modding Q&A
Post by: McCloskey on 01-10-2011, 16:10:01
thanks! what I am trying to achieve is to change most of the voice messages not to be radioed (Im using various voices from CoD2) but only to be transmitted by the playermodels in the 3D, in a specific range so only ppl around that player can hear it - so if I get it right I just change it to 3 right? altho I have this feeling that sometimes I heard stuff like Charge being shouted across half the map, what is the range on that?
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 01-10-2011, 17:10:16
thanks! what I am trying to achieve is to change most of the voice messages not to be radioed (Im using various voices from CoD2) but only to be transmitted by the playermodels in the 3D, in a specific range so only ppl around that player can hear it - so if I get it right I just change it to 3 right? altho I have this feeling that sometimes I heard stuff like Charge being shouted across half the map, what is the range on that?
It is because on bf1942 voices some are radioed and some are shouted. BF2 system works different and only uses sounds from that system. If you are in tank (not sure about other vehicles) your voice is heard by everyone, even if command is shouted like "charge", "repairs" etc (I mean without that radio-ish effect). Am I right?
Title: Re: FH2 Modding Q&A
Post by: McCloskey on 01-10-2011, 19:10:53
interesting.. I guess I'll just play with it and see how it works

also,
Quote
rem * Set radio message volumes.
gamelogic.messages.setVolumes 0.65 0.65
the second number is the volume of the non-radioed voice, right?
Title: Re: FH2 Modding Q&A
Post by: LHeureux on 01-10-2011, 22:10:57
It is because on bf1942 voices some are radioed and some are shouted. BF2 system works different and only uses sounds from that system. If you are in tank (not sure about other vehicles) your voice is heard by everyone, even if command is shouted like "charge", "repairs" etc (I mean without that radio-ish effect). Am I right?
No, in a tank/vehicle voice messages like "charge" are only heard around the tank, not across the map, but are indeed radio'ish. Maybe McCloskey is just fabulating or came across a bug  ;)
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 01-10-2011, 23:10:51
It is because on bf1942 voices some are radioed and some are shouted. BF2 system works different and only uses sounds from that system. If you are in tank (not sure about other vehicles) your voice is heard by everyone, even if command is shouted like "charge", "repairs" etc (I mean without that radio-ish effect). Am I right?
No, in a tank/vehicle voice messages like "charge" are only heard around the tank, not across the map, but are indeed radio'ish. Maybe McCloskey is just fabulating or came across a bug  ;)
No. From vehicles like tanks you can send voice messages to team (or maybe squad?). I'm sure because I can hear them on every map, every time and you can check on minimap that some commands were sent from tank on the other side of a map (flashing yellow icon) what is WEIRD and annoying. Radio messages which are shouted are "shouted" (no radio effect) and the "radio'ish" ones are the same  "radio'ish" ones when you're playing as infantry but then heard only nearby the person - it is the same comm-rose but no "radio" on infantry. If it is really a bug it's happen very often if not - whole system based on bf1942 voice overs is bugged and misleading.

have you ever played battlefield1942 / FH1?
Title: Re: FH2 Modding Q&A
Post by: McCloskey on 03-10-2011, 18:10:59
one more question, do enemies also hear the VO flag #3? I never heard enemy shouting things like Charge, Follow me etc. :-\

anyway I guess there isn't a way to make vehicles transmit only local and not across the whole map right? tried changing stuff in commorose settings (changing some commands to TCLocal) and it didn't work... :(
Title: Re: FH2 Modding Q&A
Post by: Hangman on 19-10-2011, 04:10:07
Does anybody know of a way to fix this when I am trying to edit my gameplay layers

(http://img181.imageshack.us/img181/6856/feilmeldingkc7.jpg)
Title: Re: FH2 Modding Q&A
Post by: Nissi on 19-10-2011, 20:10:58
This problem is probably due to the missing of the "Object Spawners" or a wrong installation path. I had the same and after a reunzip it worked.

http://fhpubforum.warumdarum.de/index.php?topic=1804.0

--> refer there to FH2 object spawners
Title: Re: FH2 Modding Q&A
Post by: psykfallet on 28-11-2011, 16:11:56
Is there  a program that can join together detail and color textures into single large files for easier (photoshop) editing, like a reverse t-split?
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 28-11-2011, 17:11:02
Google the BF2 mod tool kit.
Title: Re: FH2 Modding Q&A
Post by: Darman on 03-12-2011, 15:12:10
Hey people, I got a question about modding Bf2, especially a FH2 map WITHOUT using the editor.
I just downloaded the SP/Coop support for Vossenak and Hurtgen Forest. When I started playing Hurtgen Forest, I didn't like that all of the defensive positions are neutral from the beginning. So I went to the server.zip/gamemodes/gpm_coop/ folder and opened "Gameplayobjects.con". I edited the CP sections, adding "objecttemplate.team 1" instead of ".team 0". Worked. Then I fugured out that you can't spawn there! So all the defensive positions were without a bots that defend them, when they reached it, The US already took half the map, the first minutes were boring and when you die, you have to walk the whole way to the front from the base, because there are also no vehicles.
So to solve both this problems, I replaced the Gamplayobjects file from the gpm_coop/ folder with the one from gpm_cq, because I thought, there I got spawnpoints and vehicles. That was true, and it worked. In the beginning.

But when I as American now take, for example, the CP bridge - I can't spawn there like the the Germans could before and, now comes the best part: They still can as if the bridge was under their control! Thats very strange, because in MP, the CP system is working fine.
Also a problem is that Bots never use static machineguns or vehicles, but that's due to the navmesh, I think.

I tried everything I could, but neither changing the strange ".team -1" of some cps to "2" nor removing ".unabletochangeteam 1" had an effect.
So if thier's anything I can do to solve this problem, to spawnpoints be used by the faction that's owning the CP: Perhaps adding a specific line to the CP section of the gamplayobjectsfile or removing one - Please let me know.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 03-12-2011, 15:12:19
I think that is because the spawn points are controlled by the python file and the code is only set up for 64_cq. You have to change the mapdata.py file for that.
Title: Re: FH2 Modding Q&A
Post by: Darman on 03-12-2011, 15:12:31
Ok, can you give me a precise advice, what I should change in there?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 03-12-2011, 15:12:05
There is a line at the bottom saying

gpm_cq = {
64: push_64 + spawns_64 + kit_limits + linkCPs_64 + spawndelay_64 + bleed_64 + spawnerCondition_64,

}

You could try changing "gpm_cq" into whatever the name of that custom sp layer is you are using.
Title: Re: FH2 Modding Q&A
Post by: Darman on 03-12-2011, 15:12:43
I copied this part and changed it to gpm_coop... but unfortunatly it didn't work.
Title: Re: FH2 Modding Q&A
Post by: Darman on 03-12-2011, 16:12:12
WORKS! I now replaced the old one. The day is saved! THX a lot, mate
Title: Re: FH2 Modding Q&A
Post by: Darman on 08-12-2011, 17:12:44
I just wanted to open the map Battle of Brest in the editor to see which objects are used in there. So I extracted the zips(main fh2 and Brest level files) and launched the mod in the Editor. But when I now try to load the map (leveleditor->Load...) I get an error message and after that the editor "stops working", ->crash.

Whats going on? Anything I did wrong?
Title: Re: FH2 Modding Q&A
Post by: [ret]azreal on 08-12-2011, 18:12:23
what's the error message?
Title: Re: FH2 Modding Q&A
Post by: Darman on 08-12-2011, 18:12:41
Now it works. Must have done something wrong. But however - I just get black detail textures!? How can I fix it?
Title: Re: FH2 Modding Q&A
Post by: LHeureux on 08-12-2011, 19:12:49
Do a copy of the map and extract the client.zip and
server.zip in the copied folder.

You'll also need the "editor" files, so you can change the roads, groundstuff, etc.

I don't know where you could find them though.
Title: Re: FH2 Modding Q&A
Post by: psykfallet on 20-12-2011, 16:12:50
I'm having trouble with the mod toolkit. If i select fh2 as mod at startup it crashes. And If I change from Bf2 to fh2 it doesnt show any levels?

edit: looks like it works if I copy my level into bf2\levels  ::)
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 19-01-2012, 00:01:18
I'm getting some weird black lines whenever I run lightmaps on my map, has anyone had this problem before?

(http://img835.imageshack.us/img835/2093/lightmaps5.png) (http://imageshack.us/photo/my-images/835/lightmaps5.png/)

It only seems to happen when I do all the objects at once, running them one at a time comes out normal.
Title: Re: FH2 Modding Q&A
Post by: Natty on 19-01-2012, 08:01:00
yes happens some times.. especially on those NA statics.

Either try making lightmaps again, using the "resume" function, or as you said, select all broken ones and just lightmap "selected"
Title: Re: FH2 Modding Q&A
Post by: vandrewhun on 04-03-2012, 22:03:21
Can somebody help me?:D

I want to make a map(fh2), i have bf2editor, but there aren't any house, or tank, or other objects, what i have to do?
I have found a tutorial in the forum but the downloads aren't available yet.
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 05-03-2012, 10:03:35
http://forgottenhope.warumdarum.de/tutorials/
Title: Re: FH2 Modding Q&A
Post by: vandrewhun on 06-03-2012, 17:03:40
thx, but the links for samples aren't good--->404 forbidden
Title: Re: FH2 Modding Q&A
Post by: kummitus on 07-03-2012, 00:03:53
That tutorial is like god knows how old so the dl links are wrong

http://fhpubforum.warumdarum.de/index.php?topic=1804.0

There you find up to date links.
Title: Re: FH2 Modding Q&A
Post by: vandrewhun on 07-03-2012, 15:03:02
thx:D
Title: Re: FH2 Modding Q&A
Post by: ballard44 on 03-05-2012, 08:05:32
I've ran into a weird one.
I'm editing a map for COOP play and everything plays fine, but objects are respawning faster than I've set them to respawn.
I've set them to...
Quote
ObjectTemplate.minSpawnDelay 9999
ObjectTemplate.maxSpawnDelay 9999
...so once destroyed they would be out indefinitely.
But in timing them, they are respawning in about 5 to 6 minutes.

I've also tried setting them to 1200, 1800, etc and the same thing happens.
And PCOs with lower respawn times are fine.

I've edited numerous other GPOs in other mods and never had an issue.
Is there something else (Python or another file, maybe?) that controls this in FH2?

Title: Re: FH2 Modding Q&A
Post by: mopskind on 12-05-2012, 12:05:46
Quick question, does BF2 engine support two side textured faces/polygons?ß
Title: Re: FH2 Modding Q&A
Post by: mopskind on 12-05-2012, 17:05:52
*shameless bump*
Title: Re: FH2 Modding Q&A
Post by: psykfallet on 21-05-2012, 19:05:14
Can someone point me where I can find real world height data (strm hgt files) for north europe
nvm found it again

BFEWAW Y U CHANGE FORUM ADRESS ALL TIME?
Title: Re: FH2 Modding Q&A
Post by: Michael Z Freeman on 28-05-2012, 19:05:53
Does anyone have a copy of "bf2_gui_debugging.zip", if this is still the way to debug Python ?

This was referenced on the Battlefield Technical Wiki  (http://web.archive.org/web/20101108025041/http://bf2tech.org/index.php/Debugging)...

Quote
The New Method: Simple and good method for bf2 python debugging is the gui debugger. Especially if you start the bf2.exe in window mode (for error popups) cause with the gui debugger you debug live. Simply download the file (3kb) and copy the included files to your Battlefield 2 Installfolder\python\bf2\ and overwrite the existing __init__.py (a backup is also included in the download). http://rapidshare.com/files/277404959/bf2_gui_debugging.zip
Title: Re: FH2 Modding Q&A
Post by: psykfallet on 13-08-2012, 12:08:56
anyone else get this message everytime you load up the editor? any way to get rid of it?
Title: Re: FH2 Modding Q&A
Post by: 9.Pz-Div. Günther on 16-08-2012, 00:08:51
Hi all, can anyone tell me where I can find the engine sounds of the tanks in FH2? In which file they are located? I can't find them anywhere.

Title: Re: FH2 Modding Q&A
Post by: psykfallet on 17-08-2012, 23:08:24
objects_vehicles_client.zip/vehicles/land/common/sound
Title: Re: FH2 Modding Q&A
Post by: Lupin on 23-08-2012, 22:08:31
Anyone know where the spotlight_pr projectile files are at? I've looked in all of the usual places, and even some unusual ones, but haven't found a single reference to it outside of the spotlights vehicle file.
Title: Re: FH2 Modding Q&A
Post by: McCloskey on 29-08-2012, 00:08:13
GUYS, is there any way to have different 3p animations for lower body with different weapons? I just realized it might actually prevent me from doing the pistol animation the way I want it to be.
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 29-08-2012, 12:08:05
Anyone know where the spotlight_pr projectile files are at? I've looked in all of the usual places, and even some unusual ones, but haven't found a single reference to it outside of the spotlights vehicle file.

Code: [Select]
fh2/Objects/Weapons/Emplaced/common/Spotlight/spotlight.tweak:184:ObjectTemplate.create GenericProjectile spotlight_pr
If you mean the effect settings:
Code: [Select]
fh2/Objects/Effects/weapons/muzzleflashes/emitters/e_spotlight/e_spotlight_pr.tweak
Title: Re: FH2 Modding Q&A
Post by: Lupin on 30-08-2012, 01:08:52
Anyone know where the spotlight_pr projectile files are at? I've looked in all of the usual places, and even some unusual ones, but haven't found a single reference to it outside of the spotlights vehicle file.

Code: [Select]
fh2/Objects/Weapons/Emplaced/common/Spotlight/spotlight.tweak:184:ObjectTemplate.create GenericProjectile spotlight_pr
If you mean the effect settings:
Code: [Select]
fh2/Objects/Effects/weapons/muzzleflashes/emitters/e_spotlight/e_spotlight_pr.tweak

Thanks! I'll try the effect settings out later.
Title: Re: FH2 Modding Q&A
Post by: Lt.Dan on 08-09-2012, 06:09:19
Created and saved a new blank map for test purposes, (still trying to learn heightmaps and terrain). Just simply opened, named and saved a new level.  It can be found in the editor by going to "load" BUT...the problem is that there is no folder created in fh2\mods\levels.  ??? I reinstalled everything from scratch thinking this would solve the problem but it didn't.  There should be a folder in the fh2\mods\levels directory for any new map that is saved right?
BTW, I was trying to follow Fenring's Heightmap Tutorial  http://forgottenhope.warumdarum.de/tutorials/worldmachine.php
Title: Re: FH2 Modding Q&A
Post by: psykfallet on 08-09-2012, 12:09:51
it doesnt make any sense.. do you see the other fhmaps in the load menu?
Title: Re: FH2 Modding Q&A
Post by: Lt.Dan on 08-09-2012, 21:09:43
Yes.
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 08-09-2012, 23:09:45
Maybe try going into control panel and turning on view hidden files/folders?

I have no idea why it would be hidden but it should be saving the map folder to there. Otherwise you could try creating a new map with a crazy name and then searching your computer for that name.
Title: Re: FH2 Modding Q&A
Post by: [130.Pz]S.Lainer on 09-09-2012, 04:09:38
Maybe just a typo but you said it twice....fh2/mods/levels?

C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\fh2\levels
That should be where the party is at...Unless you fucked up...Check the "C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\bf2\Levels" directory for the hell of it.

Title: Re: FH2 Modding Q&A
Post by: Lt.Dan on 09-09-2012, 05:09:26
My bad, C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\fh2\levels is what I meant.  But yeah...still no party  :'(
Title: Re: FH2 Modding Q&A
Post by: psykfallet on 09-09-2012, 15:09:06
just do a search for your level name in explorer
Title: Re: FH2 Modding Q&A
Post by: Lt.Dan on 10-09-2012, 21:09:37
I tried that and was able to see the path to the levels I created but I get this:
Title: Re: FH2 Modding Q&A
Post by: Lt.Dan on 11-09-2012, 17:09:47
Think I fixed it...kind of.  I right clicked on the BF2editor in the Battlefield 2 folder > Run as admin (it ran bf2editor as if it was the first time) > created a new map "test_map", saved and exited.  "test_map" showed up in the mods\fh2\levels folder this time.

Still don't know why I got the "Location is unavailable error" but that error is not exclusive to BF2 as it is a common windows error.  Hopefully I can get on w/ this now  8)
Title: Re: FH2 Modding Q&A
Post by: psykfallet on 11-09-2012, 21:09:47
Yep ok, I was just about to say that perhaps it had to do with some priviliges thing, that it's disabled for your account level, if your default account isn't admin that is.
Title: Re: FH2 Modding Q&A
Post by: Lt.Dan on 12-09-2012, 21:09:09
After photoshoping the DEM file and opening it in to bf2editor, I get squished together spikey terrain in one corner of the map instead of it spreading out naturally across the map.  The file looked good and natural in L3DT though...
Title: Re: FH2 Modding Q&A
Post by: Lt.Dan on 15-09-2012, 22:09:04
So I resized my terrain file in L3DT to 1025 and exported as .raw, got it into the editor and its not all spikey anymore.  However, I still need to get it to spread out more to take up more of the map.  I havn't tried the different scale settings when creating a new map. Is this a scaling issue?
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 15-09-2012, 22:09:07
I have a question for the devs and amateur modders; is vehicle-skinning hard? (If not, I'll try it out.  :) )
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 16-09-2012, 22:09:32
I have a question for the devs and amateur modders; is vehicle-skinning hard? (If not, I'll try it out.  :) )
Depends on what is "hard" for you... Some have the skill for it, some don't, some love it, some hate. It is really hard to tell.
Title: Re: FH2 Modding Q&A
Post by: Darman on 08-12-2012, 12:12:10
NOTE: same is posted in FH2.45 Mapping files [Files] thread but I found out it would fit better here. Sorry for thread crossing double post.

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.
Title: Re: FH2 Modding Q&A
Post by: radiosmersh on 08-12-2012, 19:12:55
Which you tried to fix? Tournament or ordinary ones? Look here:http://fhpubforum.warumdarum.de/index.php?topic=18066.0 (http://fhpubforum.warumdarum.de/index.php?topic=18066.0). I have repacked pretty a lot of maps.
Title: Re: FH2 Modding Q&A
Post by: Darman on 09-12-2012, 12:12:59
The point is that Ive got a lot of maps I customized myself (classes to choose, capturable cps, which cp is hold by which faction, vehicle spawns, weapon kit spawns etc) for coop (Bot support!)experience with my friends. But since 2.45 they wont work anymore as there are no classes to choose in the spawn screen and the game will crash when I try to spawn.

So I'd like to know how to fix this. I did some research by comparing the maps with 2.45 examples but I cant find the clue. Could one give me a hand on this?
Title: Re: FH2 Modding Q&A
Post by: Darman on 13-12-2012, 20:12:53
Whats up people I know there is a way to do this so please share it with me!
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 13-12-2012, 20:12:39
http://fhpubforum.warumdarum.de/index.php?topic=1804.0

2.45 requires use of fh2 packing scripts for the kits.
Title: Re: FH2 Modding Q&A
Post by: Darman on 14-12-2012, 15:12:39
Thats exactly what I do.

For example I choose the custom map "bloody_gulch", unpack the server.zip and client.zip and delete them. Now all the unpacked stuff lies in front of me. I update the init.con and replace old classnames by new ones, here taken from "st_lo_breakthrough/server.zip/init.con".
Next I move all the map packing scripts to mods/fh2 and run "pack-map.py".
cmd opens up and asks me the maps name. I type bloody_gulch and hit enter.
After a short while its done and there are new server.zip and client.zip files.
I run fh2, launch the map in coop, it is loading, I hit join the game and voila - there are still no soldier classes to choose from. I try to spawn and the game crashes.

What did I do wrong?
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 14-12-2012, 19:12:49
Make sure there is a tmp.con file within the unpacked map. There are lines of code that are produced in that file for the kits after packing the map. Hopefully that will help.
Title: Re: FH2 Modding Q&A
Post by: Darman on 14-12-2012, 22:12:11
Thats it! tmp.con did it. Thanks a lot man you really made my day.
Title: Re: FH2 Modding Q&A
Post by: Lupin on 25-12-2012, 12:12:20
I'm getting a CTD when I team lock trucks/civ trucks because the enemy bots still try to enter them.

I've checked the vehicle files, and ai files, but haven't found anything related to vehicle locking. Is there any way to make trucks (civ truck in particular) properly team locked?
Title: Re: FH2 Modding Q&A
Post by: |7th|Nighthawk on 25-12-2012, 19:12:40
Do you mean Zombies trying to steal your tank? ^^
Title: Re: FH2 Modding Q&A
Post by: Lupin on 26-12-2012, 01:12:45
Do you mean Zombies trying to steal your tank? ^^

The code works fine for tanks, it's just civ trucks, jeeps, and other things that aren't normally locked that cause the crash.

Edit:

Nevermind, trying out the "ObjectTemplate.dontClearTeamOnExit 1" code now.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 31-12-2012, 18:12:32
Is it possible to do something like this in the BF2 engine?

(http://olive-drab.com/images/id_hmmwv_trax_700.jpg)
Title: Re: FH2 Modding Q&A
Post by: |7th|Nighthawk on 02-01-2013, 11:01:28
Why shouldn't it?
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 02-01-2013, 11:01:51
Why shouldn't it?

Well, there is an Arctic Warfare mod which was planning to have these, but they gave up because the lead developer told me it cant be done. I'm looking for a proof to tell that guy that it can be done and should be because it looks fucking awesome!
Title: Re: FH2 Modding Q&A
Post by: |7th|Nighthawk on 02-01-2013, 11:01:08
Well, I am not a modder but the M3A1 or the Hanomag have tracks and wheels. Why shouldn't it be possible to make tracks at the front too?
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 13-01-2013, 20:01:31
Is it possible to convert things from BF1942 engine to BF2?
Title: Re: FH2 Modding Q&A
Post by: Korsakov829 on 13-01-2013, 21:01:43
From what I understand its not very straight forward and not everything can be coverted. But it can be done.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 13-01-2013, 21:01:45
For example, a vehicle or a static can be done?
Title: Re: FH2 Modding Q&A
Post by: Korsakov829 on 13-01-2013, 21:01:43
Right, but the individual parts would have to be extracted, depending on what it is file types may need changed and so on. But I've no idea for certain.
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 13-01-2013, 21:01:04
Is it possible to convert things from BF1942 engine to BF2?
It is but afaik in most cases it is easier to make models from scratch than import them.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 07-02-2013, 20:02:19
Does BF2 engine limit maximum tracks of a vehicle to 2?
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 17-02-2013, 20:02:41
Hi! How can I move camera more precisely in the editor? And also I'm looking for dark-brown color texture, like it was used on Hurtgen Forest map. Can you tell me the name of it? Because I can't find it in the editor...
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 25-02-2013, 12:02:01
Hi! How can I move camera more precisely in the editor? And also I'm looking for dark-brown color texture, like it was used on Hurtgen Forest map. Can you tell me the name of it? Because I can't find it in the editor...
Mouse scrollwheel lets you adjust the camera speed in editor.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 27-02-2013, 19:02:02
Question: What programs are needed for texturing? Photoshop?
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 28-02-2013, 00:02:39
Bf MeshView is a big help and you do need Nvidia's .dds converter.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 28-02-2013, 09:02:26
Hi! How can I move camera more precisely in the editor? And also I'm looking for dark-brown color texture, like it was used on Hurtgen Forest map. Can you tell me the name of it? Because I can't find it in the editor...
Mouse scrollwheel lets you adjust the camera speed in editor.

Ok, I got it! Thx!
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 08-03-2013, 12:03:44
Can sb explain me why some objects I can move very precisely and some not? For example: I'm making railroad and some of the tracks I can move really precisely that I connect them with ease, but most of them I have to connect by manually setting coordinates...
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 08-03-2013, 15:03:17
Select object- hold shift - use arrow keys
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 10-03-2013, 21:03:50
Thank you very much! ;)
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 18-03-2013, 18:03:18
I would like to ask about any possible tutorial how to build open watermill from all its parts. These parts are in the editor, but apart mill they are not moving. So, can you tell me how to match them and force them moving?
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 19-03-2013, 18:03:13
In which directory can I find FH2 map ambient sounds?
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 19-03-2013, 21:03:17
...\Battlefield 2\mods\fh2\common\Sound\LevelAmbients
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 19-03-2013, 21:03:30
Thanks  :)
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 24-03-2013, 13:03:38
How can I change a weapon's rate-of-fire? Or is it too complicated for a new-starter like me?
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 24-03-2013, 20:03:37
Should be just select the weapons tweak file that you want to edit, uncheck read only, open with notepad and change the RPM. Hit Ctrl F and look for ObjectTemplate.fire.roundsPerMinute
Title: Re: FH2 Modding Q&A
Post by: valleyman on 26-03-2013, 04:03:37
Is anyone out there in the community mapping/modding for FH on maybe a daily basis?  I think it would be kind of nice to exchange advice, offer constructive criticism, or just discuss our current projects.  MSN messenger could be an option, or even steam.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 26-03-2013, 12:03:31
If you are a (beginner) mapper and you want to have your maps played, join Forgotten Honor mapping team ;)

I have problems with layers. I created a gameplay layer for 64. However, I don't know why, when I copy and paste non-gameplay objects, they are being added to gameplay layer... When, locked this layer, it didn't want to copy them... Is it a problem if some non-gameplay objects will be in gameplay layer? How can I fix this?

Another thing, I know how to add pickup kits, but don't know why they don't appear in the editor (they are in game), I remember that it was possible in the past... what should I do, is it still possible?
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 26-03-2013, 17:03:38
Go down your resources bar till you find the layer you made, find all the static objects you placed and in the tweak bar set them to layer 1 and save.

To prevent this go to your editor bar (should be far right vertical) and scroll down to you see the "layers" tab. Open it and un-check the layer, and click on layer 1 so it is both highlighted and checked. You will need to do this every time you open the editor.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 26-03-2013, 17:03:39
Ah, I see... So, having unchecked gameplay layer will prevent this... Quite easy solution, don't know why I didn't manage to find it earlier. Anyway, thank for the tip!

However, is it possible to add objects from gameplay to default in a quicker way? Because now I have plenty of statics there and it would take hours to do it... Maybe somehow outside the editor in the .con files?
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 26-03-2013, 17:03:32
Try clicking on the top one, and scrolling down to the last one, hold shift and left click on the last one, then select layer one, see if that works.

If that doesn't work open your staticobjects.con in notepad. go to "Edit" "Replace" "Find what?" (Object.layer 2) "Replace with?" (Object.layer 1)

*No parentheses

Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 26-03-2013, 18:03:43
Thank you very much! The first way worked!
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 28-03-2013, 14:03:28
how can I assign a spawnpoint to a specific team? Is this "Group" setting?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 28-03-2013, 14:03:41
how can I assign a spawnpoint to a specific team? Is this "Group" setting?

mapdata.py

You need to use the teamSP function.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 28-03-2013, 15:03:43
Ok, thanks!
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 31-03-2013, 21:03:48
There was a '70's police car made for BF2.... Does anyone know the maker of it and also whre can I contact him?

EDIT:

This one:

Title: Re: FH2 Modding Q&A
Post by: ksl94 on 02-04-2013, 11:04:43
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 02-04-2013, 12:04:12
Its really cool, and I found the maker (imcheeseontoast from BigKidCreations) and he gave me and my friends the permission to use it.  8)
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 03-04-2013, 18:04:32
I've already asked about it but there was no response... So, I ask again - why can't I see pickup kits in the editor? I can see them in game, but not in the editor. I remember it was possible with the previous mapping files... Maybe should I enable something? Any ideas, solutions?
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 03-04-2013, 19:04:22
In which directory can I find the FH2 menu video?
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 03-04-2013, 19:04:59
Movies folder?
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 03-04-2013, 20:04:46
Found it! Thanks!  :D
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 05-04-2013, 18:04:19
Ok, I have a few questions:

What is the directory for these objects:
(http://img404.imageshack.us/img404/3984/welln.png)
(http://img607.imageshack.us/img607/442/fountaine.png)

And how did you manage to make this trenches white?
(http://img850.imageshack.us/img850/6320/trenches.png)
Because I have similar problem with mine - only i need brown texture, not white...
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 05-04-2013, 18:04:49
Custom texture suffix. Use the PdH one for muddy trenches.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 05-04-2013, 19:04:10
How can I apply this? Or is there PDH trenches somewhere?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 05-04-2013, 19:04:17
In the init.con:

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix "PDH"
else
texturemanager.customTextureSuffix "PDH"
endIf
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 05-04-2013, 19:04:07
Ok, thanks, I'll check this later!
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 06-04-2013, 11:04:03
Ok, thanks - it works!

Another issue - I want to use these Waffen uniforms from Meuse River map, however each soldier there has white coat or trousers. I want to match non-white trousers whith not white coats - can I do this in some way or do I need any special software to do this?
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 08-04-2013, 21:04:38
Is such situation possible:make 1 given flag after being cap by given team will lead to immediate bleed (like after capping all flags on Hurtgen or Ramelle) and victory by this given team? It's really important for me, because I don't know if I should make Targnon (the flag where all main US assets spawn) uncap or not.
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 10-04-2013, 16:04:26
I've already asked about it but there was no response... So, I ask again - why can't I see pickup kits in the editor? I can see them in game, but not in the editor. I remember it was possible with the previous mapping files... Maybe should I enable something? Any ideas, solutions?
1) Get this con file: http://fhdev.dyndns.org/~spitfire/fh2pub/2.45/include-kits.con

2) Save it in mods/fh2 dir.

3) In editor, go to Mod manager -> mod content and add this file to "add specific files to load" list

4) Click apply, OK, and now kits should be back in the editor.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 10-04-2013, 23:04:37
Thank you very much!  ;)
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 12-04-2013, 13:04:28
I have a problem with moving objects smoothly. I know that launching each time Photoshop fix this, but what if I dont have it?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 12-04-2013, 14:04:53
Try launching Gimp, it's free.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 12-04-2013, 14:04:04
Ok, thanks!
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 12-04-2013, 14:04:35
That was a joke, I don't think it works. However, you will need a photo manipulation program for mapping.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 12-04-2013, 15:04:36
But can you explain me how does it really work? When launching Photoshop they are being open some files or what?
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 13-04-2013, 11:04:46
I also don't understand why I need to launch other programs in order to use BF2editor in a normal way. I thought there should be possibility to use BF2editor as independent program without neccesary launching other programs...
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 13-04-2013, 11:04:35
have you heard about bugs? not only FH2 has them.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 13-04-2013, 11:04:26
So, it seems that EA developers don't care about fixing them...  ::)
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 15-04-2013, 00:04:29
I keep getting these jagged black areas when I try to paint textures. Does anyone recognize this problem?

(http://img541.imageshack.us/img541/6507/textureerror.png)
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 15-04-2013, 00:04:41
that happens to me when detail textures meet after running the terrain lightmaps. i simply use a small brush size for painting the detail texture and apply until that is removed.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 15-04-2013, 01:04:36
Ignore it, it only happens when you apply lightmaps that dont have the highest quality setting.
Title: Re: FH2 Modding Q&A
Post by: Clay_Tank on 15-04-2013, 20:04:05
I'm currently having problems with the FH2 map packing tool. I've already posted my question on the sub forum here but couldn't get any help until now - maybe someone here has an idea?

(http://i.imgur.com/mREdRGQ.jpg) (http://imgur.com/mREdRGQ)
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 16-04-2013, 16:04:35
how can I edit the mag size of a weapon? For example I would like to code a 20 round magazine to have 30.
Title: Re: FH2 Modding Q&A
Post by: kummitus on 16-04-2013, 16:04:09
Tweak file

Quote
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 2
ObjectTemplate.ammo.nrOfMags 8
ObjectTemplate.ammo.magSize 20

Quote
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 2
ObjectTemplate.ammo.nrOfMags 6
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 16-04-2013, 16:04:27
thanks dude  :D
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 16-04-2013, 17:04:08
Second question:

How to change the places of a vehicle on a map? For example, I want to change a opel blitz to spawn in the place of a tiger? Which code should I edit?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 16-04-2013, 18:04:13
gameplay-objects.con
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 17-04-2013, 17:04:01
How to teamlock a vehicle?
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 17-04-2013, 19:04:26
.....and where can I find the commorose sounds?
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 17-04-2013, 19:04:43
http://www.bfeditor.org/forums/index.php?s=3dcaf0485cbeecc1e47a0eb7fbe02e90&act=idx

tons of info and tutorials for bf2 here  :P
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 17-04-2013, 20:04:05
Thank you  :)
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 18-04-2013, 20:04:44
I'd like to change the animations for a weapon. For example, what do I do if I want to give the FH2 MP40 animations to the BGF MP40?
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 21-04-2013, 16:04:04
Ok, this might be a little har but I'll try anyways.

I'd like to make one map have one weapon and another map another weapon but for the same kit.

For example, I'd like to make the Sidi rezegh MG kit the MF34 and the el alamein MG kit the MG42. What do I do?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 21-04-2013, 16:04:44
You can set the kits in the init.con, but you will have to run the mappacking script.
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 23-04-2013, 17:04:28
I have been trying to expand my noobness in modding, but how do you start FH2 as the "my FH2" (not the original one)?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 23-04-2013, 18:04:04
rename the folder for your FH2 to "FH2"
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 24-04-2013, 15:04:01
how can I increase the damage of a weapon?
Title: Re: FH2 Modding Q&A
Post by: Mayhemic.MAD on 24-04-2013, 17:04:58
Theory:
BF2 sort of mixes weapon and projectiles. eg, the same projectile, but different barrels lengths = multiple projectiles in BF2.

A projectile has a certain material set and defines a damage and explosion damage value.
The real damage you get by hitting various things with this projectile can then be calculated by multiplying the damage factor of source vs target material (can be found in fh2/common/material/materialManagerSettings.con) with the damage set for the projectile.

There is a section in the Editor to manage the source:target material damage factor table.

Since I wasnt happy with the info from the editor, I wrote a tool once to examine those tables based on a chosen projectile, so you can compare the real damages against all target materials for one projectile.
It also can produce charts and you can compare different projectiles easily.
http://forgottenhope.warumdarum.de/bf2tools/MaterialManagerV2.zip (.net 4 framework required)

You can find most projectile definitions in:  objects\weapons\projectiles\  .. tank guns are in the vehicleguns subfolder.
Option A is to change a projectiles damage, that will change all vehicles using that projectile.
Option B is to copy a existing projectile, change name and damage. Then make your vehicle use that new projectile. All other things will remain unchanged.

Well, the topic is kind of confusing. Also I am at work and can´t verify this any deeper now, I hope I did not spread any wrong infos.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 24-04-2013, 17:04:19
Well, I was talking about small arms. Im trying to modify EnemySniper's SKS play4free connversion  :D
Title: Re: FH2 Modding Q&A
Post by: Mayhemic.MAD on 24-04-2013, 19:04:41
Well, Handguns work the same way vehicles do.
You have the .tweak files of the guns in fh2\Objects\Weapons\Handheld using the projectiles from fh2\Objects\Weapons\Projectiles\Handweapons\Handweapons.tweak.
Not sure now, but I think my tool is listing only the projectiles used in objects\vehicles, so it might not work for handguns..
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 24-04-2013, 19:04:47
Thanks anyways.   :D
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 28-04-2013, 22:04:23
What program do you use to make maps or edit? :D
I tried "BF2 Editor", but it said>
Which is this just plain rubbish

(http://imageshack.us/a/img832/9047/sdfot.jpg)
Title: Re: FH2 Modding Q&A
Post by: Korsakov829 on 28-04-2013, 23:04:57
I think you need DX 9, anything higher won't work.
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 28-04-2013, 23:04:04
i had the same problem with windows 8

-right click on the bfeditor desktop icon
-go to properties
-click on the compatibility tab
-check the empty box "run this program in compatiblity for:"
-change to windows xp(service pack 3)
-then apply

Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 29-04-2013, 01:04:34
Thanks Outlaw, does this look like its good to go? :D (all that error stuff led me to think its not working) ;)

(http://imageshack.us/a/img9/8018/17956171.jpg)
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 29-04-2013, 01:04:10
yep, ive always just ignored all the error context in that window.

merry mapping  ;)
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 29-04-2013, 01:04:00
I hope this is the last problem ;D

When i loaded a map from the file i got this> ???
(http://imageshack.us/a/img51/6813/235235h.jpg)
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 29-04-2013, 01:04:22
make sure to unpack all files from the client.zip and server.zip per map, if so already, then you are missing the init.con file which is located in the server.zip of packed maps.
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 29-04-2013, 01:04:44
Well...i am such a noob at this, is there some tutorials? ;D
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 29-04-2013, 01:04:32
we all started as noobs at some point   :)

http://www.bfeditor.org/forums/index.php?showforum=17

http://www.bfeditor.org/forums/index.php?s=3dcaf0485cbeecc1e47a0eb7fbe02e90&act=idx

need to create a forum account to view the last link, good infos on both forums

Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 29-04-2013, 02:04:11
Thank you :)
I'll try to use those tips. 8)
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 29-04-2013, 16:04:11
Well...i am such a noob at this, is there some tutorials? ;D
http://forgottenhope.warumdarum.de/tutorials/

You need a bit more then this to deploy a custom map ( http://fhpubforum.warumdarum.de/index.php?topic=1804.msg261225#msg261225 ), but those are the basics.
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 29-04-2013, 18:04:11
Ok ok...i did download that mapppacking script (including python) a week ago or so.

All I really need to know is that how to put the init.con in the maps/levels folder correctly.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 29-04-2013, 21:04:06
If you want to start a new map from scratch, simply copy init.con from existing map!  ;)
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 29-04-2013, 21:04:44
Ok ok...i did download that mapppacking script (including python) a week ago or so. :D

All I really need to know is that how to put the init.con in the maps/levels folder correctly.

The init.con is created automatically by the editor...
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 29-04-2013, 23:04:03
Ok ok...i did download that mapppacking script (including python) a week ago or so. :D

All I really need to know is that how to put the init.con in the maps/levels folder correctly.

The init.con is created automatically by the editor...

Well, I had to copy from other map, or maybe I'm misleading it with another con file.... But I'm 90% sure...
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 29-04-2013, 23:04:58
I keep getting the same problem in post #501. :-\
I did extract the zipped files, if there is something obvious...well.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 30-04-2013, 00:04:51
Ah, now I noticed that you want to use already existing map... Can you make a screenshot of your map folder?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 30-04-2013, 00:04:29
Right now i am just getting a feel for it.

If you have any pointers or tips to make these work on the BF2 Editor let me know!

This is the FH2Z folder
(http://imageshack.us/a/img109/695/45497546.jpg)

And...the map/level folder
(http://imageshack.us/a/img5/2136/23631261.jpg)
Title: Re: FH2 Modding Q&A
Post by: gavrant on 30-04-2013, 01:04:17
Roughbeak, first of all, you should unpack .zips in the root of  the mods\FH2Z (modding) folder (the first screenshot). The tutorial how to do that properly:
http://forgottenhope.warumdarum.de/tutorials/

Secondly, to open, for example, Anctoville in the editor, unpack every .zip in the mods\FH2Z (modding)\levels\anctoville_1944 folder straight to that folder. There you'll find init.con, tmp.con, etc. After unpacking, if the Editor sub-folder is missing in the mods\FH2Z (modding)\levels\anctoville_1944 folder, create it by hand and copy all the files and subfolders from GameModes\gpm_coop\64 sub-folder of the map (or whatever gamemode and size you're going to edit). In that case you should also create Layer.con file in Editor sub-folder which should look like this:
Code: [Select]
rem ******** 2 ********LayerManager.AddUserLayer "PCOs" 4 2 1 1LayerManager.SetLocked 0LayerManager.SetDisabled 0LayerManager.AddGameModeFilter "gpm_cq"LayerManager.AddGameModeFilter "sp1"LayerManager.AddGameModeFilter "gpm_bk"LayerManager.AddGameModeFilter "gpm_sl"LayerManager.AddPlayerFilter "16"LayerManager.AddPlayerFilter "32"LayerManager.AddPlayerFilter "64"Change LayerManager.AddGameModeFilter and LayerManager.AddPlayerFilter lines to the gamemode and size you want to edit.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 30-04-2013, 12:04:24
I wanted to see how your Crete folder looked like after unpacking, Roughbeak!
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 30-04-2013, 16:04:39
what is the spawner code of the civilian coupé? I cant spot it in any maps so I dont know the code.
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 30-04-2013, 16:04:52
civtruck?
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 30-04-2013, 16:04:12
No, the coupé. This one:

(http://forgottenhope.warumdarum.de/imagesfh2/vehicles/Civilian%20Coupe/big.jpg)
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 30-04-2013, 16:04:20
civcoupe_black, civcoupe_red, civcoupe_green, civcoupe_rust
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 30-04-2013, 16:04:59
Thanks :D
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 30-04-2013, 18:04:22
Alright i unzipped them..but it still did not work :P

FH2Zombie (modding) folder
(http://imageshack.us/a/img856/2405/67875218.jpg)

Crete level
(http://imageshack.us/a/img43/2117/28456552.jpg)

Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 30-04-2013, 18:04:30
Now everything is clear - you shouldn't have folders "client" and "server" - their content must be together in Crete folder!
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 30-04-2013, 20:04:06
Oh, i see. Just a little problem in the "7 Zip" file manager for the "FH2Z (modding)", it is not the same as in the computer/bf2/mods/fh2z (modding). :P
I have tried the "copy and paste" but did not work.

@Pejasty did you mean put the "zipped" files into the "non zipped" files?

7 Zip version
(http://imageshack.us/a/img856/2405/67875218.jpg)

Computer version
(http://imageshack.us/a/img842/1926/75554156.jpg)
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 30-04-2013, 20:04:13
Omg, this is how it should look like:

(http://img835.imageshack.us/img835/8739/creteo.png)
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 30-04-2013, 21:04:35
It works! Thanks.
Thanks so much for you help all. Also the two pages worth of questions & answers! 8)
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 30-04-2013, 21:04:50
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 01-05-2013, 02:05:48
All the mapping is working 8) but...>
There in the FH2Z (modding) folder i am extracting the zips (common, server, objects). Then, it says (for example) merging the "sounds" "do you want to merge this folder into this one".
I have thought "Why not merge them", but in the end they happen to be totally different items doing a specific job. I though maybe i should raname it to like "sounds 2". :D
What should i name or do? :D

The FH2Z (modding)
(http://imageshack.us/a/img580/6357/11986523.jpg)

The FH2Z (modding)/levels/Crete_1941/
(http://imageshack.us/a/img843/4305/28263813.jpg)

Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 05-05-2013, 14:05:36
I made the number of bots 100 but its still 48. Is there anything that prohibits me from changing it?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 06-05-2013, 23:05:33
My mapping is coming slow. ;D
I tried to load a "texture" or "terrain", but i got this>
(all of them are empty)

(http://imageshack.us/a/img189/1355/23506426.jpg)
Title: Re: FH2 Modding Q&A
Post by: Pejsaty on 07-05-2013, 00:05:27
Have you loaded the mod content?
Here's described how to do it : (at the bottom of the site) (http://forgottenhope.warumdarum.de/tutorials/index.php)
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 07-05-2013, 00:05:24
-create a common folder within the mod files
-extract common_client.zip and common_server.zip into that folder
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 07-05-2013, 01:05:23
Haha, i have done those things. Maybe i have replaced something that i should not have. ;D
For example> "do you want to merge this folder into this one".
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 07-05-2013, 19:05:47
how do I change the ticket number for one map?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 07-05-2013, 20:05:10
I believe you will find that in the "Init.con" file.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 07-05-2013, 20:05:50
nope, no similiar text in init.con ???
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 07-05-2013, 22:05:07
settings for tickets are located within the init.con

gameLogic.setDefaultNumberOfTicketsEx 16 1 350
gameLogic.setDefaultNumberOfTicketsEx 16 2 400
gameLogic.setDefaultNumberOfTicketsEx 32 1 350
gameLogic.setDefaultNumberOfTicketsEx 32 2 400
gameLogic.setDefaultNumberOfTicketsEx 64 1 450
gameLogic.setDefaultNumberOfTicketsEx 64 2 500
gameLogic.setDefaultNumberOfTicketsEx 128 1 450
gameLogic.setDefaultNumberOfTicketsEx 128 2 500
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 5
gameLogic.setTicketLossPerMin 2 5
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 15-05-2013, 03:05:11
nvm
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 23-05-2013, 01:05:28
I keep getting the following error when I try to load my map, does anyone recognize it?

Quote
memory.dll: sanity check: block size -9044064 (4087.38 MB) doesn't seem sane

all alloc attempts failed for size -9044064

The map will launch fine on the second try, but crash on the first attempt. I have relatively recent backups that seemed okay, but the error came back and I'm having trouble tying it to anything.

Also, on an unrelated note, I'm trying to prevent players to getting into an area on the map (a cliff that's just barely steep enough that it's still climbable), and it seems like the inv_box static is pretty small. Is there a good way to block off an area without using a huge number of those little boxes?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 23-05-2013, 01:05:35
Oh yes i get that when i run a lot of programs behind it.

*But, try restarting the computer. It helped me. :-\
Title: Re: FH2 Modding Q&A
Post by: Korsakov829 on 23-05-2013, 02:05:17
Oh I've seen that one plenty of times, it's usually hardware related, although I've never heard of it working on the second try though.

Check your RAM for errors first:

Edit: As Roughbeak just posted he gets that when he is running other programs. It's probably a fragmented/corrupt pagefile for him, might be for you too.
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 23-05-2013, 02:05:41
I actually get it on two separate computers, so it's probably not hardware related in this case.

I guess I'll try rolling the map back again and be a little more careful trying to figure when the error starts appearing.
Title: Re: FH2 Modding Q&A
Post by: Korsakov829 on 23-05-2013, 17:05:50
What's FH2s default value for physics.gravity?
I heard in BF2 it's -15.
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 27-05-2013, 15:05:33
What's FH2s default value for physics.gravity?
I heard in BF2 it's -15.
-14.73 IIRC
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 27-05-2013, 15:05:55
I keep getting the following error when I try to load my map, does anyone recognize it?

Quote
memory.dll: sanity check: block size -9044064 (4087.38 MB) doesn't seem sane

all alloc attempts failed for size -9044064

The map will launch fine on the second try, but crash on the first attempt. I have relatively recent backups that seemed okay, but the error came back and I'm having trouble tying it to anything.

Also, on an unrelated note, I'm trying to prevent players to getting into an area on the map (a cliff that's just barely steep enough that it's still climbable), and it seems like the inv_box static is pretty small. Is there a good way to block off an area without using a huge number of those little boxes?
The error is cause by poor Refractor 2 memory management (as in, poor for FH2, quite good for BF2) and the amount of your RAM.
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 30-05-2013, 18:05:34
This is my basic map, but i could not put texture or color to the ground? :P

(http://imageshack.us/a/img12/8373/44125330.jpg)
Title: Re: FH2 Modding Q&A
Post by: |7th|Nighthawk on 30-05-2013, 19:05:54
I made one or two maps myself so don't count on serious knowledge here: There are always two layers, one "overall" layer and one detailed layer. At the beginning I used the detailed one and wondered why there is no texture. Maybe that is the issue.
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 31-05-2013, 00:05:06

http://forgottenhope.warumdarum.de/tutorials/

On the right side you have two buttons in paint mode: there you need to activate "texture" and "both" and you are ready to go.  ;)
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 01-06-2013, 16:06:21
The easiest and quickest way of texturing terrain is using tpaint and some of these textures from this site: http://www.cgtextures.com/index.php

I have a problem, I've made overgrowth of my map and probably because I painted partially the surrounding terrain by painting near edges of my map, one of my poles of surrounding area became hilly (really pointed hills). And while launching my map the game crashes at 15%, so I suppose that could be the reason. I think that one of the solutions would be copying the terrain of this pole from backup map. Tell me only, what is the name of this file?

Title: Re: FH2 Modding Q&A
Post by: Mudzin on 05-06-2013, 22:06:39
it seems that when I make vegitation, I can't make anything in the level layer. Meanwhile making overgrowth, I did minor things in the level layer such as changing road position and relocation of 1 building. After packing map, such error appeared at 15%:

(http://s23.postimg.org/k3n41hdln/memory_error.png)

However when I clicked "cancel", the map loaded. There was overgrowth which I made, but the road was in the previous position. But the building was in the correct place...

So what should I do? I opened editor again and the road is in the correct place, I just moved a little bit the spline just to save changes, but it didn't help...

Title: Re: FH2 Modding Q&A
Post by: Mudzin on 06-06-2013, 20:06:11
Title: Re: FH2 Modding Q&A
Post by: Korsakov829 on 06-06-2013, 20:06:14
Nope, not really... like, it's been solved before a hundred times over, here and elsewhere.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 06-06-2013, 20:06:38
Link? I don't want to search it through these 37 pages...
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 06-06-2013, 22:06:59
Link? I don't want to search it through these 37 pages...
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 06-06-2013, 23:06:28
Link? I don't want to search it through these 37 pages...

Told the guy who has never opened BF2 editor...

Pity that FH2 devs don't care about this mod anyway. Pity that they visit this site once for half a year... Look at the Blitzkrieg mod. Their devs have daily contact with the players. Well, but it seems that this mod is dying... Pity...
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 07-06-2013, 09:06:10
Which code do I need to edit to make bots NOT use grenades?
Title: Re: FH2 Modding Q&A
Post by: gavrant on 07-06-2013, 12:06:02
Turkish, for every grenade, open its weapon template (.tweak) in a text editor and delete the line which starts with ObjectTemplate.aiTemplate.

Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 07-06-2013, 12:06:19
Thanks :D
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 07-06-2013, 14:06:09
@Gavrant: I've searched many topics and the main solution was to use bf2 debugger or look into the logs in order to find the corrupted file.... I can't use the debugger for fh2 and dont know by what program I can open this bin log files, any ideas?

Edit: Ok, removing overgrowth folder fixed this, but I just want to know what exactly caused the error, just for the future...
Title: Re: FH2 Modding Q&A
Post by: gavrant on 07-06-2013, 14:06:41
Have you tried the FH2 debugger (http://fhpubforum.warumdarum.de/index.php?topic=1804.msg36036#msg36036) (search for the "Forgotten Hope 2 debugger" text in the message)?
After you run it, check the ...\mods\fh2\Logs folder, it should contain a couple of huge .log files which can be viewed in a text editor.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 07-06-2013, 19:06:39

I launched it, but no error popped out at 15%... Strange... There were some errors (I think nothing serious) later, but not at 15%...
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 13-06-2013, 19:06:16
What should I do in order to add Fallshirmjaeger helmets? I copied lines from PHL init.con and soldiers still have standard helmets...
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 13-06-2013, 20:06:45
Where can I find the Giarabub ambientsounds? I cant find them between the other map files.

EDIT: Nevermind, found what I wanted.
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 14-06-2013, 18:06:57
The progress of creating a map is going well, but i came across a problem.

Also, i did initiate all the items in things in the  "mod manager\editor content", and i did correctly unzipped the files in common/objects/shaders etc...
Seems that the vehicles did not come up. :-\
(http://imageshack.us/a/img809/1176/y43.png)
Title: Re: FH2 Modding Q&A
Post by: KJ7 on 14-06-2013, 19:06:59
yep thats common roughbreak.. just continue and then change the vehicles within the tweaker bar.
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 16-06-2013, 15:06:35
You guys may have forgotten but,

How do you put that "Kidplane" into a map? I do know i need to replace an airplane (for an example in Keren the "Hawker Hardy").
That kidplane is in the fh2\objects\vehicles\for_kids
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 16-06-2013, 15:06:44
As far as I know you have to change the spawner:

For example, lets use El Alamein. go to mods/fh2/levels/el_alamein

then open server.zip, GameModes/[whatever game mode you want, I say select gpm_cqq]/64/gmaeplayobjects.con

now, in gameplayobjects.con, you have to find the spawn of a plane, to assure you have a good taxi and take-off. Oh hey, there is a Stuka spawner right there:

Code: [Select]
rem ********** Object Spawner **********rem [ObjectSpawnerTemplate: CP_64_Alamein_AxisHQ_DE_GB_LightbomberPlane]ObjectTemplate.create ObjectSpawner CP_64_Alamein_AxisHQ_DE_GB_LightbomberPlaneObjectTemplate.activeSafe ObjectSpawner CP_64_Alamein_AxisHQ_DE_GB_LightbomberPlaneObjectTemplate.modifiedByUser "Kevin"ObjectTemplate.isNotSaveable 1ObjectTemplate.hasMobilePhysics 0ObjectTemplate.setObjectTemplate 1 ju87d1_tropObjectTemplate.minSpawnDelay 90ObjectTemplate.maxSpawnDelay 100ObjectTemplate.TimeToLive 45ObjectTemplate.Distance 5ObjectTemplate.teamOnVehicle 1
You have to change the ju87d1_trop to the name of the kiddy plane file. Once you're done, save and go start a local server. Lets see what it looks like  ;D If you encounter any errors, dunno what to do. Hope someone experienced helps you next time.
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 16-06-2013, 15:06:48
Well i changed the code and packed it..still nothing ;D
Here i did the map Battle of Keren/CQ/64 (replacing the Hawker Hardy). If you find any errors..well. ;)

Code: [Select]
rem [ObjectSpawnerTemplate: conq_64_british_mainbase_plane]ObjectTemplate.create ObjectSpawner conq_64_british_mainbase_planeObjectTemplate.activeSafe ObjectSpawner conq_64_british_mainbase_planeObjectTemplate.modifiedByUser "Ramon"ObjectTemplate.isNotSaveable 1ObjectTemplate.hasMobilePhysics 0ObjectTemplate.setObjectTemplate 2 kidplaneObjectTemplate.teamOnVehicle 1
Title: Re: FH2 Modding Q&A
Post by: gavrant on 16-06-2013, 16:06:04
Here's the way that worked for me: unpack the Keren's server.zip to a temporary folder, in ...\GameModes\gpm_cq\64\GamePlayObjects.con replace 'hardy' with 'kidplane' in the 'conq_64_british_mainbase_plane' spawner, zip the temporary server folder back, and...
(http://i40.tinypic.com/9qemi8.jpg)
(http://i41.tinypic.com/1dznn9.jpg)

Basically, it's what Turkish said and what you, Roughbeak, tried to do.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 16-06-2013, 17:06:32
Aww, tha is a cute thing xD
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 16-06-2013, 18:06:53
I tried it, still did not work.
Perhaps you can show the code (kidplane)..? ;D
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 16-06-2013, 18:06:48
I don't understand your problem, you simply select the Hawker and change it by selecting kidplane from the left bar...
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 16-06-2013, 18:06:44
I don't either, its just that it does not work for me.
Title: Re: FH2 Modding Q&A
Post by: gavrant on 16-06-2013, 18:06:44
I tried it, still did not work.
Perhaps you can show the code (kidplane)..? ;D
Well, the code in GamePlayObjects.con is exactly the same as you posted above:
Code: [Select]
rem [ObjectSpawnerTemplate: conq_64_british_mainbase_plane]ObjectTemplate.create ObjectSpawner conq_64_british_mainbase_planeObjectTemplate.activeSafe ObjectSpawner conq_64_british_mainbase_planeObjectTemplate.modifiedByUser "Ramon"ObjectTemplate.isNotSaveable 1ObjectTemplate.hasMobilePhysics 0ObjectTemplate.setObjectTemplate 2 kidplaneObjectTemplate.teamOnVehicle 1As for the kidplane's code, it's unaltered 2.45 kidplane.
That means that the problem is not in code but somewhere else. Try a clean vanilla 2.45 copy in case you had broken something in your modding copy?

I don't understand your problem, you simply select the Hawker and change it by selecting kidplane from the left bar...
True men don't use BF2Editor for tasks like replacement of one vehicle with another :P
Title: Re: FH2 Modding Q&A
Post by: radiosmersh on 16-06-2013, 18:06:16
There is an easier way to do this without editor. Navigate to battle_of_keren folder, open server.zip. Then go to Gamemodes and choose gamemode you want to edit. Then open GameplayObjects.con, replace "hardy" with "kidplane" and save. But don't forget to make a backup of your server.zip
Forget, gavrant already posted this while I was typing.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 16-06-2013, 21:06:26
Toddel made that so his kids could fly around on the maps IIRC.
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 17-06-2013, 05:06:34
I was thinking what might be the problem:
I have been using "Watchtower's sound mod" which alters the "clientarchives.con".
Do you think that altering the "clientarchives.con" would make a difference or cancel out the modding part?  ???
Title: Re: FH2 Modding Q&A
Post by: Watchtower1001 on 18-06-2013, 02:06:59
My sound mod alters the clientarchives.con but does not cause any mapping errors.

As I am working on several maps ... I can say quite readily I can compile with no issues.

Roughbeak -

If you want to modify the gameplay stuff, and test it in game:

Copy "myLevel\editor\gameplayobjects.con"

into:

Server.zip ---

Server.zip\GameModes\gpm_cq\16\gameplayobjects.con
Server.zip\GameModes\gpm_cq\32\gameplayobjects.con
Server.zip\GameModes\gpm_cq\64\gameplayobjects.con
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 18-06-2013, 02:06:38
This is almost laughable ;D
I did a new complete copy (2.45) and replaced the Hardy with the Swordfish, it still did not work.

This is what i did:
Battle of Keren map
Extracted the "server.zip" files to a temporary file in "my documents", changed the "hardy" to "swordfish" in battle of keren\server\GameModes\gpm_cq\64\GamePlayObjects.con, zipped it back up, and i replaced the "old" server with this "new" one. ;D

If there is any hidden tips, let me know! Although it should be pretty straight forward...
Title: Re: FH2 Modding Q&A
Post by: gavrant on 18-06-2013, 07:06:41
Roughbeak, upload your modified, not working server.zip, let us look at it. I think, it's the shortest way to diagnose the issue.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 18-06-2013, 18:06:29
Don't you need new client file when you add new object to the map?
Title: Re: FH2 Modding Q&A
Post by: gavrant on 18-06-2013, 18:06:56
Nope, client.zip's contain mostly visuals and sounds, there's nothing PCO (Player Controlled Object) related there.
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 18-06-2013, 19:06:00
Is it possible to make an area in the center of your map outside of the combat area?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 18-06-2013, 19:06:49
Yes, just make another combat area there but inverted.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 01-07-2013, 15:07:16
Why my minimap doesnt want to show all trees?
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 01-07-2013, 15:07:47
I think if you lightmap a random object it will start to show trees on the minimap. See: http://www.realitymod.com/forum/f189-modding-tutorials/31987-how-make-perfect-minimap.html
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 01-07-2013, 16:07:39
Because overgrowth objects dont show up. To fix it generate 1 object lightmap and take the picture afterwards.
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 01-07-2013, 17:07:02
When I lightmapped some objects originally, they showed up as all pitch black. I re-lightmapped them, and now they show up properly in the editor, but in game they still are black. Anyone know how to fix that?

Also, what does the "Ignore Asserts" option in lightmapping do?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 01-07-2013, 17:07:00
I think if you lightmap a random object it will start to show trees on the minimap. See: http://www.realitymod.com/forum/f189-modding-tutorials/31987-how-make-perfect-minimap.html

I've done it - they showed in the editor as objects, most of them showed in the minimap, but not all of them!
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 01-07-2013, 21:07:47
I think if you lightmap a random object it will start to show trees on the minimap. See: http://www.realitymod.com/forum/f189-modding-tutorials/31987-how-make-perfect-minimap.html

I've done it - they showed in the editor as objects, most of them showed in the minimap, but not all of them!

run script:  minCulldistance 2000 and noLods 1
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 05-07-2013, 19:07:24
how can I disable all hud? I've read that there is something like renderer.drawhud 0-1 or something similiar. Which .CON do I edit?
Title: Re: FH2 Modding Q&A
Post by: RAnDOOm on 05-07-2013, 20:07:54
how can I disable all hud? I've read that there is something like renderer.drawhud 0-1 or something similiar. Which .CON do I edit?

"renderer.drawHud 0" in the console
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 05-07-2013, 20:07:34
Thanks.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 22-07-2013, 12:07:11
Can sb enlighten me how it was made that last flag at Hurtgen Forest causes fast bleed, even though there can be still German flags left? Is it because there aren't any spawnpoints left or is it possible to set up such thing with a specific flag?
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 22-07-2013, 12:07:54
I think you should be able to checkout mapdata.py and see how it's done.
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 22-07-2013, 23:07:49
Can sb enlighten me how it was made that last flag at Hurtgen Forest causes fast bleed, even though there can be still German flags left? Is it because there aren't any spawnpoints left or is it possible to set up such thing with a specific flag?

In the GPO, its the only flag set with value

Code: [Select]
ObjectTemplate.areaValueTeam1 110ObjectTemplate.areaValueTeam2 110
Then in the init bleed was set to

Code: [Select]
gameLogic.setTicketLossAtEndPerMin 1000gameLogic.setTicketLossPerMin 1 300gameLogic.setTicketLossPerMin 2 10
The mapper also placed it in the mapdata.py, though it really doesn't need to be added there.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 23-07-2013, 14:07:19
Ok, thanks!
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 30-07-2013, 18:07:49
What should I do in order to have Falshirmjaeger helmets in game? I added in the kits in the init.con such lines like: "GS_Scout" "gs_waffen_spaher" and soldier doesnt have Falshirmjaeger kit in game, what should I do then?

Edit:
And I still don't get this:

In the GPO, its the only flag set with value

Code: [Select]
ObjectTemplate.areaValueTeam1 110ObjectTemplate.areaValueTeam2 110
Then in the init bleed was set to

Code: [Select]
gameLogic.setTicketLossAtEndPerMin 1000gameLogic.setTicketLossPerMin 1 300gameLogic.setTicketLossPerMin 2 10
The mapper also placed it in the mapdata.py, though it really doesn't need to be added there.

The value of the flag is used to keep Americans on the bleed till the last flag there, right?

My question is:
Is it possible to set bleed speed after capping a specific flag? Because on my map attacking team has other possibilities of winning the map, I just want to setup last flag of 1 line of the push as the "crucial" one - would it be possible?
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 30-07-2013, 23:07:55
Bleed should start when total value of flags hits 100, or just over, I forget. So you could have 1 flag worth 110, to start the ticket bleed, then at the next flag make it something like 300, for whatever team is attacking, and see if that speeds it up, but I think it does.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 01-08-2013, 14:08:20
Can sb explain me why static vehicles (these which are in vehicles folder) disappear after reloading a map in the editor?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 01-08-2013, 14:08:17
Don't use those, only use the static vehicles from the wreck folder.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 01-08-2013, 20:08:25
Ok, but there are only wrecks...
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 01-08-2013, 23:08:55
What did you want to use it for? you could put the entry point as 0 in your .tmp but I believe it will still show up on the minimap as a vehicle.

Only other thing I can think of is re-export the vehicle as a static object, and that is no easy task.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 02-08-2013, 22:08:39
Well, I simply want to add a car or a train as a static - not to be used by anybody!
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 03-08-2013, 00:08:17
Ok, but there are only wrecks...

No there are also intact vehicles.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 06-08-2013, 17:08:03
Do I need the editor to change the loadmusic of a map?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 06-08-2013, 18:08:03
Ok, but there are only wrecks...

No there are also intact vehicles.

Could you tell me what directory is this exactly? I found there only GMC, Opel Blitz, Kubelwagen, Bedford as static, so not a big choice...

Do I need the editor to change the loadmusic of a map?

I don't think so... Check this out: click! (http://www.bfeditor.org/forums/index.php?showtopic=2482&st=0)
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 06-08-2013, 18:08:05
Thank you.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 06-08-2013, 23:08:59

I had them on my computer but they were lost when the computer broke down...
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 07-08-2013, 13:08:23
Noone?  :(

Its like the only time I can make use of them.
Title: Re: FH2 Modding Q&A
Post by: gavrant on 07-08-2013, 14:08:40
I think, you're searching this:
http://fhpubforum.warumdarum.de/index.php?topic=18088.msg278601#msg278601
But the link from the post doesn't work for me, says something about my IP is banned.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 07-08-2013, 17:08:02
I googled, but couldnt find anything. Thanks a lot!
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 11-08-2013, 15:08:08
I have a problem with vegitation objects named "stvith_wip...". Firstly when I saw "vip" in name I decided to not use them, but when I notice them that they have been already used on St. Vith map, I thought that dev simply forgot to change the name of these statics in the editor files. However, I don't know why, these objects pop out too late on my map... I used fog settings from St. Vith (where theres not thick fog), and the same. What should I do to get them working like on St. Vith map?
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 13-08-2013, 14:08:42
Tweak your OG settings? These are from st vith.

Overgrowth.viewDistance 220
Overgrowth.viewDistanceScale 1
Overgrowth.closeDistPercentage 0.6
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 16-08-2013, 01:08:56
Didn't really know where else to ask this. But when texturing vehicles etc... do the FH devs share the same color palette for the base colors and camo? e.g. is the base olive drab (before PS layers are put on top of it) on the sherman the same as the olive drab on the willys? or does each dev just use their own olive drab color and tweak it until it looks about right?

I'm asking because I always have troubles with camo colors on my textures and I can never get them JUST right. Online colors aren't perfect and color picking off the finished .dds is tough with all the dirt and metal variation layers put on it.

Basically I'm wondering how the devs find their colors to use, or if you guys have any good ways of getting the right color for a texture ;D
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 22-08-2013, 12:08:47
Tweak your OG settings? These are from st vith.

Overgrowth.viewDistance 220
Overgrowth.viewDistanceScale 1
Overgrowth.closeDistPercentage 0.6

Didn't know that OG settings can affect OG static objects, but it seems that it works now! Thanks!

Another issue:

Can sb tell me if theres such possibility of copying object which consists of some other smaller objects with the result that after pasting all these smaller objects are connected together like before copying?

Example:
Here's the example from St. Vith map:
(http://t3.pixhost.org/thumbs/3668/18417829_cablepole.png) (http://www.pixhost.org/show/3668/18417829_cablepole.png)

I simply don't believe that the mapper was connecting this elements one by one with each cablepole....

Also another question - is there possibility to group a few objects into the one (with 1 pivot)? I just want to use "stamp-allign" function for a group of objects, but I want to have them treated as 1 object!

Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 22-08-2013, 17:08:50
You can copy/paste objects and maintain their orientation by selecting the group of objects you want, holding the control key, and dragging the objects along one of their axes (move using one of the red/green/blue arrows, not the center box).
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 25-08-2013, 13:08:32
Ah, I see - thanks!
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 26-08-2013, 10:08:00
Can sb explain me why terrain lightmapping doesn't cover whole map if I have overgrowth objects over 40k? Is that editor some kind of limitation?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 27-08-2013, 16:08:13
Which map has dark grey trenches skirts? If there is no such, is it difficult to create color for such trench skirt?
Title: Re: FH2 Modding Q&A
Post by: Nerdsturm on 27-08-2013, 17:08:13
It's pretty easy to make your own skirt colors. Just duplicate and edit a .dds of the texture, put it into a .zip archive (you can look at one of the various other maps like the "textures.zip" in eppeldorf for how to structure the archive), and include a line in ClientArchives.con telling BF2 to open the archive.

For eppledorf that line is:
fileManager.mountArchive /Levels/eppeldorf/textures.zip Objects

Naming the .dds (and the exact structure of the .zip) will depend on which skirts you want to replace. You can find the current skirt textures in in the staticobjects folder, for instance for French-theatre trenches it would be under ...EA GAMES\Battlefield 2\mods\fh2\objects\StaticObjects\France\textures (named eu_trenches2_de_hurtgen.dds, eu_trenches2_de_PDH.dds, ect.).
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 27-08-2013, 17:08:39
Ok, thanks!
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 29-08-2013, 21:08:13
Do objects on the kit geometry like backpacks, helmets, radios, shovels, holsters etc. have their own .con files? something that can be imported into 3ds Max with the PoE2 tools? And if so where would I find them? right now if I go into the kits folder all the meshes are in like a .ini file type or something. :-\
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 07-09-2013, 14:09:30
Can sb explain me why after lightmapping my objects, on some buildings (especially this from France) appear some strange dark stripes? How can I avoid them?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 10-09-2013, 17:09:41
Do you know any proper lightmapping setting? I used cloudy settings and have really dark paths...
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 10-09-2013, 17:09:48
Try this:

http://www.bfeditor.org/forums/index.php?s=3dcaf0485cbeecc1e47a0eb7fbe02e90&act=idx
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 10-09-2013, 17:09:00
i know this page, but couldn't find appropriate settings. I know what each setting is responsible for, but have no idea what values I can use to achieve specific effect...
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 10-09-2013, 17:09:40
Welcome to BF2 Editor's great problems. ;D
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 11-09-2013, 17:09:27
Do I need Bf2 samples too , or these fh2 samples are enough?
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 11-09-2013, 17:09:46
Do I need Bf2 samples too , or these fh2 samples are enough?
Afaik, you need them.

Title: Re: FH2 Modding Q&A
Post by: Mudzin on 11-09-2013, 18:09:50
Ok, thanks!

Edit: These fh2 shaders should be placed in "fh2" folder, unlike bf2 shaders which are placed in bf2editor folder, right?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 14-09-2013, 16:09:43
How can I turn on green circle of sound which will show the radius of it (it looks like flag radius)? When I open other maps sounds have it on, but on my map somehow not - any ideas?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 16-09-2013, 22:09:44
How can I change color of flag name on the minimap?
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 18-09-2013, 10:09:21
How can I change color of flag name on the minimap?
This is a mod-wide setting.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 18-09-2013, 14:09:11
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 29-09-2013, 11:09:22
I'd like to take some weapons from one mod to another, which files do I need to take exactly? I tried doing it on my own with the BF2:Pirates cutlass and putting it in BF1918/2, but I failed.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 29-10-2013, 22:10:15
Can you tell me how to set safe zones in the area around main bases, which won't let enemies simply entering it? I suppose it's related to "Combat Area" somehow, but have no idea how to set it poperly...
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 29-10-2013, 23:10:34
Invert it.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 30-10-2013, 22:10:21
Can you tell me how to set safe zones in the area around main bases, which won't let enemies simply entering it? I suppose it's related to "Combat Area" somehow, but have no idea how to set it poperly...

Do you mean that I should make in the clockwise direction?
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 31-10-2013, 00:10:30
When setting up the combat zone go into the tweak bar and set inverted. Or add this to the bottom of the combat zone in your GPO.

CombatArea.Inverted 1
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 31-10-2013, 12:10:48
You can also set up two combat zones. One for team 1 and the other one for team 2.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 02-11-2013, 18:11:18
When setting up the combat zone go into the tweak bar and set inverted. Or add this to the bottom of the combat zone in your GPO.

CombatArea.Inverted 1

Ok, thanks - it works!  :)
Title: Re: FH2 Modding Q&A
Post by: Matsku on 04-11-2013, 19:11:39
I try to make some undergrowth to my map but in game all vegetation is black like on the picture.

Do someone know how i can make it look like normal?
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 04-11-2013, 21:11:19
When you render the terrain lightmaps, you will get rid of this.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 24-11-2013, 20:11:00
Maybe it's a stupid question, but is it possible to force editor to use more Ghz or cores? Loading it takes ages every time....
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 25-11-2013, 18:11:30
^

Remember it is an old engine. ;)
Title: Re: FH2 Modding Q&A
Post by: aserafimov on 27-11-2013, 09:11:12
Hi,

How did You make the ice texture looks so good?
I found ice texture in the files but definitely cannot achieve this effect.
Is it texture or color correction or something like coding?
Any tips?
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 27-11-2013, 12:11:22
The material layer needs to be set to 'envmap'. +of course you have to have envmap boxes placed around the lake/map.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 27-11-2013, 13:11:17
Too bad it's a material setting. If you could paint envmap as a colour texture somehow you could do fancy stuff like have wet sand on a beach reflect the sky etc without sacrificing a texture slot.
Title: Re: FH2 Modding Q&A
Post by: aserafimov on 27-11-2013, 13:11:51

I am ready to sacrifice a texture slot to achieve this effect. It would by good addition to the map.
I could not  find "envmap" in the material menu so I added it manually in the "GroundProperties.con".
Is it ok?

After work I will try what you suggest.
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 28-11-2013, 09:11:33
There's a click button in the material setting. At the very bottom IIRC. Im talking about the menu where you select detail texture, color texture etc.

It might be called something else than envmap? I'm at work so can't really check it out atm.
Title: Re: FH2 Modding Q&A
Post by: aserafimov on 28-11-2013, 18:11:02
Indeed I am talking for the same button, envmap does not exist as a material or it's called like something else as you mentioned.
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 28-11-2013, 19:11:10
?

You click this button:
(http://bfewaw.com/stubbfan/envmap.png)

This makes it so the detail texture that you selected on the top (ice) will reflect the envmaps onto the alpha layer of the detailtexture.

Title: Re: FH2 Modding Q&A
Post by: aserafimov on 28-11-2013, 19:11:17
Ahhh.I am so blind... didn't noticed it ;D
Thank you! I will try it.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 03-12-2013, 20:12:59
Remember also to put defaultenv object (or sth like that) - it's the only 1 object in the editor folder on the left bar.

Hmm... Could sb give me lightmapping settings for terrain and objects from Eppeldorf? These settings are saved in editor folder and I don't have access to this obviously, and I can't find proper lightmapping for snowy conditions - the terrain is too dark...
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 04-12-2013, 09:12:13
If the terrain is too dark, just go into light setting and change terrain color to something brighter?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 04-12-2013, 17:12:15
Well, I've already copied lighting settings from Eppeldor and it's still too dark...
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 04-12-2013, 17:12:14
Eppeldorf is heavily colour corrected too. Look at how bright the wood of the weapons is on it.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 04-12-2013, 17:12:49
Ok, but snow is there white, not grey...
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 04-12-2013, 18:12:38
Well, I've already copied lighting settings from Eppeldor and it's still too dark...

So.. make the setting lighter and the snow will be whiter?

Like TS4 said, with color correction you can up contrast which will make the white whiter etc.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 08-12-2013, 11:12:13
Yes, you were right - the light settings for terrain was set as grey color, so I changed to white and now looks fine, thanks!

Btw, how such light effect (you said "heavily colour corrected") was achieved on Eppeldorf?
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 08-12-2013, 11:12:39
momma spoon fed you until you were sixteen or what? It's sticked topic in the modding section:
http://fhpubforum.warumdarum.de/index.php?topic=15984.0 (http://fhpubforum.warumdarum.de/index.php?topic=15984.0)
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 08-12-2013, 14:12:23
Yes, she keeps on feeding me with spoon till today! :D

But seriously, I had read that topic before, but didn't know what about it was exactly, now I understand! :)
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 11-12-2013, 23:12:37
Where exactly is the texture sheet for the MG42? ??? (The handheld first person version). I've looked in weapons/handheld/mg42bipod where the weapon mesh is but I can't find the .dds texture sheet for the life of me. All the other weapons have a 'texture' folder where the .con file is except the mg 32 & 42. Anyone know?
Title: Re: FH2 Modding Q&A
Post by: aserafimov on 12-12-2013, 04:12:42
If you open a mg42bipod bundledmesh file, check the bottom lines:
objects/weapons/armament/de/mg42/textures/mg42_c.dds,
objects/weapons/armament/de/mg42/textures/mg42_b.dds

The textures are available in objects_weapons_client_textures.zip/Weapons/armament/de/mg42/textures/.
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 12-12-2013, 06:12:18
Got it :D thanks
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 15-12-2013, 19:12:16
This may not be a modding question but I did not know where else to put it.

What kind of copyright issues do you have with the> detail_cobble_siegfried_line < or any kind of terrain textures you use?

I thought about using them in one of my maps (not BF2 Editor, CE3 SDK), I definitely will not use them commercially!

Personally I think it is one of the best textures you have. ;)

Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 22-12-2013, 19:12:22
Is it possible to use a Google Sketchup model in BF2?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 22-12-2013, 19:12:12
If you can import it into 3ds max 9 then yes I guess.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 09-01-2014, 22:01:29
How can I get this PanzerIV F2 texture:

(http://t4.pixhost.org/thumbs/3558/20051631_screen036.png) (http://www.pixhost.org/show/3558/20051631_screen036.png)
?

There's no such model in bf2editor and didn't find any proper line in tmp.con (like it was done with bf109 and Stuka on this map)...

Edit:
Now when I looked at this screenshot I also found that this Sdkfz also has that texture...
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 09-01-2014, 22:01:33
It's done by custom texture suffix. "Bouzid".
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 10-01-2014, 01:01:09
Ah... Ok, thanks!  :)
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 11-01-2014, 21:01:00
Something I've always wanted to know; when you guys render tanks (m4a1 for example), I'm assuming you use geom1 lod0 and everything under that tree. When you look at that tho there are no tracks on the model, or they're warped?

I'm just wondering how do you get the tracks to render? They're an alpha map right? or animated polygons?

I'm just wondering if anyone knows how to find the tank tracks for each tank and be able to apply a texture to them and render them...
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 14-01-2014, 00:01:27
Do you use medium or final quality with rendering objects? I've read some opinions on bf2editor and some people claimed that medium settings are better, because on final quality shadows are too dark or sth like that. So which of these should I use?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 14-01-2014, 01:01:24
Something I've always wanted to know; when you guys render tanks (m4a1 for example), I'm assuming you use geom1 lod0 and everything under that tree. When you look at that tho there are no tracks on the model, or they're warped?

I'm just wondering how do you get the tracks to render? They're an alpha map right? or animated polygons?

I'm just wondering if anyone knows how to find the tank tracks for each tank and be able to apply a texture to them and render them...

Errrrr, you have access to the beta forums now, right? There is a tutorial on news renders, if that is what you mean, just look under dev tutorials.

@Mudzin: You mean lightmaps? Because in that case always final.
Title: Re: FH2 Modding Q&A
Post by: Krätzer on 14-01-2014, 18:01:19
Why should we use lod0 or something similiar?

We have the source files, we don´t need to re import them to max?
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 14-01-2014, 20:01:42
Why should we use lod0 or something similiar?

We have the source files, we don´t need to re import them to max?

I'm asking for myself :P Sorry my question is pretty confusing, it's hard for me to phrase it in a way that's easily understandable. My question has more to do with hierarchies and export/importing meshes in 3ds max.

When I'm importing meshes into 3ds max, I use the PoE tools to import the .con files.

m4a3.con for example

(http://i.imgur.com/Qc9ia1F.jpg?1)

when I upload this I get gemo0 (first person model) +all its lods. geom1 (3rd person model) +lods. & geom2 (wreck model) +lods.

If I take geom1 lod0 (and everything under that (turret rotational bundle) etc..) This mesh is what the 3rd person tank model looks like (for the most part) in game. right?

everything except the tank tracks.

(http://i.imgur.com/AIxRjWQ.jpg?1)

The tank tracks and wheels are warped or not entirely there on some tanks. I'm assuming the tracks get this way after exporting the tank and has something to do with animated polygons?

I'm wondering why do the tracks get distorted like this? I'm also wondering if there's an easy way to take this mesh and make those tracks look the same as before they were exported (as it would in a news render for example)

I'm doing this for my own curiosity btw and not looking to re-export this or use the model for anything other than my own work.

Sorry if I confused you guys, and this didn't seem like something I would start a whole new thread for seeing as it's just my own curiosity. It also seemed to fit in this thread.
Title: Re: FH2 Modding Q&A
Post by: Krätzer on 15-01-2014, 14:01:07
Nope you can´t, you need to remodel them.
And wheels aren´t there because we export them alone, and add them to the tank via config files.
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 15-01-2014, 19:01:31
Thanks  :)
Title: Re: FH2 Modding Q&A
Post by: Michael Z Freeman on 25-02-2014, 15:02:05
I have a question ! I've been setting up FH for Coop play using a server and client running on the same multi core machine for an FH AI game play mod (http://www.moddb.com/mods/habai). In a client only game St. Vith frame rate sometimes goes down to ~20fps with 64 bots. However running with a dedicated server the frame rate stays @ 60 fps with 64 bots.

However there are some problems with my setup. I copied across FH files patched to level C for Coop to the server. Sometimes there are missing shell change sounds in tanks, as well as a double fire sound on some German tanks in a dedicated server game.. I've checked, and this double fire sound does not happen in a game started in the client (without dedicated server).

What files and settings do I need to be looking at in the server side files ?
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 01-03-2014, 19:03:47
Check this video out:

At 1:38, wasnt it impossible to make lights in different colours in BF2?
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 01-03-2014, 22:03:47
was it? what about the colored blinking lights on some of USI's air vehicles. Or are those different?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 01-03-2014, 22:03:29
It is impossible to bake different colored single point lights into lightmaps. The kind of crappy looking lights in the video work. This does not work with different colours:

(http://i196.photobucket.com/albums/aa254/azreal64/mersa1.jpg)
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 15-03-2014, 16:03:41
Check this video out:

At 1:38, wasnt it impossible to make lights in different colours in BF2?
You can add a static light effects with any color you want, though it will just "glow", withut casting light on nearby surfaces.

This can be hacked-around via lightmaps (see Ts4Ever's post above), but lightmaps have limited colours they can cast AFAIK.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 26-03-2014, 15:03:30
Do you have any tips relating to secondary terriain? What's the best and quickest way to make it? I know I can create custom terrain via Geocontrol (like in this tut: http://www.bfeditor.org/forums/index.php?showtopic=14010), but how I can connect niecly this custom terrain with existing primary terrain and also other secondary?
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 26-03-2014, 15:03:40
I think BF2Heightmapgenerator might be what you are looking for. A quick googling:

http://battlefield2.filefront.com/files/Battlefield_2/Tools/Utilities;6345

Title: Re: FH2 Modding Q&A
Post by: Mudzin on 26-03-2014, 16:03:01
Thanks, but unfortunately, it seems that link is that... I couldn't find it anywhere else...  :(
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 26-03-2014, 18:03:18
Ok i put it here:

http://bfewaw.com/maps/Bf2HeightmapGenerator.rar
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 26-03-2014, 18:03:03
Ok, thanks!
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 28-03-2014, 19:03:16
Well, generated all those secondary Heightmaps, but the terrain is full of sharp hills - like hedgehog back, do you know why?
Title: Re: FH2 Modding Q&A
Post by: fh_spitfire on 31-03-2014, 12:03:20
Well, generated all those secondary Heightmaps, but the terrain is full of sharp hills - like hedgehog back, do you know why?
Most likely wrong heightmap resolution.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 31-03-2014, 14:03:00
Yeah, that was the problem. Thanks!

Another problem are textures. I generate them by tpaint. Which files should I overrite to avoid replacing textures from primary terrain? Also, why after creating textures for secondary terrain, it still remains green?

Edit:
Nvm, I figured it out by myself.

But last question - can I add overgrowth to secondary terrain or not?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 13-04-2014, 21:04:40
Does anybody know what happened with bf2editor.org forum page? It doesn't work for me since some days...
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 13-04-2014, 22:04:53
Does anybody know what happened with bf2editor.org forum page? It doesn't work for me since some days...
I have no idea. I doesn't work me either :(
Title: Re: FH2 Modding Q&A
Post by: Harmonikater on 17-04-2014, 15:04:55
A question for all the fh2 lighting wizards:
Let's say I have modelled a light source, how does the light generation process work?
Do I have to somehow change the samples, or is it all done exclusively during the lightmapping process, in which case I only need to finish the model with normal samples, and give it to the mapper?

Also does anyone know if it's somehow possible to add moving lights to a static?
I can model/code rotating statics, and looking at the shadows the rotating statics in fh2 generate I'm assuming it's not possible to work with normal lightmaps. Can I instead use a bundledmesh? I've had a look at how the spotlight works, does it need to be a PCO, or can I have it firing all by itsself?

Sorry about the barrage of questions, but thanks to all those who might answer :)
Title: Re: FH2 Modding Q&A
Post by: Wyrdstone on 18-04-2014, 12:04:35
http://candrsenal.com/pov-gallery/

Just thought this website might be helpful for anyone making weapons. It's probably already well known though.

If not, maybe someone could post it somewhere more useful?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 18-04-2014, 15:04:10
That is good, thanks.
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 16-05-2014, 18:05:18
It's been a while since I posted here and worked on the BF2 Editor, it was going very smooth until this always-nagging issue repeated once again. There is no objects or they have not loaded!
(http://s15.postimg.org/574gyb4jf/Untitled.jpg)

I have unzipped all of the objects in their correct places. Loaded them into the BF2 Editor:

(http://s16.postimg.org/zfmagi8g5/Untitled1.jpg)

*I'm sure someone else had this problem, what am I doing wrong or how to fix it? Perhaps I replaced something while I was unzipping?
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 16-05-2014, 19:05:10
for me this is normal, just hit cancel and continue to name the object, then just change to the object you want in the tweak section on the lower left.
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 16-05-2014, 21:05:52
Thanks Outlaw, really appreciate it! :) Test is below:

(http://s29.postimg.org/e0nyu0iav/Untitled1.jpg)

Title: Re: FH2 Modding Q&A
Post by: gamerjer on 17-05-2014, 14:05:25
looks great nice modding! nice hotchkiss tank keep on going ;D
Title: Re: FH2 Modding Q&A
Post by: Master_of_Pain_25 on 17-05-2014, 16:05:41
Hello all !

I might need your help : I tried to made a reskin for a Free French Sherman of the Leclerc's 2e Division Blindée. But the problem is the tank looks too shiny now. I just edited the M4A3_c.dds file. Any idea ?
(http://img101.xooimage.com/files/9/e/5/screen116-45b0574.jpg) (http://contact.xooit.com/image/101/c/8/e/screen116-45b0573.jpg.htm)

Thanks !
Title: Re: FH2 Modding Q&A
Post by: McCloskey on 17-05-2014, 16:05:53
You most likely didn't export with alpha.
Title: Re: FH2 Modding Q&A
Post by: gamerjer on 17-05-2014, 17:05:34
nice! so we can expect a french army in fh2 to? i once came across a picture of a french plane in fh2 to :D  that would be awesome =-)
Title: Re: FH2 Modding Q&A
Post by: Master_of_Pain_25 on 17-05-2014, 18:05:13
You most likely didn't export with alpha.

Thanks ! It looks quite good now !  ;)

nice! so we can expect a french army in fh2 to? i once came across a picture of a french plane in fh2 to :D  that would be awesome =-)

Maybe... I did it for fun only, but if someone is ready to built a map...
Title: Re: FH2 Modding Q&A
Post by: gamerjer on 17-05-2014, 23:05:33
ah alright  i thought u guys were a team of french guys who came to bring the french into forgotten hope 2  ;) i hope there well be someone in the near future to help modding a map then, because im afraid the fh2 devs still have enough work on the eastren front ::) but the idea of more countries in fh2 is ofcourse a nice idea :D
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 05-06-2014, 18:06:49
How can I set "end result" camera?
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 05-06-2014, 18:06:38
move to the area you want to see on the map, while in the level editor scroll down the right side, and click the 'set camera before spawn'
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 05-06-2014, 19:06:17
Ok, thanks! 1 more question. Is there any other cobble spline apart this from st.vith, which has empty stripe in the middle (I bet to imitate the snow)?
Title: Re: FH2 Modding Q&A
Post by: Harmonikater on 20-06-2014, 15:06:34
Any chance I can get my hands on a uncompiled artillery.pyc?
Either the decompiler can't read it, or if it can then the file has erros, which I can't seem to fix.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 14-08-2014, 10:08:02
Can sb tell me where Wirbelwind texture is stored? Haven't found it in the typical for other vehicles direction...
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 23-08-2014, 13:08:40
Why I can't find in the editor some undergrowth textures, for example - grass_mix3_wehe?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 23-08-2014, 13:08:25
Can sb tell me where Wirbelwind texture is stored? Haven't found it in the typical for other vehicles direction...

It uses the PanzerIVH texture.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 23-08-2014, 13:08:21
Can sb tell me where Wirbelwind texture is stored? Haven't found it in the typical for other vehicles direction...

It uses the PanzerIVH texture.

Yeah, already solved with a little help from Matt Baker ;)
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 06-09-2014, 19:09:12
Hello guys, how can I change the name of a faction in BF2?

Another one, how can I edit the map description?
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 06-09-2014, 22:09:05
Faction names are likely to be found in the localization files, unless you plan to put in a new one.

Map description is also in the localization files unless it's a custom map. You'll find the references in levels/mapname/info/mapname.desc
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 06-09-2014, 22:09:31
Yes, I looked into Localization files. I found out that it is in English.txt, and I changed all "USMC"s to the faction name I want for it to appear, but the faction's name is still USMC in the kit select menu.
.
.
.
.
.
What now?
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 07-09-2014, 00:09:36
Pretty sure that that text is captured from the localization files. But just to be sure, show a picture of what you mean.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 07-09-2014, 11:09:37
In a tutorial I read I should change the English.txt and maybe English_patch.txt in this directory:

EA Games/Battlefield 2/mods/*my mod*/localization/english

I changed all USMC's in those .txt's to the faction name I want it to appear, but it still shows up as USMC on the spawn screen:

(http://i.imgur.com/ZQtJWeJ.jpg),

...or is it not even possible to change faction name? Do I have to create one from scratch?  :P

And also I have came up with another question. Can someone tell me the method to changing the background movie? Is there a special format that it needs to be in, or a specific length of the clip?
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 09-09-2014, 17:09:16
Is there anyone who used Bink Video Converter before? How can I convert to .bik? It doesnt appear to be on the list.

EDIT: oh, nevermind. got it.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 12-09-2014, 20:09:08
Quick question:

How to change a tank's hud? Which line in .tweak should I edit?
Title: Re: FH2 Modding Q&A
Post by: Harmonikater on 12-09-2014, 22:09:35
Look for something like this:
Code: [Select]
ObjectTemplate.weaponHud.guiIndex 1001ObjectTemplate.weaponHud.altGuiIndex 1004ObjectTemplate.weaponHud.enablePostProcessingOnGuiindex 1001It's set on each weapon individually, so if it's a vehicle with different armaments it can differ for each one.

Look in menu_server.zip/HUD/HudSetup/GUIIndex.txt to see what's availible.
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 12-09-2014, 22:09:24
It also all depends on what you want to change?

Most sights and such are in the actual mesh and isn't all that easy to change, atleast in fh2.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 12-09-2014, 22:09:07
It also all depends on what you want to change?

Most sights and such are in the actual mesh and isn't all that easy to change, atleast in fh2.

Okay, I found the first line you gave me, and I changed it to 37 (Type 95 tank HUD) but I couldnt find the others.

And here is the error I get:

(http://i.imgur.com/QvMjMn3.png)

I tried creating the directory it tells me over again in my mod, yet I still get this message.

It also all depends on what you want to change?

Most sights and such are in the actual mesh and isn't all that easy to change, atleast in fh2.

I just want to replace the orginal HUD of the vehicle to a vBF2 tank HUD.The vehicle is M60 tank from Eve of Destruction 2.

EDIT:

I finally managed to do it. Some mods have changed the paths which go to textures and all that shit a lot which is very confusing, they should standardise it.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 14-09-2014, 17:09:17
Another question.

I try to run BFeditor, but an error saying I should have DirectX v9c or higher. And I have DirectX version 11.
So...?
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 14-09-2014, 17:09:38
Run it in win xp compability mode. Perhaps as admin too.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 14-09-2014, 18:09:51
Works! Thanks :)
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 30-09-2014, 19:09:11
I have now a real problem with undergrowth. My editor suddenly decided to stop generating undergrowth... And it doesn't matter if I work on 1 material or create a new one... I have spent many hours already in the editor, but such situation is sth new to me... Plz help!
Title: Re: FH2 Modding Q&A
Post by: ksl94 on 01-10-2014, 01:10:48
I have one little request. Could someone please put the British Army on Brest, Huertgen Forest and Vossenack? I would be highly delighted if someone found the time to do that for me since I never managed to pack maps properly.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 01-10-2014, 12:10:32
1. Firstly you must unpack client and server zip files into the main map folder.
2. Then make a backup of these zip files somewhere and remove them from the main map folder.
3. Open init.con - there you have those lines:

Code: [Select]
gameLogic.setTeamName 1 "DE"gameLogic.setTeamName 2 "US"gameLogic.setTeamLanguage 1 "FH2German"gameLogic.setTeamLanguage 2 "FH2American"gameLogic.setTeamFlag 0 "flag_neutral"gameLogic.setTeamFlag 1 "flag_de"gameLogic.setTeamFlag 2 "flag_us"gameLogic.setKit 1 0 "GW_Scout" "gw_heer_spaher"gameLogic.setKit 2 0 "UW_Scout" "uw_29th_pvt"gameLogic.setKit 1 1 "GW_SMGAssault_Limited" "gw_heer_maschinenpistole"gameLogic.setKit 2 1 "UW_SMGAssault_mk3_Limited" "uw_29th_cpl"gameLogic.setKit 1 2 "GW_RifleAssault_G43_Limited" "gw_heer_gewehr"gameLogic.setKit 2 2 "UW_RifleAssault_noNadeLauncher" "uw_29th_pvt"gameLogic.setKit 1 3 "GW_LMG_MG42_Limited" "gw_heer_maschinengewehr"gameLogic.setKit 2 3 "UW_LMG_Limited_nobipod" "uw_29th_cpl"gameLogic.setKit 1 4 "GW_Engineer_Satchel" "gw_heer_pionier"gameLogic.setKit 2 4 "UW_Engineer_Satchel" "uw_29th_pvt"gameLogic.setKit 1 5 "GS_AntitankAssault_Limited" "gw_heer_panzerabwehr"gameLogic.setKit 2 5 "UW_AntitankAssault_Limited" "uw_29th_cpl"gameLogic.setKit 1 6 "GW_NCO" "gw_heer_unteroffizier"gameLogic.setKit 2 6 "UW_NCO" "uw_29th_sgt"
Open this file of the map where is interested army and copy appropriate files - aparart kits, you must change army, language and flag team too obviously.

4. Save the changes and run pack-map.py which you can find in fh2 folder. New zip files should appear in the map folder.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 14-12-2014, 08:12:43
You know some vehicles' textures vary from map to map; so I'd like to have only one texture for a vehicle on all maps. What code do I edit or file do I delete?
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 14-12-2014, 14:12:24
We do this in a few different ways, so it depends on which vehicles you want.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 14-12-2014, 14:12:15
I'd like to remove the Otokar Cobra desert camo texture from use from Hard Justice Mod.
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 14-12-2014, 15:12:00
The WHAT now from WHAT in what mod?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 23-12-2014, 18:12:10

http://www.moddb.com/mods/hard-justice-12

... and there is a texture file name "Otokar Cobra"; which was a Turkish infantry mobile vehicle. :)
Title: Re: FH2 Modding Q&A
Post by: Airshark79 on 21-01-2015, 08:01:23
So, pegasus wheat fields... when do we get it?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 21-01-2015, 13:01:00
When Pegasus is released?
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 21-01-2015, 13:01:45
Or make your own.. it's not rocket science, and i heard you got talent.
Title: Re: FH2 Modding Q&A
Post by: Airshark79 on 21-01-2015, 13:01:50
I didn't pay attention on the livestream, is it just a static object? I'm going to do some jungle overgrowth in the next few months, just looking for the method generally.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 21-01-2015, 14:01:27
It's overgrowth.
Title: Re: FH2 Modding Q&A
Post by: Airshark79 on 21-01-2015, 14:01:19
Ok
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 21-01-2015, 17:01:13
Sometimes I get confused with the techniques, but opacity in alpha is usually how it's done at least with tank tracks, car windows or such.

Take the french hedgerow for an example, these are planes with alpha opacity channels.
(http://i.imgur.com/8uthNSu.jpg)
Title: Re: FH2 Modding Q&A
Post by: Airshark79 on 12-02-2015, 18:02:38
Anyone here know about any documentation regarding Refractor damage model? I played around in tmp.con and other files enough to change damage values of the weapons and the bleed system but couldn't figure out the damage multipliers on parts of the body and how much medpacks heal, that kind of goes as far as I presume concerning the damage minimod. But I like the wide reach of possibilities.
Title: Re: FH2 Modding Q&A
Post by: Oberst on 14-02-2015, 11:02:03
Just a simple question about modeling. Is it possible to do a model in a higher version of 3ds max and later import it into 3ds max 9 for use in FH?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 14-02-2015, 14:02:32

Assuming you are talking about FH2 importing? I have never tried a higher up version for exporting/importing, the Poe materials might work in higher versions, but it's best to just acquire 3ds Max 9 to be on the safe side. :)

Once you model in 3ds Max 2014 or something, and export it to 3ds Max 9 as a .obj, it will automatically turn into a mesh or triangulated fashion. Which would be a pain for sure. ;)

Regards
Title: Re: FH2 Modding Q&A
Post by: Oberst on 01-03-2015, 12:03:40
- What is the size of the playermodel? Meaning How high need loopholes for firing weapons through need to be?

- What is the crouch-size of the playermodel?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 01-03-2015, 20:03:31
Using the mesh importer from POE tools, I imported the BW_nco_soldier in 3ds Max 9. It appears the height is "1.73"m once you select the top vertice. Though I don't know what the crouch height is.

(http://i.imgur.com/ooUDosG.jpg)

Regards
Title: Re: FH2 Modding Q&A
Post by: Darman on 02-03-2015, 18:03:13
Quick question for the Modding community:

Does somebody still have the "Hud Editor" by bergerkiller stored? I am working on some BF2 GUI stuff and could really use it. Unfortunatly the only link to it I could find lead to gamefront, and, you know, its gamefront. Links that are older than 2 months are usually dead on gamefront.

Since the Bfeditor forums are infected and no longer usable, I hope somebody here can help me out.

Title: Re: FH2 Modding Q&A
Post by: aserafimov on 02-03-2015, 19:03:31
https://www.mediafire.com/?tg09edtbyglrjg2

Regards,
Title: Re: FH2 Modding Q&A
Post by: Darman on 02-03-2015, 20:03:37
I just love this community. Thanks a lot.

EDIT: Is it just me or is Mediafire down atm? I can start the download, but it will only reach speeds like 5kB/s and after a few minutes it will die completely and the download fails.
Title: Re: FH2 Modding Q&A
Post by: aserafimov on 02-03-2015, 21:03:17
https://www.dropbox.com/s/qzqchj5ow4q1rfe/HUD%20editor.zip?dl=0
Title: Re: FH2 Modding Q&A
Post by: Darman on 02-03-2015, 21:03:38
Alright, thanks again, though it seems to be something on my side. Somehow my internet has a problem with that file, or maybe, online storages today. Same problem with dropbox. I'm gonna check again tomorrow.

EDIT: I've got it.

Though even with this handy tool, I can't progress with my project.

I need to edit the background box of the inventory/item/weapon selection seen when scrolling with the mousewheel. In stock BF2, it is that yellowish, plain, ugly box displayed behind every gun or item icon.

I swear I searched, found an looked at every single texture file of the game but I can not find this one. Its a miracle. If anybody can point me to this texture, wethere it is a tga, dds or part of an Atlas file, it would be most appreciated. I'm close to going completely mad because I literally spent the last three days on that. single. thing.
Title: Re: FH2 Modding Q&A
Post by: Darman on 03-03-2015, 00:03:24
To clarify things, the red marked area is the texture I am looking for.

If you know where to find it, please tell me.

Title: Re: FH2 Modding Q&A
Post by: gavrant on 03-03-2015, 08:03:54
Darman, see Menu_client.zip, \HUD\Texture\Ingame\Weapons\Icons\Hud\Selection, there you will find those "selection icons" for every weapon (yes, that "yellowish, plain, ugly box" is not a standalone texture).
Title: Re: FH2 Modding Q&A
Post by: Darman on 03-03-2015, 08:03:53
Thanks, I actually "found" it and also the reason why I was never able to find it. It is a scripted box -.-

While I was browsing up and down the Menu_client.zip, the file in question was indeed a .con ("Menu_server.zip\HUD\HudSetup\Basic\HudElementsWeaponSelect.con")

Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 18-04-2015, 14:04:08
(http://i.imgur.com/v7nHsgn.png)
When Im entering 3d max 9 it shows me this?Do you know what it is?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 18-04-2015, 15:04:51
I vaguely remember something like this, can you just click "ok" and it disappears or does it exit automatically?
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 18-04-2015, 21:04:37
When I click OK then disappear. Will this have influence on my 3D max?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 19-04-2015, 16:04:15
I think I remember now, try installing this: (a necessary patch for 3ds Max 9)

It worked, at least for me. :)
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 20-04-2015, 08:04:22
Thanks!
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 20-04-2015, 23:04:24
Nice!

If you are unsure you installed it correctly, just make sure (on the top line) it reads this:

(http://i.imgur.com/UlkhMTs.jpg)
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 09-06-2015, 19:06:24
Seems that EA even closed bf2editor.org site... Shame...  ::)
Title: Re: FH2 Modding Q&A
Post by: LuckyOne on 09-06-2015, 20:06:45
Seems that EA even closed bf2editor.org site... Shame...  ::)

Wow, they really do not want to support modding in any shape or form anymore. I guess that's a thanks for all those extra copies they sold thanks to the modding community.  ::)

That's a lot of knowledge accumulated over the years lost... Maybe we could get someone from EA to upload an archived version for the community to host somewhere?
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 09-06-2015, 21:06:30
Seems that EA even closed bf2editor.org site... Shame...  ::)

Wow, they really do not want to support modding in any shape or form anymore. I guess that's a thanks for all those extra copies they sold thanks to the modding community.  ::)

That's a lot of knowledge accumulated over the years lost... Maybe we could get someone from EA to upload an archived version for the community to host somewhere?
That's really sad to see that, so many good tutorials got lost...
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 10-06-2015, 00:06:46
Seems that EA even closed bf2editor.org site... Shame...  ::)

Wow yea :'( that was everyone's go to site when they had a question about modding, or wanted to find a tutorial to do this or that.

That's a lot of knowledge accumulated over the years lost... Maybe we could get someone from EA to upload an archived version for the community to host somewhere?

Hopefully someone can, there were A LOT of good beginner tutorials on that site.

I know the FH devs probably have some good tutorials saved. Same with the PR devs. Both sites still have a wealth of information tho.
Title: Re: FH2 Modding Q&A
Post by: radiosmersh on 10-06-2015, 00:06:31
Not a tually.  Someone made a  copy (http://www.skribbulz.com/arooster/)  of it.
And we also have Wayback Machine. snapshots:  http://web.archive.org/web/20070324050818/http://www.bf2editor.org/
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 10-06-2015, 00:06:51
Fortunately, they are still the most important ones in PR forums!
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 11-06-2015, 15:06:35
I unziped Keren,opened it in Level editor and there isnt any flag or vehlichle visible??How to make it seeable?

Also, in my options on right click in Level editor there isnt "Create object spawner". Is that means that I need Object spawner to download?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 11-06-2015, 15:06:39
You need to activate the gameplay layer you want to edit to see the vehicles.
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 11-06-2015, 15:06:09
If he just unzips the map from the public levels folder, he will not see anything from the gameplay layers in the editor, as the editor folder is missing. How you can create the gameplayobjects.con in the editor folder is explained here + all other necessary files for mapping and recreating mapping files for an allready existing map:

http://www.realitymod.com/forum/f189-modding-tutorials/83949-recreating-maps-editor-files.html

Keep in mind that you won't see any roads aswell. And if you want to create object spawners, make sure that you are in th level editor and not the terrain editor. You can add your custom object spawners (like kits) in the ObjectSpawnerDef, wich is located in the folder Battlefield 2\bf2editor\mods\FH2\LevelEditor . Look at how it is done for the other allready existing pickupkits. If you want to create vehicle spawners just right click while working on the right layer (not the default one where you place static objects), and press cancel. After that you can name it and select the vehicles and all the stuff. Also make sure that your gameplay layer is not locked before you start working.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 29-06-2015, 21:06:20
How can I successfully import color texture to my map? Basing on the description in the Fenring's tutorials related to detail texture, I tried to do similar thing with the color texture - just to tweak with some saving option in order to achieve the same size of file as other color textures. Well, I did that, texture showed in the editor (in the selecting texture box), but when I paint texture there are strange color pixels, so the question is - what should I do to get it working properly?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 29-06-2015, 22:06:41
You need to be more specific: what exactly did you do?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 29-06-2015, 22:06:51
So, color textures have size of 1 025 kB. In order to achieve this size I took one of the already existing color textures and "fill" it with my color and then saved it with other name. With save settings I used "8.8.8. RGB 24bpp|unsigned", set "generate MIP maps" and set value "7". Obviously saved it in DDS format. With such settings I achieved the same size as other textures, but seems sth went wrong...
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 29-06-2015, 22:06:52
Ok... what do you want to achieve exactly? You wanna make a colour map in photoshop and import it? Or just edit one tile?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 29-06-2015, 22:06:22
Hi! You normally should have a mipmap of "1" for color textures. Though take care, don't save the .dds file again - due to compression. This will affect its appearance greatly.

May we see a pic of what it looks like?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 29-06-2015, 22:06:09
Well, there's nothing special - just simple color texture for my sand:
(http://s29.postimg.org/jjcm1232f/color_texture.png)

In the editor all those color sandy textures are too dark to me, so I wanted to created one for quite bright sand...
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 29-06-2015, 22:06:10
Oh you mean a colour texture for painting in the editor... I thought you meant editing the map's colour texture. TBH I never paint colour in the editor so no idea. That being said, from your picture you could just paint a pure colour in the editor. Set the paint brush to paint pure colour and then choose one. That being said, don't do that, do not paint colour in editor.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 30-06-2015, 10:06:29
So you paint terrain in Photoshop?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 30-06-2015, 13:06:16
Only the colour.
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 30-06-2015, 18:06:01
You can paint colors in the editor but it requires a bit of patience, a smooth hand and a bit of skill. And it is not really usefull to paint big areas. So only use it for details and only with a strength of 5 or even less -  but not more.

The dark burned spots in that pic are painted with a black color texture for example. You can use it to paint under the roads etc. It gives you alot of freedom of what you can do. But don't overdo it.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 30-06-2015, 20:06:32
Ts so you paint colour in Photoshop and then use it in editor?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 30-06-2015, 20:06:52
Ts so you paint colour in Photoshop and then use it in editor?

Yes.

So basically if I use less strength of the color I will receive brighter colors? Don't think so...

Ok, another problem, which didn't let me sleep last months.
I want to use "apply spline" function to get rid of strange looking roads on some slopes, but there's a problem. When I use this function, there appear some ugly rough edges which need to be smoothed. However they appear too close to the spline - like it is shown on the screenshot.  After smoothing the road will look almost the same as before applying the spline.The question is - is it possible to set somewhere in the road parameters to let the edges appear somewhere further - somewhere near the location of the arrow? I think there's one of the road settings responsible for this, I think I read about in some tut somewhere...

Screenshot:
(http://s28.postimg.org/gitk6kr59/Bez_tytu_u.png)
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 30-06-2015, 20:06:36
Double the road tiles width, move one of the nodes slightly to disengage the road from the heightmap, apply spline, revert the road width to normal, edit the edges.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 30-06-2015, 21:06:35
Which setting is responsible for road tiles width?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 30-06-2015, 22:06:31
"Width"

(http://i.imgur.com/DchkvX3.png)
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 01-07-2015, 03:07:09
Aww shit 8)
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 01-07-2015, 04:07:48
Pay attention everyone! Ts is leaking some stuff! ;)
Title: Re: FH2 Modding Q&A
Post by: FORGOTTENKEVINOHOPE on 01-07-2015, 11:07:26
Pay attention everyone! Ts is leaking some stuff! ;)

unfortunate side effects of most medications.....
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 01-07-2015, 13:07:52
"Width"

Ah, there it is! Thanks for help! :)
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 01-07-2015, 14:07:17
Pay attention everyone! Ts is leaking some stuff! ;)

Yeah but it's not like most people read this thread anyway.  ;D
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 09-07-2015, 13:07:20
I have a problem - my editor stopped generating new undergrowth for new materials - they don't show up in the editor (on the ground). Any ideas why?
Title: Re: FH2 Modding Q&A
Post by: Achtungsnow on 11-07-2015, 04:07:13
I'm relativley new to 3dsmax and modeling in general, so can somebody enlighten me why the smoothing looks like this on the handles  :-X
Essentially I'd like the sides of the handles to be smooth and even, but somehow it comes up with these awful looking triangles.

(https://dl.dropboxusercontent.com/u/42847402/wipowenwire.png)
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 11-07-2015, 05:07:17
Nice Owen SMG!

The smoothing groups can look like that sometimes, did you try playing around with them a bit?

In my experiences, these odd triangle things do go away when you export it and see the model in BFMeshview. :)

Title: Re: FH2 Modding Q&A
Post by: Achtungsnow on 11-07-2015, 16:07:20
Well the main problem is that I have almost no idea how to work with smoothing groups, so I just try to slap something together and hope it works. For example on those grips I put the entire thing on just one smoothing group, as in my mind the whole thing can be smoothened out. I could put the outer faces into another one, but then it comes out looking rather stupid and blocky. I was able to overcome this whole thing by adding an inset to the flat faces, but I'd rather not add unneeded polys to an already detailed object if theres a good way not to.

Also I exported it to see it on meshview and the stripes were still there  :-\
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 11-07-2015, 21:07:13
I haven't used 3ds Max for several years now, but to me it looks as if your whole grip is assigned to the same smoothing group. The side parts need their own smoothing group aswell as the front and rear. Simply select the faces on the side and assign them to one smoothing group and proceed with the other parts of the grip. Bottom looks to be flat so no smoothing needed there.

I hope that helps. If not maybe somebody with more experience can help  ;)
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 12-07-2015, 18:07:55
I want to have only water as secondary terrain? How can I achieve this in a quickest way? Removing files it's not the solution - map crashing during loading...
Title: Re: FH2 Modding Q&A
Post by: Airshark79 on 20-07-2015, 07:07:40
Have the default heightmap, set water level higher. Doesn't make any sense to remove the heightmapprimary.
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 20-07-2015, 13:07:10
He wants to work with the secondary terrain so working with the heightmap primary doesn't help alot in first place. My bet for the fastest way would be to fill all the secondary patches with black color in Photoshop or GIMP. Make sure that the borders of your hightmapprimary are black aswell or use the smooth edges tool in the terrain editor.
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 20-07-2015, 17:07:45
have you tried to delete the secondary terrain in the editor?
Title: Re: FH2 Modding Q&A
Post by: Airshark79 on 20-07-2015, 18:07:38
Oh, it seems like I read it with my arse. I never tried this one, so I don't have much to say.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 20-07-2015, 20:07:45
have you tried to delete the secondary terrain in the editor?

Damn, I forogot about removing patches of secondary terrain tool in the editor... Breaks from mapping don't help... ;) Thanks for help!
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 21-07-2015, 14:07:59
Another thing - what value should I change to force fast ticket drop like it's done in "King of the Hill" mode. Actually I wanted to make such mode for "16" layer in my map, but tickets go really slow... I did it in the past, but completely forgot what value should ba changed...  ???
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 21-07-2015, 17:07:48
The ticket rate in the init.con is not functional, you need to code it in the mapdata.py
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 21-07-2015, 23:07:56
Ah, I see... That's sth new if I remember right?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 29-07-2015, 11:07:56
What could be the reason that editor doesn't save GPO.con in GameModes folder and doesn't save roads? I have them in the editor, but in game they are invisible... Maybe because I used non-standard width for one road template?

Edit: The problem with roads solved. But still remains GPO issue...
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 18-08-2015, 17:08:19
in microdem,I opened terrain from STRM.Now I need to find exact place. I dont know how to,dont know where  to write coordinates in microdem. It is too big to look manually. I tryed looking in box on bottom but It is not right.

EDIT:Im using PR  tutorial

Title: Re: FH2 Modding Q&A
Post by: Mudzin on 24-08-2015, 15:08:18

(http://s21.postimg.org/b9mleseur/texture_error.jpg) (http://postimg.org/image/b9mleseur/)

Is it relating maybe to broken palm OG object?
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 05-09-2015, 15:09:58
How to change flag?I llooked at TweakBar but cant find it.
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 05-09-2015, 15:09:14
How to change flag?I llooked at TweakBar but cant find it.
is this what you mean?

How to change the flag type to FH2 folded one
(http://forgottenhope.warumdarum.de/tutorials/guide.php)
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 05-09-2015, 16:09:08
well,I right-click/create spawn point/and gave it name.BUt it automaticly becomes Italy. Ok,I create second flag,name it,put Team 2 and it automaticly is Us. Now how to change flag in Editor?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 05-09-2015, 16:09:57
You set it outside editor in init.con file. If you don't have it in the map folder simply copy from other map, the best option would be copying  from the map where those 2 factions are fighting. So, you would have already set your spawn kits, because there you also set them!
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 05-09-2015, 16:09:18
And that will set flags too(kwiot)?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 06-09-2015, 00:09:15
In this file you have defined armies and this setting automatically set these specific armies in the editor. I think you should find easily those lines in the init.con.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 08-09-2015, 21:09:43
(http://i.imgur.com/HTsFEnC.png)
How to fix?
(http://i.imgur.com/UGtSWsk.png)
These spikes,how they appeared?
(http://i.imgur.com/tRUZxtP.png)
You see this on middle of map,like two level of map,how that apperad,how to remove-in editor or else?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 08-09-2015, 22:09:30
Looks like the heightmap was saved in a wrong format.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 08-09-2015, 22:09:40
You mean size is wrong?Or format like RAW?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 08-09-2015, 22:09:40
Probably file format, IIRC it needs special settings.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 08-09-2015, 22:09:01
Hmm,I folowed this tut https://docs.google.com/document/pub?id=1B2A3n19zjS1R4T4FLhr0-Uxfa_quf7DFC-FgCoQXIv0 and did what he said. But when I made my level:
size:1024(max)
scale:2   - so level is 2048x2048
low res:512

In photoshop,when I made size of file of heightmapprimary I put 2049.In raw options,I put 2049,IMB PC,Chanal:1,Hedares:0,it is grayscale,16bit.

Dont know where is mistake.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 08-09-2015, 22:09:34
Yeah sounds about right... dunno then.
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 09-09-2015, 04:09:39
It happens often to me also... Don't know why... Maybe I suggest to dispatch secondary terrain in "terrain editor" section, so maybe it will help...
Title: Re: FH2 Modding Q&A
Post by: Rabbit032 on 10-09-2015, 03:09:30
Heightmaps are always saved as 1024 and 1025 when you re0open it even if it is scale 2 or 4. Scale 2 and 4 dont actually add more tiles, it just stretches it out, think of it as resizing a picture upwards, you stretch the pixels. Colormaps are the ones that you save as a different size.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 10-09-2015, 14:09:06
Heightmaps are always saved as 1024 and 1025 when you re0open it even if it is scale 2 or 4. Scale 2 and 4 dont actually add more tiles, it just stretches it out, think of it as resizing a picture upwards, you stretch the pixels. Colormaps are the ones that you save as a different size.
That is maybe my problem.I saved it as 2049 and in raw options when reopened I put 2049.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 12-09-2015, 11:09:37
Solved my problem.Like rabbit said,heightmap is 1025 always any scale,and secondary 8bit.
Title: Re: FH2 Modding Q&A
Post by: Turkish007 on 13-09-2015, 10:09:09
Is it possible to merge the helmet and other stuff with the playermodel, apart from the kit geometries, so it does not disappear when the player is dead?
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 13-09-2015, 11:09:25
Is it possible to merge the helmet and other stuff with the playermodel, apart from the kit geometries, so it does not disappear when the player is dead?
Probably, but AFAIK it's not that easy, and would require shit ton of work to apply to all models in FH2. I remember one dev (I think it was Kev) working on it for a while, long time ago, but after some trials he gave up because it required too much work. I might be mistaken tho, but that's what I remember from internal forum/IRC, maybe there are other reasons why it didn't work, maybe devs had different prorities at a time and it was just scrapped. As a tester I don't have access to those things untill they're released to the beta build, and that helmet thing was never released.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 15-09-2015, 20:09:04
-Is colormap for level pretty same,example,is for Totalize colormap vareity of green color? Can somebody explain colormap?
-I cant see my map in game? What is probaly problem(I took gold beach init. and replaced inside my map name)?
-How to put picture,topograf map or earth map picture, on my map so I can see where to put flags,etc?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 15-09-2015, 20:09:12
A colormap is the big texture of a map. It determines the colour of any terrain tile, the detail texture you can only see from up close.
To see the map ingame you need the info folder.
You need to set the picture you need as the colour map.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 17-09-2015, 22:09:24
Map is 2048x2048,what about secondary terrain,is it better then 512x512?
What is good texture tut?

(http://i.imgur.com/c9Aq0x5.jpg)
Is map cosists of:
-color(basic green,yellow,etc.)
-detail(grass,land,desert,little stones)
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 18-09-2015, 10:09:45
http://forgottenhope.warumdarum.de/tutorials/texturesystem.php

Read these tutorials. It should give you an understanding on how texturing works.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 18-09-2015, 22:09:45
When I want to load map in editor,editor crashes?Solution,problem?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 18-09-2015, 22:09:31
What did your "windowed mode" message say?

http://fhpubforum.warumdarum.de/index.php?topic=20396.0

Edit:
Wait a second, you said Editor or ingame?
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 19-09-2015, 09:09:20
Yes shitty editor.Can someone upload BF2EditorMemoryFix program ?
Title: Re: FH2 Modding Q&A
Post by: Roughbeak on 19-09-2015, 15:09:19
Try this (just replace the old .exe with the new one):
http://realitymodfiles.com/rhino/editor/BF2Editor_updated.rar

By the way I modified Fenring's tut a bit, so they're are not so much dead links. :)
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 25-09-2015, 18:09:31

http://forgottenhope.warumdarum.de/template/showscreenshot.php?type=fh2screenshot&imagename=Fall%20of%20Tobruk/FallTobruk_08.jpg

This broken ship,could it be made driveable?

EDIT: Ok it can.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 03-10-2015, 23:10:32
When I want to create objectspawner,I cant select velichles. Everything is white in box that opens.

How does example.pacific map has velichles that you dont have in FH2?

Can map work if you only,only put flags and spawnpoints? I tryed but it crashes.What else it needs?

I cant find bridge,usual one,so that road goes on him and rail under  in editor?
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 08-10-2015, 08:10:05
Ok I solved that up in community.
New problem:My editor didnt make GameModes folder. And it also made GamePlayObjects.con in Editor folder. My friend told me that now ,after I make Gamemodes folder, need to copy always GamplayObjects.con from editor folder to GameModes/gpm_cq ? Why editor didnt make his job?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 08-10-2015, 14:10:25
No don't do that. The editor will do that automatically once you place objects into a certain layer in the editor. Do you have layers set up?
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 08-10-2015, 18:10:15
No I havent. Are layers 64,32,16 so only three?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 08-10-2015, 18:10:02
You can have as many layers as you like although you rarely use more than three (mostly for AI)
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 08-10-2015, 23:10:17
Is there way to change map name in editor(so I dont need to do manually)?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 08-10-2015, 23:10:11
I wouldn't do that, simply change the name that is shown ingame in the info file.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 09-10-2015, 08:10:47
Yes,in info is right name. But folder map and other stuff have wrong name-its with capital. All other fh2 maps are without capital, I heard that map stuff/folder with capital can be problem for some computers. ???
Title: Re: FH2 Modding Q&A
Post by: AfterDune on 09-10-2015, 14:10:02
Is there way to change map name in editor(so I dont need to do manually)?
Easy with "LevelRenamer" :)

https://dl.dropboxusercontent.com/u/10481708/lvlrenamer.exe
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 09-10-2015, 23:10:26
Is there way to change map name in editor(so I dont need to do manually)?
Easy with "LevelRenamer" :)

https://dl.dropboxusercontent.com/u/10481708/lvlrenamer.exe
https://web.archive.org/web/20101224120034/http://www.bfeditor.org/forums/index.php?showtopic=13782
Title: Re: FH2 Modding Q&A
Post by: Airshark79 on 12-10-2015, 09:10:55
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 12-10-2015, 20:10:29
Isn't there an option "save as..." in the editor? I know that the process takes a while, but it's possible...
Title: Re: FH2 Modding Q&A
Post by: AfterDune on 13-10-2015, 07:10:33
The editor will probably screw up the map :p. LevelRenamer is by far the fastest way to copy a map to another name.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 14-10-2015, 21:10:14
Title: Re: FH2 Modding Q&A
Post by: AfterDune on 15-10-2015, 07:10:33
It's not my dropbox, someone on the PR forums posted it.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 17-10-2015, 20:10:32
I made layer,named it 64,transfered flags in it but it didnt made my GameModes folder?
Title: Re: FH2 Modding Q&A
Post by: Mudzin on 26-10-2015, 23:10:03
I think it's because the "fixed" version of bf2editor.exe fucked up sth with it. I personally can't create any gameplay modes in the editor, because there's no such option when I create a new layer...  ::)
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 28-11-2015, 22:11:48
My editor crashes when I want Connect spline. It say BF2 editor memory-Its not found 396...
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 30-11-2015, 16:11:37
Does anybody has BF2Editor v2?
Title: Re: FH2 Modding Q&A
Post by: pheeph on 09-02-2016, 21:02:12
I recently tried to update my old map to the current version... but I may have missed out a lot since I haven't touched the map in a long time... the textures are no longer on the map and the object spawners aren't there...
Title: Re: FH2 Modding Q&A
Post by: pheeph on 11-02-2016, 06:02:30
Hey again... As I was reworking my map and placing my object spawners, I noticed that the machine guns aren't in the right position... For the Axis team, I have an mg15 placed on a small wall by its bipod.  When I switch to the Allied team with a Vickers bipod, the bipod is not on the wall and it's like the mg is in mid air...
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 11-02-2016, 09:02:45
Hey again... As I was reworking my map and placing my object spawners, I noticed that the machine guns aren't in the right position... For the Axis team, I have an mg15 placed on a small wall by its bipod.  When I switch to the Allied team with a Vickers bipod, the bipod is not on the wall and it's like the mg is in mid air...

Many weapons are like that. I usually always set up 2 different object spawners if i want different teams to have different equipment. Often though in defensive positions i'd leave the same MG for both teams.
Title: Re: FH2 Modding Q&A
Post by: pheeph on 13-02-2016, 18:02:32
Umm, what happened to the weapons kits?  I was trying to create object spawners for those, but they're not there.
Title: Re: FH2 Modding Q&A
Post by: Fragmentality on 18-02-2016, 17:02:44
I have BF2editor installed for standalone PR, so I wonder if it's somehow possible to use that editor for FH2? It doesn't let me install it twice in different folders.
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 18-02-2016, 18:02:13
You can just copy the bfeditor folder from your PR installation to your bf2 installation. I have atleast 3 different editors in different locations.
Title: Re: FH2 Modding Q&A
Post by: Fragmentality on 18-02-2016, 21:02:42
You can just copy the bfeditor folder from your PR installation to your bf2 installation. I have atleast 3 different editors in different locations.

That causes a crash without an error prompt. I guess I'm missing some crucial file, but not sure which.

E: Now I'm getting a prompt "DirectX version 9.0c or higher is required to run. Please install DX9c and try again." I haven't overwritten any files yet as I'm afraid I'll have to reinstall BF2 if something goes wrong.
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 18-02-2016, 22:02:26
Be sure to run it as administrator
Title: Re: FH2 Modding Q&A
Post by: Tiku-Orava on 19-02-2016, 14:02:32
Be sure to run it as administrator

It's not working. I'll just delete the previous installation and reinstall it to the BF2 folder, since I'm not really needing it right now with PR. Thanks for helping, though. :)

E: Wait, what is this? I was trying to recover my previous account with no success, so I had to make a new one. And suddenly my browser remembers it? .___.
Title: Re: FH2 Modding Q&A
Post by: pheeph on 02-03-2016, 08:03:51
Since I haven't packed my map in such a long time, how do I use the new map-packing tool in python?
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 03-03-2016, 09:03:33
Should just be a matter of running pack-map.py through python, and type in which map to pack.
Title: Re: FH2 Modding Q&A
Post by: pheeph on 05-03-2016, 06:03:46
I'm still new to this python stuff... I don't exactly know where to begin... Do I just activate the Python shell program and type the .py file with the map?  Or do I use the command line for that?
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 05-03-2016, 17:03:39
Command line 'python.exe pack-map.py' or just have windows open python.exe when clicking .py files in explorer.
Title: Re: FH2 Modding Q&A
Post by: pheeph on 06-03-2016, 23:03:00
Okay, I activated it with python, they tell me which map to pack.  When I type in "Boot_Camp_1", the program couldn't find it...
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 07-03-2016, 08:03:57
And that is the exact name of the folder? And you have a file called boot_camp_1.desc in your info folder?

Also generally stay away from capital letters in mapnames.
Title: Re: FH2 Modding Q&A
Post by: pheeph on 08-03-2016, 07:03:05
Yes that's the name of the folder.  The boot_camp_1.desc is in the info folder.

So, I should lower case the map name and .desc file?
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 08-03-2016, 07:03:16
You can rename your map with LevelRenamer on page before on this tread
Title: Re: FH2 Modding Q&A
Post by: pheeph on 09-03-2016, 05:03:05
Okay, I managed to rename the folder and modified the necessary files to "boot_camp_1" and now the map-packing tool works... now I have to figure out the crash issue...
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 12-03-2016, 16:03:19
Plz,again
(http://i.imgur.com/IocawlK.png)

Really tried everything till now..
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 12-03-2016, 16:03:28
Be a bit more specific.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 12-03-2016, 19:03:01
Ok
Im using this tutorial https://docs.google.com/document/pub?id=1B2A3n19zjS1R4T4FLhr0-Uxfa_quf7DFC-FgCoQXIv0 but as it has some minor faults,I also use some of this tutorial (Photoshop part) http://www.realitymod.com/forum/f189-modding-tutorials/69889-how-make-awesome-maps-dem-geo2-image-heavy-15.html .This thing happened to me last time,but solution was that secondary terrain 8bit and primary terrain 1024(not 2048). Now I started on smaller map to learn faster and in editor made new map: Primary terrain is 512x2 and secondary 256. OK,I took part of terrain in microdem and decided to split it. First I took primary terrain,first cut part,then sized it to 512,put mode to 16bit,saved,opened again,put correcly RAW settings,resized to 513 and saved. Then I went for secondary terrain and cut part,sized to 256, 8bit, saved,reopened,put RAW settings corectly,resized to 257 and saved. Then put this all to map and that thing showed up.
???

Edit:I know Im boring and spamed this tread too much,sorry but Im losing time very day because I cant solve this. Till now I could do lot of things
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 13-03-2016, 00:03:30
Is there a reason you want to do all that.  Why not just copy a square from the microdem that is 3 times larger than the primary you want and use some simple program like bf2hmt to make the heightmap?
Title: Re: FH2 Modding Q&A
Post by: pheeph on 13-03-2016, 08:03:16
Okay, my map has been crashing at 14%.  I was reading the "Map Crash Percentages and Easy fixes" thread, but so far the problems are...

-My map doesn't have a mapdata file.
-Gameplay.con file?  Is this file supposed to be in a map or something?  If it is, I don't see it.
-Regenerate overgrowth... All those trees and hedgerows static objects folder and they don't appear in the terrain tool.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 20-04-2016, 16:04:48
http://www.moddb.com/mods/battleship1/news/battleship-for-bf2-is-released
In this article,in this mod,they mentioned that there are two open sea maps,and one has viewdistance to 3km. How to do that(do I need to change in which .txt)?

http://www.realitymod.com/forum/f562-pr-falklands-general-discussion/141068-player-dnesity-8km-x-8km-map.html
This is what is really interesting for me. Falkland 16x16!! How(asked there but no answer)? Maybe he managed to use secondary terrain as primary?

I asked him long time about walking on ships in moving.Will coating with non-hurting material solve walking? Did you tryed that on fh2 ships(lobo's)?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 20-04-2016, 18:04:42
About the falklands thing, my guess is instead of using the heightmap, they made a 3d model of the island and used that.
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 20-04-2016, 19:04:15
Viewdistance. Set it in init.con (and sky.con for the fog range)

Falklads is 8x8km not 16x16? Atleast i thought so. Like Ts4 said, all land is made using models since terrain wont work if you scale your map up like that.

As for ship walking, i tried it.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 10-05-2016, 11:05:22
Is there way to see what size map is (I didnt made it so)? Cant find it..
Title: Re: FH2 Modding Q&A
Post by: Clay_Tank on 15-05-2016, 19:05:58
Just a short question: Is the .zip file extraction (as described in the FH2 mapping tutorial, http://forgottenhope.warumdarum.de/tutorials/) still needed for BF2 Editor with the FH2 current build? Quite a lot of Zip files to extract ...
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 15-05-2016, 19:05:34
Yes still needed.
Title: Re: FH2 Modding Q&A
Post by: Clay_Tank on 17-05-2016, 11:05:36
Thanks! As said there are quite a lot of files to extract in 2.51 and because I'm lazy I wrote a short PHP script that unpacks the files automatically for you. Maybe I'll re-write it later as an Python script. I guess you devs check FH2 out of source control for work so I guess this is only going to be interesting for custom mappers.

Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 17-05-2016, 13:05:10
Whenever i do this i select all object*.zip files, rightlick and select extract too. And then the same for all common file etc. It's pretty fast and simple.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 22-06-2016, 13:06:50
I've been following the official EA mapping tutorials. They are helpful but they were made for vanilla Battlefield 2... and right now I'm in the stage where my test map has a few statics scattered, the object and soldier spawns and one flag for each side. However, when I want to assign each teamto one of the FH2 factions, I can't save the changes because there are no kits associated with said factions.

Also, my level doesn't show ingame. According to the EA tutorial, I shouldn't need any extra step, but it's not on the list when I try to create a local game.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 22-06-2016, 13:06:42
Kits on FH2 maps are usually set outside of the editor by simply writing them into the init.con.
To play an FH2 map you need to pack it using the pack-map.py script you will find in the main fh2 folder. Also look into the info folder and see what is inside the desc file. Compare this to stock fh2 maps to see how it works.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 22-06-2016, 14:06:02
Thanks! Packing the map indeed made it appear in game. I copied the team and kits section from The Battle for Sfakia.init and pasted it into my map's .init file. I packed again... and although I can start the map in the local server, as soon as I spawn the game crashes (I'm runing in windowed mode and I'm not seeing any error log). There are no kits in the spawn kit menu, so I guess that's what's wrong. I've been trying to reverse engineer further the init and desc files looking at the Sfakia files, but still no luck, the kits won't show up ingame.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 22-06-2016, 17:06:46
As I said earlier, you need to pack it with the map packing script.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 22-06-2016, 19:06:21
As I said earlier, you need to pack it with the map packing script.

That's what I've been trying to do. I have the map-pack.py in the fh2 folder. I executed the script for the map, and although a client and server .zip files are created, I don't see any mapdata.py file created, which is present in stock maps. When loading the maps ingame, they crash due to having no kits.

I tried executing the python script through the windows console. It's telling me that my map does not need repack.

What am I doing wrong? Sorry if I'm being a pest and I'm missing something obvious.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 22-06-2016, 19:06:09
Does you map have a tmp.con? if not, add one, then repack.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 22-06-2016, 20:06:36
Does you map have a tmp.con? if not, add one, then repack.

Indeed, that was the problem. Thank you.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 22-06-2016, 20:06:57
The map packing script writes all weapons and vehicles of your map into the tmp.con. This is unique to FH2 because BF2 otherwise loads all assets for every map. As you can imagine, with the amount of tanks and weapons in FH2, this would get out of hand quickly, so this was introduced a while back to cut down on load times.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 23-06-2016, 10:06:52
So, I've been learning how to place road splines today, but the tutorial I'm following just creates a basic dirt road. If I wanted to load Anctoville or Goodwood in the editor too look at how sidewalks are done, which files should I unpack? (Btw, sidewalks are objects right? Haven't found them so far, but I've only looked at the France section of the static objects list).
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 23-06-2016, 12:06:28

(http://i.imgur.com/DchkvX3.png)

Sidewalks are objects and a major pain in the ass to place (unless you build a town on a grid like Brest and even then...). You can find them under "Sidewalk" in the France folder.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 25-06-2016, 17:06:06
A doubt came up while reading Ferning's tutorial on heightmaps... What is the adequate map "resolution" for a 1x1 km map? If I'm not mistaken, it could be either 512x2 or 1024x1.

BTW: Are Ferning's tutorials still the go to for someone learning mapping? They seemed to be created a long time ago and some of the software mentioned is outdated (like Geocontrol, now called World Creator IIRC).
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 25-06-2016, 17:06:00
Scale 1 maps are tricky in that they can adversely affect performance. Maps should only be done if they have relatively low view distance (Sfakia or Sammatus) or are rural maps with not that many statics (Arad).
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 27-06-2016, 12:06:13
Ok, so a question about heightmaps again... I've been following one of the tutorials from the PR website, in which Google Earth and microdem are used in order to get the heightmap. However, is there any way to find the heightmap of the exact place you're looking for other than guessing?

I have downloaded a dem file containing data for most of the Nord Pas de Calais area and after that I've had to narrow down my area by guesswork. However, in the Prokhorovka dev blog Knoffhoff seemed to get a heightmap that 100% matched his topographic map, so I wonder if he (or anyone else who makes scaled or unscaled but true to the real terrain maps) used another tool.
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 27-06-2016, 17:06:13
When you move around the dem with microdem it will show you the GPS coordinates at the bottom I think.  You can then correlate it with google earth.  You may have to change the coordinates format in google earth to match the numbers in microdem.
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 27-06-2016, 18:06:43
I think Microdem is not so good when working with DEM data. It crashes quite often and offers less stuff that other apps do better, especialy for the purpose of generating heightmaps from real places. If I may recommend you a much better app:

http://www.hangsim.com/3dem/

3DEM is my desired tool, when it comes to importing real world terrain models. You can enter max and min latitude and longitude, meassure distances quite good with GPS tracking and get rid of the stretching that you get while working with different geodetic reference systems. In the operations tab you should check out F8 (select smaller area), F3 (modify colors) and change projection (to get rid of the distortion). Just make sure that you have the right GeoCoordinates (Degrees or Minutes.Secs) when you want to enter you coords from goodle earth or maps.

I hope this helps  ;)
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 27-06-2016, 18:06:37
The only thing I don't like about using Microdem then BF2HMT is that it comes out all cubic and I have to run the smooth brush over the whole map.  Is there a program that does that smoothing automatically or is manually doing it unavoidable.
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 27-06-2016, 21:06:15
I think the rastered mesh is down to the file type and bit count. I fiddled a bit with this stuff and terragen files offer the best results. So I export the terrain with 3DEM as a terragen.file and not as a GeoTiff and load the terragen file into GeoControl. That's another point, where 3DEM just offers better options. The terragen file is not as much rastered as the GeoTiff file. Only thing I do afterwards is applying my terrain post production filters like errosion and some smoothing. After that all the colormaps and detailmaps in Geocontroll aswell and undergrowth based on the detail textures. I save the finished terrain in GeoControll as tiff file to split it with the BF2heightmaptool. No smoothing required after that.

I might make a more in depth tutorial/devblog about this workflow at one point, but I just lack the time right now. It is certainly very usefull, not only for BF2 engine.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 27-06-2016, 22:06:19
When you move around the dem with microdem it will show you the GPS coordinates at the bottom I think.  You can then correlate it with google earth.  You may have to change the coordinates format in google earth to match the numbers in microdem.

Many thanks. God, I need to start figuring out the obvious stuff by myself.  :P

I think the rastered mesh is down to the file type and bit count. I fiddled a bit with this stuff and terragen files offer the best results. So I export the terrain with 3DEM as a terragen.file and not as a GeoTiff and load the terragen file into GeoControl. That's another point, where 3DEM just offers better options. The terragen file is not as much rastered as the GeoTiff file. Only thing I do afterwards is applying my terrain post production filters like errosion and some smoothing. After that all the colormaps and detailmaps in Geocontroll aswell and undergrowth based on the detail textures. I save the finished terrain in GeoControll as tiff file to split it with the BF2heightmaptool. No smoothing required after that.

I might make a more in depth tutorial/devblog about this workflow at one point, but I just lack the time right now. It is certainly very usefull, not only for BF2 engine.

I've had a look at 3DEM and it sure seems like a much more comfortable tool. Is it possible to get GeoControl for free though? This is the first of the eleven programmes I've had to install so far for mapping that seems to be a commercial product.
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 27-06-2016, 23:06:39
I am not sure wether you can still get GeoControll. I think the company changed and they are planning to release a new software called World Creator. An alternative would be using Terragen:

But I am not that used to terragen.

As with most of those softwares: they are not for free but you can try demos or get some trial time. When you are starting with mapping should be a good start. If you want to do some more advanced errosion stuff you can also import your terrain into UnrealEngine 4 and work a bit with errosion brushes. It is not as advanced as those procedural terrain tools, that are specialized for such tasks obviously, but it is a good start.
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 28-06-2016, 05:06:51
some helpful tips here for people new to bf2 mapping in general, good luck   ;)

https://web.archive.org/web/20141006173310/http://www.bfeditor.org/forums/index.php?
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 28-06-2016, 08:06:27
I am not sure wether you can still get GeoControll. I think the company changed and they are planning to release a new software called World Creator. An alternative would be using Terragen:

But I am not that used to terragen.

As with most of those softwares: they are not for free but you can try demos or get some trial time. When you are starting with mapping should be a good start. If you want to do some more advanced errosion stuff you can also import your terrain into UnrealEngine 4 and work a bit with errosion brushes. It is not as advanced as those procedural terrain tools, that are specialized for such tasks obviously, but it is a good start.

Oh yes, I have indeed downloaded Terragen 3 since Ferning's tutorials make use of it. I'll fiddle around with it.

some helpful tips here for people new to bf2 mapping in general, good luck   ;)

https://web.archive.org/web/20141006173310/http://www.bfeditor.org/forums/index.php?

Thank you, I'll take a good look since I'm still confused about lots of things in mapping.

By the way, sorry for converting this thread into "Major Major Asks Questions and Gets Answered".  ;D
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 02-07-2016, 15:07:51
While setting up the roads and railways for my map today, I realised that my heightmap doesn't reflect the elevation of this part of the village really well. The rail line is protected by an "earth wall" (sorry, I don't know how to properly transtlate this), and the main road passes over the railway. In editor it looks horrible:

(https://s32.postimg.org/6xl7hp6dd/talud.png) (https://postimg.org/image/6xl7hp6dd/)

(BTW: I know that I should probably place the railway spline only after the terrain is done, but I realised the problem with the heightmap after having applied it. This is the test version of the level anyway)

So, is the modify terraint tool the best way to create the "earthwall(s)"? Also, I've got no real option but changing the elevation of the surrounding terrain so the bridge just doesn't hang in the air, don't I? Other than changing their course so they are parallel, but that would be cheap, wouldn't it  ;D.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 02-07-2016, 15:07:52
Heightdata is usually too low res to reflect such minute changes in elevation, you need to do that by hand.
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 02-07-2016, 23:07:55
Yeah, you should do that stuff by hand and ramp the road up enough to cover your bridgeheads.  I'm not sure that railway road template is a good idea.  There are railroad statics that everyone seems to use instead.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 03-07-2016, 00:07:05
If you do it cleverly you can use road splines to edit terrain as well, by using the "apply spline" function. You will need to experiment a bit though.
Title: Re: FH2 Modding Q&A
Post by: PapillonFH on 03-07-2016, 11:07:10
Apply spline is a very mighty tool. in the editor, from my pov the only reliable way to create slopes, ramps, ridges
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 03-07-2016, 12:07:31
How would you create a ridge by using "apply spline", though? I have been using that to create flat roads, as shown in the Dukla Pass devblog. I'm looking right now at the spline options, and I can modify width but nothing related to height.

EDIT: Ok, nvm, you must move the nodes by hand, then apply spline.  ::)

Also yes, I agree, the railway spline didn't look good at all. I will make it out of statics as shown in the Prokhorovka devblog.
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 03-07-2016, 16:07:21
About the height scale in general:

there is a setting called terrain height that is at 163 and a few at default. As Ts4ever allready explained, real terrain doesn't have that extreme scale that you see in computer games and it gets even more noticable when you consider the fact, that 1000 m in real life are something like 500m in the game world in BF2. The same principle applies to the height. So when you have a terrain with 100m height difference between max and min altitude you have to scale up the height accordingly and make it twice as high to get the general terrain right. Note that with 200 you get pretty steep elevations with that setting. Sometimes I feel, that you need to apply even more upscaling than that and sometimes a bit less to get a nice playable terrain. But you don't have to do that manualy and make hills with the terrain brush.

Use the mentioned terrain height setting and play around a bit with that setting, place some objects like your bridge and some buildings and use the soldier cam in the editor to run around a bit and see how the scaling works and looks. You can adjust the setting on the fly until you are happy with it. Important is that you do that at the start when you have your terrain freshly imported, because your manually brushed hills will get scalled aswell.

I hope that helps  ;)
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 09-07-2016, 11:07:55
How do I import a colormap into the editor? I managed to do it once using tsplit so I could have an aerial photograph as the colourmap to place the most relevant statics (a mistake, since I can do that just fine with a hemimap). Now however, I want to start playing around with texturing, so I created a basic colormap in Geocontrol, but even though I pasted my colourmap into levelname/editor, it doesn't show up in-editor (it doesn't matter wether I use Ferning's way with tpaint or the alternative tsplit method).
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 09-07-2016, 22:07:33
ive never used tsplit, instead i  always use the bf2 mod tool kit. not sure if a download of that is still available, but i may have the .exe if wanted.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 10-07-2016, 09:07:57
ive never used tsplit, instead i  always use the bf2 mod tool kit. not sure if a download of that is still available, but i may have the .exe if wanted.

Sure, I appreciate it if you sent me the exe. I'm still confused about the tsplit thing, though. I did exactly the same thing I did the first time it worked: split the tga into smaller dds files, and paste them into levelname/editor/colormaps. And it won't work.  ???

I'm open to any alternative methods.
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 10-07-2016, 22:07:28
Are both maps that you worked on the same size? Dependend on wether they are 1024, 512, or 256 squares you need to setup the TGA file accordingly, otherwise it won't work.

"We are now ready for our final render of the colormap, click image size, we change the height and width to our map size*4 that means 512*4=2048 (Or for a 1024 map 4096x4096 for example)"

Maybe it is worth to check this. Also make sure that you have the correct setting for the renderer to render your textures.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 11-07-2016, 10:07:53
(https://m.popkey.co/881a7e/yYWN7.gif)

God am I embarrassed. I checked the terrain.con, apparently I copy-pasta'd it form the test level accidentally when copying the files necessary for the level to be packed. The file still referred to the texture folders of the test level, hence it didn't matter if the colormap dds where in the right place or not.  :P
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 05-08-2016, 13:08:46
In which situations should I use the texture brush in the editor? I've been reading some of Natty's posts on mapping, and he recommends only painting with pure RGB colors + detail texture, never texture + detail texture. Does this mean that what I should do is paint my colormap in Photoshop and then apply the detail texture in the editor?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 05-08-2016, 14:08:00
Rather do it the other way around. Paint the detail texture in the editor (depending on a map roughly generate the basic three textures in terragen or some program like it), then derive the colour texture from that in Photoshop.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 18-08-2016, 17:08:45
I've been reading some tutorials on how to do overgrowth and have some questions as to how this tool works. So far what I've found is that you paint with the desired type of trees, then adjust density and volia. However, I have little control over the results. I would like to be able to place trees almost "by hand", so as to speak, so I could have them highlighting paths, giving cover, using them as garden walls, etc. How do I get non-random foliage?

Sorry if this is once again a stupid question with an obvious answer.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 18-08-2016, 18:08:19
You can get some more control and better looking forests by using the settings that control distance to other og objects. However for really detailed stuff you need to place trees by hand.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 18-08-2016, 19:08:25
Thanks! How would I go about that, though? I can't treat the randomly generated trees as statics, and there are no trees in the statics folder. Or do I have to paint individual small "dots" with the overgrowth tool and then generate?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 18-08-2016, 19:08:28
There is an overgrowth folder next to the staticobjects one.
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 18-08-2016, 20:08:07
Okay, found out what was wrong. I had to tell the Mod Manager to load the "Vegitation" folder, not sure why it was unchecked. One last question about overgrowth: can I be liberal with placing trees by hand, or does it affect performance? I've read a post in the BFSP Forum stating that it causes lag.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 11-09-2016, 14:09:55
Are city maps like brest or tunis 1:1 scale maps?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 11-09-2016, 15:09:01
Tunis is fantasy afaik, Brest is based on the real thing, but no idea how accurate.
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 11-09-2016, 17:09:05
Are city maps like brest or tunis 1:1 scale maps?
Check this out: Battle of Brest (WIP) (http://fhpubforum.warumdarum.de/index.php?topic=2220.0)
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 11-09-2016, 19:09:57
Are city maps like brest or tunis 1:1 scale maps?
Check this out: Battle of Brest (WIP) (http://fhpubforum.warumdarum.de/index.php?topic=2220.0)
Oh,thanks jan,didnt know that. The map is 1024! which supprised me,but didnt find really is it scaled or not. Thing is I taught of city map and I marked 2.3km x 2.3km in google earth- I taught of 512 map but thats 4 time scaled down. Is it really brest 1024,did Kett told wrong because thats like Eppeldorf
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 11-09-2016, 21:09:48
I assume that secondary terrain never shows up on the minimap, therefore the empty space you see on the Brest map is actual primary terrain. I guess he made it 1024(x1?) to have plenty of spare room to build the city in.

But then again I don't really know what I'm talking about, so take it with a spoonfull of salt.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 11-09-2016, 22:09:20
I think it is 512x2.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 18-09-2016, 20:09:17
(http://i.imgur.com/H2bMkus.jpg)

What do you thing about this? Is 512x512 map enough because I dont think 1:1 copy of this will work as map
Black line-tunnel
Blue line-area of gameplay
Title: Re: FH2 Modding Q&A
Post by: AfterDune on 19-09-2016, 08:09:03
Isn't 512x512 a bit tiny? Might want to make a 1x1km map and focus on the center of the map. That way you have the room to go bigger (outskirts if you will), but you don't have to use it.

Then again perhaps my mindset is more PR-ish, where we often use larger maps.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 19-09-2016, 08:09:22
Hm taught about taking 1x1 map but also taking bigger area so this marked are will come around 715x715. What about that?
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 19-09-2016, 15:09:19
I'd make it a bit bigger, include the waterfront, and move the HQ's farther apart.
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 25-09-2016, 17:09:41
how do you wanna create a tunnel?
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 25-09-2016, 19:09:11
Tunnel would go under houses. As you can see that most of tunnel goes under houses as on pic so I would put most of houses at area of tunnel together. By this I can modify terrain for tunnel under houses and with that made cover for tunnel. Streets are problem as I would need to put something like broken wall of house that collapsed over whole street so I can make tunnel or put something else. I also want to put that germans can destroy tunnel at one part and enter tunnel- everything for now idea
Title: Re: FH2 Modding Q&A
Post by: MajorMajor on 25-09-2016, 20:09:49
You might want to ask Papillion how he created his tunnels for the Battle Isle custom map. I'm not sure whether they are modified terrain or a static.
Title: Re: FH2 Modding Q&A
Post by: Flippy Warbear on 25-09-2016, 21:09:49
If Im correct on what tunnels you mean, MajorMajor, those were done with a static object.
Title: Re: FH2 Modding Q&A
Post by: D.Arya on 16-12-2016, 16:12:04
is it possible to export weapon to fh2 using 3ds max 2016? I want export a model but I only have 3ds max 2016
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 11-01-2017, 17:01:34
Is it any way to measure height in the bf2 editor? I'm trying to make a 1:1 copy of my home village and I want the 194 meters high mountain to be ~200 meters high. It's pretty hard to just wing it without any idea

EDIT: I've found this guide and will try to follow this :) http://forgottenhope.warumdarum.de/tutorials/heightmaps.php
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 15-01-2017, 03:01:56
Hey guys. I'm wondering if anyone can help me with this or point me in the right direction.

I have a test map that I'm making and I'm able to get the map in-game and run around etc... However, when I try to cap a flag the entire game crashes.

I pulled this error log after I tried capping a flag:

Code: [Select]
****** test, gpm_cq, 64 - 2017-01-14 21:14:24 (wall time: 91.4365310669) ******[91.4365310669] perMapData::warn: Error executing test's mapdata.py:  [Errno 2] No such file or directory: 'mods/fh2\\levels\\test\\mapdata.py'Traceback (most recent call last):  File "python/game/perMapData.py", line 37, in getMapDataIOError: [Errno 2] No such file or directory: 'mods/fh2\\levels\\test\\mapdata.py'[91.4365310669] gameplayPlugin::warn: exception in plugin.bf2_init <game.plugins.limitKit.limitKitNCO object at 0x127818F0>:  Couldn't find NCO kit info for map test. Update NCOrifleData.py or provide custom map info via mapdata.py.Traceback (most recent call last):  File "python/game/gameplayPlugin.py", line 325, in bf2_init  File "python/game/plugins/limitKit.py", line 676, in bf2_initException: Couldn't find NCO kit info for map test. Update NCOrifleData.py or provide custom map info via mapdata.py.****** test, gpm_cq, 64 - 2017-01-14 21:14:24 (wall time: 91.4365310669) ******[91.4365310669] perMapData::warn: Error executing test's mapdata.py:  [Errno 2] No such file or directory: 'mods/fh2\\levels\\test\\mapdata.py'Traceback (most recent call last):  File "python/game/perMapData.py", line 37, in getMapDataIOError: [Errno 2] No such file or directory: 'mods/fh2\\levels\\test\\mapdata.py'[91.4365310669] gameplayPlugin::warn: exception in plugin.bf2_init <game.plugins.limitKit.limitKitNCO object at 0x56689AF0>:  Couldn't find NCO kit info for map test. Update NCOrifleData.py or provide custom map info via mapdata.py.Traceback (most recent call last):  File "python/game/gameplayPlugin.py", line 325, in bf2_init  File "python/game/plugins/limitKit.py", line 676, in bf2_initException: Couldn't find NCO kit info for map test. Update NCOrifleData.py or provide custom map info via mapdata.py.
Is something in the init.con file pointing to a mapdata.py that doesn't exist?

Any help about what I need would be much appreciated.

EDIT:
Quick update. I have 2 separate bf2 folders. Battlefield 2 (for regular FH2) and then Battlefield 2_copy (for all the beta stuff.) When I put my map in the FH2 Beta (Battlefield 2_copy folder), it crashes when I try to cap flags. When I put it in regular FH2 (Battlefield 2 folder) I can cap flags just fine. However, when I try to 'call in artillery' it still crashes the entire game.
Title: Re: FH2 Modding Q&A
Post by: Harmonikater on 15-01-2017, 11:01:23
is it possible to export weapon to fh2 using 3ds max 2016? I want export a model but I only have 3ds max 2016

The standard export tools won't work with anything newer than 3dsMax9. However one of my side projects is making them compatible with newer versions as well. You can get a working version here:

http://files.forgottenhonor.com/fh2/Modding/MaxBF2Tools.rar
Put the archive contents into your maxfolder (e.g. C:\Program Files\Autodesk\3ds Max 2016), and run Max as admin.

They're still a work in progress so I can't confirm everything works the same, for exporting and importing weapons it seems to work. (tested with Max 2016)
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 15-01-2017, 15:01:10
@ Ivancic: I would go with a 512x2 map for that area and add use realistics scales as much as possible. That's a map where you can actually use realistic scales so just go for it and use the opportunity. Just keep in mind that city maps with that size are alot of work. Ste Mere Eglise was a pain to work with and that area is alot smaller IIRC than your map.

@Hjaldergud: If you want to get your homevillage in a realistic scale into the editor, you have to measure how long and wide your area is in real life and scale the height accordingly. Lets say your area is 12x12km and 600 metres height difference in reality for example and you want to make a 1024 map with scale 2 you have to devide your height by the factor of 6 to get the realsitic height scale. So at the end you have your area with roughly 2x2 km and a height of 100 meter in the game. Note that some areas will be flat as a pancake, so you can play a bit with the height scale to expose terrain features more, wich isn't realistic but makes the game more interesting at times. ;)
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 15-01-2017, 20:01:13
@ Matt

If you are just testing a map, grab a mapdata, init, and tmp from a map that is simple and  you know works.  Then change the levels name in the init.  Hill 262 in the CMP is good because it has a very simple mapdata.py.  The bug you have looks like the old NCO kit bug.  That code needs to be in the mapdata to make the map work.  I think they changed it in the the latest release.  Your Beta might be a bit outdated.
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 15-01-2017, 20:01:37
Hitm4k3r thank you on your opinion. I also agree that and was my conclusion some time before. Im glad that you told me that as that gave me needed information. I finished that map idea and put it into archives to be ready later. Now I made 2-3 new detail ideas of maps that go from really easy one as first over harder ones to this one up there. But this was that last needed info,tnx ;)
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 16-01-2017, 21:01:58
How can I delete the current ground textures on a map, so I can paint it with tpain anew?
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 17-01-2017, 00:01:37
shouldnt have to delete, just place the new files in the editor folder of the map. After saving the map will have the new textures/colormaps you created.
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 17-01-2017, 20:01:08
Thanks. It solved itself.

Does anyone have the ObjectSpawnerDef for AIX 2.0?

EDIT: Nvm, I tend to find things out by myself in the end :P
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 20-01-2017, 22:01:04
What is the bare minimum I have to do to get a map working? My map won't show up when I create a local conquest server.

I have control points assigned to each team, I have spawns, I have assigned a nation to team 1 and 2. I used "Save all" to save.

Any easy must-have-done checklist to get a map working?

Maybe handy info: It's not for vanilla bf2, but for AIX2.0, and I have two custom textures not belonging to AIX2.0. Can that have something to do with it? Water looks brutally ugly in the editor too. It's just one massive color.

Sincerely An Idiot.
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 21-01-2017, 01:01:25
some helpful tutorials here if needed

http://www.bfeditor.org/forums/

mapping checklist
http://www.bfeditor.org/forums/index.php?/topic/4611-what-do-i-need-to-complete-my-map/&page=1

Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 21-01-2017, 05:01:01
Do you have an info folder in your map?
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 21-01-2017, 17:01:14
The files I have for the map:
(http://i.imgur.com/B19IjEt.jpg)

The map.desc:
Spoiler
<map>
<name> 1_test </name>
<modes>
</modes>
</map>

Title: Re: FH2 Modding Q&A
Post by: FHMax3 on 21-01-2017, 17:01:29
The files I have for the map:
(http://i.imgur.com/B19IjEt.jpg)

The map.desc:
Spoiler
<map>
<name> 1_test </name>
<modes>
</modes>
</map>

Look at other maps and your map. The other maps have a "inf" folder where the inf file is, but you need a loading scheme and a background.
Title: Re: FH2 Modding Q&A
Post by: 0utlaw on 21-01-2017, 18:01:36
What is the bare minimum I have to do to get a map working? My map won't show up when I create a local conquest server.

As Ts suggested check the info folder, usually that is the problem. The overall map folder should be only lowercase, also be sure the map.desc and <name> 1_test </name> are correct.
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 21-01-2017, 23:01:49
Thanks for the help. The last problem was no mode in the info.desc and no gamemodes folder btw.

I overcome one problem and get another :P
How do I get the game to realize I have a custom static object that is in a zip file and that it should render it? What is the difference between object.zip, object_client.zip and object_server.zip?

Edit. I made ClientArchives and ServerArchives and pointed them to object_client.zip and object.server respectively. I got an crash error at 95 % loading saying I missed a texture for the grappling hook in a folder called comdo_grapplinghook. So I found the original grappling hook folder and created a new folder with the comdo_grapplinghook name. Now it works. Both new statics and the grappling hook.

Before I added client and server-archives I could throw my grappling hook around as much as I wanted. huh. The randomness of how this game/editor works is fucking killing my insanity. "Refractor 2 works in mysterious ways" is a bible verse I believe :P
Title: Re: FH2 Modding Q&A
Post by: FHMax3 on 23-01-2017, 12:01:26
Thanks for the help. The last problem was no mode in the info.desc and no gamemodes folder btw.

I overcome one problem and get another :P
How do I get the game to realize I have a custom static object that is in a zip file and that it should render it? What is the difference between object.zip, object_client.zip and object_server.zip?

Edit. I made ClientArchives and ServerArchives and pointed them to object_client.zip and object.server respectively. I got an crash error at 95 % loading saying I missed a texture for the grappling hook in a folder called comdo_grapplinghook. So I found the original grappling hook folder and created a new folder with the comdo_grapplinghook name. Now it works. Both new statics and the grappling hook.

Before I added client and server-archives I could throw my grappling hook around as much as I wanted. huh. The randomness of how this game/editor works is fucking killing my insanity. "Refractor 2 works in mysterious ways" is a bible verse I believe :P
Can you put the map for download or post some screenshots. Unless it will be in the next update  :P
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 23-01-2017, 14:01:29
Can you put the map for download or post some screenshots. Unless it will be in the next update  :P
Next update of what?
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 23-01-2017, 17:01:25
Can you put the map for download or post some screenshots. Unless it will be in the next update  :P
lol, I am NOT on the dev team. :P

I have no intention of releasing the map to anyone. This is for myself, because I am ripping off other peoples content of other mods left right and center.
Title: Re: FH2 Modding Q&A
Post by: FHMax3 on 23-01-2017, 21:01:01
Can you put the map for download or post some screenshots. Unless it will be in the next update  :P
lol, I am NOT on the dev team. :P

I have no intention of releasing the map to anyone. This is for myself, because I am ripping off other peoples content of other mods left right and center.
No, I think the devs would be willing to review your work and maybe accept you as a mapper. And you are not ripping anything off, you are only "experimenting".
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 23-01-2017, 21:01:45
No, I think the devs would be willing to review your work and maybe accept you as a mapper. And you are not ripping anything off, you are only "experimenting".
And who are you to say this?
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 24-01-2017, 02:01:52
lmao, Max, you have a vivid imagination and loose definitions around fair use and plagiarism!
Title: Re: FH2 Modding Q&A
Post by: FHMax3 on 24-01-2017, 14:01:54
No, I think the devs would be willing to review your work and maybe accept you as a mapper. And you are not ripping anything off, you are only "experimenting".
And who are you to say this?
I am just giving my opinion. If you think that I am a useless spammer, you may do that.
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 24-01-2017, 18:01:20
lmao, Max, you have a vivid imagination and loose definitions around fair use and plagiarism!
Well, being an Ukrainian, he most likely grew up using the russian side of the internet so it's rather unlikely for him to know what plagiarism even means. Such thing as copyrights does not exist in there.
Title: Re: FH2 Modding Q&A
Post by: FHMax3 on 24-01-2017, 19:01:18
lmao, Max, you have a vivid imagination and loose definitions around fair use and plagiarism!
Well, being an Ukrainian, he most likely grew up using the russian side of the internet so it's rather unlikely for him to know what plagiarism even means. Such thing as copyrights does not exist in there.
Yes my friend, you are correct, I lived 20km away from the Russian border, but I will work on my mistakes and improve.
Title: Re: FH2 Modding Q&A
Post by: hitm4k3r on 27-01-2017, 10:01:22
What is the bare minimum I have to do to get a map working? My map won't show up when I create a local conquest server.

To get this thread back on rails:

-you need to render the lightmaps of one object and compile the Lightmap atlas to be able to load the map
-you need a tmp.con in your level folder with the following lines:

run ClientArchives.con
run ../../objects/Common/CommonSpawners.con

physics.airDensityZeroAtHeight 3000
windmanager.globalWindSpeed 1
windmanager.globalWinddirection 0.66/-0.5/0.66

-and you need to pack the map with the pack-map.py skript, so python 2.7.v is required
-I haven't tried to run a map without a mapdata.py, but try to copy one from an existing map and remove stuff like pushcode and make it fit to the classes in your init.con

Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 13-02-2017, 21:02:17
Bfeditor forum site is up if you didnt know

http://www.bfeditor.org/forums/
Title: Re: FH2 Modding Q&A
Post by: Ivancic1941 on 14-02-2017, 19:02:33
One observation
https://youtu.be/wpDBhbD4Rn0
At beggining of round this guy is driving boat. And some men walk around without glitch or dieing. So is mod used bf3/4 code or what am I missing??

Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 14-02-2017, 20:02:07
Looks like he's playing with bots. Not multiplayer. Afaik that's really where the problem comes in, when you have a server trying to communicate the position of the player/ boat/ other player etc... all to each other over a network. then things get wonky, and people die ;D
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 15-02-2017, 16:02:17
I think they are contained in the little raft and bounce off it's sides.  I'm pretty sure you can do that in a landing craft.  It's when you fly out of a vehicle that you actually die.
Title: Re: FH2 Modding Q&A
Post by: Laiust on 25-02-2017, 00:02:17
Hello, I have two problems with a map created by me with bf2 editor
1 In the bf2 editor, in the level settings part, I get some blank holes in the kits
2 When I start the map in the forgotten hope 2 I also do not have the kits and I give it to start crashes
Thanks
Title: Re: FH2 Modding Q&A
Post by: AfterDune on 25-02-2017, 14:02:57
Check your init.con file and compare it to other maps. You may be missing the kit setup in there.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 25-02-2017, 14:02:13
In FH2 you have to load all assets in the tmp.con. The easiest way to do it is to pack the map using pack-map.py in the fh2 folder.
Title: Re: FH2 Modding Q&A
Post by: Laiust on 25-02-2017, 15:02:36
I look init, and okay, i copy the kits of el alemain, and when I start the pack-map tells me that it can not find the map
Where is tmp.con?
Title: Re: FH2 Modding Q&A
Post by: Laiust on 25-02-2017, 15:02:28

Well, I've already done the pack-map.py and I still do not see any kits in the game
Title: Re: FH2 Modding Q&A
Post by: Laiust on 25-02-2017, 16:02:21

I have already solved everything, I copied the tmp from another map
Have I done well?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 25-02-2017, 19:02:02
Only if that other map has the exact same stuff on it as yours.
Title: Re: FH2 Modding Q&A
Post by: Laiust on 25-02-2017, 23:02:08

Ah ok, but why i don't have the tmp.con. in the folder?
Sorry if I'm a noob, I'm starting with this
Title: Re: FH2 Modding Q&A
Post by: AfterDune on 26-02-2017, 15:02:13
If tmp.con doesn't exist, create it yourself :).
Title: Re: FH2 Modding Q&A
Post by: Laiust on 27-02-2017, 14:02:50
Yes, I did and it worked , thanks!
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 13-06-2017, 03:06:30
anyone know why the editor would crash when trying to paint a texture? "EditorMemory.dll: all alloc attempts failed for size 2101250"
Title: Re: FH2 Modding Q&A
Post by: FHMax3 on 13-06-2017, 07:06:16
anyone know why the editor would crash when trying to paint a texture? "EditorMemory.dll: all alloc attempts failed for size 2101250"
Texture for what? Vehicle, weapon, static? (Be more detailed)
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 13-06-2017, 13:06:08
anyone know why the editor would crash when trying to paint a texture? "EditorMemory.dll: all alloc attempts failed for size 2101250"
Texture for what? Vehicle, weapon, static? (Be more detailed)

You cannot paint vehicle, weapon or static textured in the editor.
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 19-06-2017, 04:06:55
anyone know why the editor would crash when trying to paint a texture? "EditorMemory.dll: all alloc attempts failed for size 2101250"

Update, this editor crash only happens when I try painting on my map. If I start a new map and begin texturing, it doesn't crash the editor.

I already have my map painted with a generic texture. All (6) of the layers currently have a detail texture assigned but no color texture. When I go into the editor, I try to change one of the layers to a new detail texture and begin painting. Then it crashes. Any ideas?

Title: Re: FH2 Modding Q&A
Post by: GeoPat on 19-06-2017, 22:06:03
You could manually change the detail texture by editing GroundProperties in the editor folder in your map.  I'm pretty sure you can only have 6 detailed textures so if you are trying to have more it probably wont work.
Title: Re: FH2 Modding Q&A
Post by: SadCamelion on 14-08-2017, 12:08:12
Hello Guys,

I am making a very simple map as described in the fh2 mapping tutorial, I downloaded everything from the mapping files thread (http://fhpubforum.warumdarum.de/index.php?topic=1804.0) and followed every step precisely, but when it comes to the level assets, the language and the kits don´t show up, it´s just blank...

In the init.con the kits and language stand written, so I don´t know where the problem is. could someone help me?
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 15-08-2017, 17:08:41
You need the kits in the tmp.con as well.  Look at one from another map and try to make yours similar.  If you copied the init from another map, get the tmp from it too.  Just make sure you change the map name anywhere it appears.

I always do this manually.  I'm not sure how or if the editor does it.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 15-08-2017, 18:08:18
Don't do that manually, the map packing script does that automatically when packing the map.
Regarding the initial problem: I generally don't edit the init.con in the editor, just in notepad directly.
Title: Re: FH2 Modding Q&A
Post by: SadCamelion on 16-08-2017, 08:08:03
Thanks Geopat and Ts, I will try this when I have time again ;)
Title: Re: FH2 Modding Q&A
Post by: SadCamelion on 02-09-2017, 13:09:51
Ok, I made the init.con and tmp.con similar to that of Sfakia. Then I used the map-pack python file.
I opened it in the editor again, but in level assets some fields are still empty, could somebody help me again?

Update: deleted this map and downloaded the "my level" from the tutorial. I did all the steps of tutorial 2.
then I copied the Kits part (without the pickup kits) as well as language and such from el Alamein over to my level in the init.con. I made a blank tmp.con and ran the pack-map.py, now everything is fine in tmp and init.con.

I look into the editor, load the map and in the level assets the language and soldier skins still dont show up... I really dont know why?
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 15-11-2017, 00:11:52
Is it usual that the BF2 editor is as unstable as a japanese paper house in Hiroshima?
It surely does not like to paint textures on a map!
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 15-11-2017, 02:11:55
that 100% usual. Painting textures is best done with BF2 T-Paint or Photoshop and then doing details in the Editor.
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 15-11-2017, 05:11:52
Are you using the fixed exe?
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 15-11-2017, 15:11:10
Hm. Perhaps not. Gonna try that.
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 19-11-2017, 16:11:45
The fixed exe works wonderful. Thanks to Spitfire05!

How many objects can a map have before it runs into problems/performance hits? Does open houses require more performance? Should I use more low poly houses?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 19-11-2017, 16:11:25
The lod houses (which look really crap) are only for the oob area. To create nice looking backgrounds, basically.
You should always limit the number of open houses, both for performance reasons (since more open houses also automatically means more draw calls for furniture) and to prevent having too low player density.
Generally speaking, houses load textures from different texture sheets, depending on which theatre they are from. Bulge and Normandy houses can usually be used together, but if you mix in Africa or Eastern Front stuff you might end up loading lots of different sheets, affecting performance.
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 19-11-2017, 19:11:43

Can I divide the control point? That is have the flag pole on a more aesthetically pleasing position while having the control zone on a more gamebalanced position?
Title: Re: FH2 Modding Q&A
Post by: Ts4EVER on 19-11-2017, 19:11:58
Yes, in the normal tweak menu you can change the position of the flagzone using x, y, z coordinates. You can even do really wonky stuff with that, like how on St Vith you can't cap the Friedensstrasse bridge from UNDER the bridge, only from the top.
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 20-11-2017, 01:11:07
I see! Thanks!

(https://i.imgur.com/oJZcL9W.jpg)
jagged black borders appear between textures is this normal or a sign of something is wrong? I can erase them by continuously and carefully paint near the edges.
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 20-11-2017, 01:11:39
lightmaps? those type of things (that are supposed to blend with the terrain) like flat surfaces and trenches, should be removed before doing terrain lightmaps, and then lightmapped separately afaik
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 20-11-2017, 02:11:34
Aha. I have created that (The shadows and stuff) earlier just to test the map out ingame. Is there any way to remove it from the editor again?
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 20-11-2017, 02:11:07
hmmm...  I think that is between detailed textures on the terrain.  I usually get that early when making a map.  Either generating low detail map or putting a quick (low) terrain lightmap on gets rid of that, makes UG work right and fixes some other weird problems.  I always do both after adding the first texture and colormaps to a new map.  Later you should remove those trenches and things before your final terrain lightmap.
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 20-11-2017, 18:11:51

My resolved questions about the black jagged edges
hmmm...  I think that is between detailed textures on the terrain.  I usually get that early when making a map.  Either generating low detail map or putting a quick (low) terrain lightmap on gets rid of that, makes UG work right and fixes some other weird problems.  I always do both after adding the first texture and colormaps to a new map.  Later you should remove those trenches and things before your final terrain lightmap.

It is only on high resolution textures. I have generated a low detail map as well as low terrain lightmap. UG is undergrowth, correct? I haven't touched overgrowth or undergrowth yet.

I generated the three first layers based on height in a program (bf2 tpaint I believe). (mountains painted on highest, grass medium, sand lowest altitude. Later I manually repainted the grass in a more "virile" color because I felt the grass color I first picked looked too dead. The lowest sand layer also covered too much, so I painted much of it too with grass. I Don't know if that can have something to do with it, but I try to give as much information as possible.

(https://i.imgur.com/xRSImGj.jpg)
Low resolution looks okay (apart from the horrible low resolution)

(https://i.imgur.com/naKM0G9.jpg)
High resolutions with small jagged edges with the big square plates that does not match
Both pictures are from the same place.

The map has undergone its fair share of crashes. Including crashing while saving a couple of times.

(https://i.imgur.com/sjwCkRQ.jpg)
The small black edges are visible through fog

I also tried to setting the colortiling in the layers from 1/1 to 0/0, but that didn't seem to work either.

Thanks for being patient with me.

EDIT: Never mind, I fixed it! I just deleted the lightmaps folder and just in case replaced it with a 100% blank lightmap from a fresh map. I am extremely elated. I thought 70+ hours had gone in the drain!
Title: Re: FH2 Modding Q&A
Post by: SadCamelion on 26-11-2017, 14:11:34
If I unpack the maps in the levels folder and load them into the editor, all terrain and static objects are there, but there don´t seem to be any vehicles visible ??? How to change that?

And if there are different versions for multiplayer and singleplayer for the maps, how can I edit both? for example the SP and MP versions of Mount Olympus.

Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 26-11-2017, 16:11:40
If I unpack the maps in the levels folder and load them into the editor, all terrain and static objects are there, but there don´t seem to be any vehicles visible ??? How to change that?

And if there are different versions for multiplayer and singleplayer for the maps, how can I edit both? for example the SP and MP versions of Mount Olympus.

Create a new folder inside the folder of the map you want to edit called "editor". Then go into the "gamemodes" folder and pick the map mode you want to edit. For 64 player conquest, go into the  "gpm_cq" folder, then "64" folder and copy the "gameplayobjects.con" into your newly created "editor" folder.

__________________

I have a problem. When opening a map I know crashes to find out what is causing the crash I get spammed with "more than one controlpoint with controlpoint id 276". I HIGHLY suspect this has something to do with the crashing ingame, but none of the controlpoint id's are the same, nor numbered 276. Any ideas what that could be?
Title: Re: FH2 Modding Q&A
Post by: SadCamelion on 26-11-2017, 20:11:31
If I unpack the maps in the levels folder and load them into the editor, all terrain and static objects are there, but there don´t seem to be any vehicles visible ??? How to change that?

And if there are different versions for multiplayer and singleplayer for the maps, how can I edit both? for example the SP and MP versions of Mount Olympus.

Create a new folder inside the folder of the map you want to edit called "editor". Then go into the "gamemodes" folder and pick the map mode you want to edit. For 64 player conquest, go into the  "gpm_cq" folder, then "64" folder and copy the "gameplayobjects.con" into your newly created "editor" folder.

__________________

I have a problem. When opening a map I know crashes to find out what is causing the crash I get spammed with "more than one controlpoint with controlpoint id 276". I HIGHLY suspect this has something to do with the crashing ingame, but none of the controlpoint id's are the same, nor numbered 276. Any ideas what that could be?

thanks for the swift answer, it works :)
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 28-11-2017, 16:11:00
some more questions

I have a problem. When opening a map I know crashes to find out what is causing the crash I get spammed with "more than one controlpoint with controlpoint id 276". I HIGHLY suspect this has something to do with the crashing ingame, but none of the controlpoint id's are the same, nor numbered 276. Any ideas what that could be?

Alright, I've found out that it may be because of the bots not understanding how to be a copilot in a little bird

D:\DiceCanada\BoosterPack2\Code\BF2\AI\AIDLL\AI\AIBotBehaviour\BBFire.cpp(206): Assert: AIBotBehaviour: (botUnit && botPhysical && botArmament && botControl) Bot equipment missing necessary plugins: ahe_ah6a_CoPilot UnitType: 2E4E5C88

Besides removing the little bird from the map, how can I fix the little bird/give the bots the right 'plugin'? Alternatively remove the copilot seat alltogether. It is basically deadweight anyway
I think I have fixed the problem now.
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 01-12-2017, 15:12:46
I am finding conflicting descriptions about the weapon accuracies.

ObjectTemplate.deviation.setFireDev # # # //the max deviation you can get from firing//how much is added for every shot//how much is removed (each frame?)
versus
ObjectTemplate.deviation.setFireDev # # #
Recoil for standing, crouching, lying, that is your deviation will increase by this amount everytime you fire a bullet.

and

versus
ObjectTemplate.deviation.setSpeedDev # # # #
How much forward speed affects your deviation, probably max - min for unzoomed and zoomed mode.

Who are correct?

Title: Re: FH2 Modding Q&A
Post by: Cermna2 on 29-03-2018, 15:03:06
Hi everyone, i start learning about map making and have few questions.

- in theme Road to Prochorovka i saw, that the real map image was used as one main ground texture for simply overview on empty terrain in editor. Cant find any topic about, can someone help me with this?

Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 29-03-2018, 22:03:34
Hi Cermna2

I would suggest that you come onto our discord channel for modding help like this. It's easier and faster to have a conversation there.

In short you can either have it on your colormap or use the hemimap to do it (apparantly, i have never tested it myself)
Title: Re: FH2 Modding Q&A
Post by: Cermna2 on 30-03-2018, 10:03:20
Hi Stubbfan, thanks for reply, what do you mean when say discord channel? I have a lot of minor question and this thread Q&A looks like the right one.
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 30-03-2018, 10:03:40
Our Discord server is where we talk in real time, and where most of the traffic is nowadays: https://discord.gg/QnQ9JpS (https://discord.gg/QnQ9JpS) Feel free to join and ask any modding related question in the workshop channel.

Forum replys usually takes longer, also, don't forget about the search button in the upper right corner here on the forum. A lot of question you may possibly have was most likely already answered and explained here in the past.
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 30-03-2018, 16:03:04
Forums are not obsolete yet guys.  People can search them and find the answers to frequent questions instead of asking the same thing all the time in a chat app.

Anyway, IMO the easiest way to get an good overlay in the editor is to make use of "Hemimap mode".  Convert your image to .dds with DXT1 compression(I think).  Name it "groundhemi" and place it in your level folder.  In the editor under the Render tab you can choose hemimap mode to see it stretched across your heightmap.  Some people use color maps to do this but it's a little more complicated and inconvenient, IMO.
Title: Re: FH2 Modding Q&A
Post by: Stubbfan on 30-03-2018, 17:03:22
Forum is not obsolete no. But for these kind of things i so much prefer discord. The reason being that there usually is a lot of following up questions and it's just so much faster and more efficient to have a conversation in a chat.
Title: Re: FH2 Modding Q&A
Post by: Cermna2 on 03-04-2018, 18:04:53
Hi, thanks to all for reply, especially GeoPat for concrete way how can I do that. Now i have learned basics about terrain, heightmaps, used Tpaint successfuly, tried import new ground textures color & detail, and all wokrs fine.

- And now i have question about layers, its allowed if I put two or more detail (or color) texture in one layer. I mean, after use Tpaint, open the editor, change textures in first (or other) layer and manually draw a specific place. I tried it, save map, load again and all stay as i do, but i dont know, if there's no problem after.

- next i have problem with rivers. Use terrain grounded on real heightmap from terrain party, draw riverbed manually in photoshop, but where the rivers begin, the riverbad is too drowned in the terrain. So I looking on Dukla Pass and reading some topic about puddles and i wonder how hard is covering dry riverbad with water texture and if coding is needed.

I can also go by another way, use treshold in photoshop, do map more flat, some mountain area will ligthten up and the result looks acceptable, but first map looks better.

Thanks to all.
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 03-04-2018, 19:04:25
I can't answer the layers question.

I use water planes a lot.  The only real trick you need to know is that you must lightmap them like an object to make them look like water.  Other than that.  Look around in both FH2 and BF2 to find different sizes and shapes.  Joining two water planes or a water plane with the sea can be tricky.  You make have to resort to things like rock dams to hide the gap in level.
Title: Re: FH2 Modding Q&A
Post by: Cermna2 on 08-04-2018, 11:04:44
Hi, thanks for reply GeoPat. My question about layer its definitly fake, my bad, only one texture (color & detail) per one layer can be used.

Now Im lost with object and right folder tree, still cant found any object in Editor, read tutorials a lot, but i mean that some other mods (as PR for exampel) can have diffrent way. Also images in this old tutorials is all error web page.

I know that i must decompress *.zip  files, but dont know where and then,  if I still have to upload it to the editor, somehow.

Try mod folder /fh2,   main editor folder /bf2 editor,  than level /my_level   and editor level  /my_level/editor,     but still have no object in editor.

Also, there is a /bf2editor/RawData folder and I'm not clear, what it is used for.

Thanks

Title: Re: FH2 Modding Q&A
Post by: Cermna2 on 08-04-2018, 16:04:04
Heureka, its work. Have some init.con error, dont know how, becouse at first time, have no problem to open existing map. Resolve it by corettly unziping archives. Then i follow the folder tree in existing map and now its work.

And especially I have a basic idea how editor works.

Thanks
Title: Re: FH2 Modding Q&A
Post by: blander on 08-04-2018, 20:04:58
What do you plan on doing? A Kursk map? If that´s the case I´m in a group of mappers doing the same thing. Maybe you can join us, let me know.
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 08-04-2018, 22:04:19
a Kursk map? Why not a map called "Eastern Front"?  :-\
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 08-04-2018, 23:04:08
Who said what the map is called?
You jump the gun with your derision.
Just wait and you will have a chance to get all snarky when it's released.
Title: Re: FH2 Modding Q&A
Post by: SgtAlex on 13-04-2018, 05:04:13
As Blander said, we have a group on Telegram for beginners on FH2 modding, we are all spanish speaking (10) at the moment but anyone is welcome. There we can talk about modding and help each other as we advance on our projects, and work together as we learn. It would be great to have many of you there.
We have lots of useful tutorials on PDF format and all necessary files to get the editor working.

Group is public so just look for us on Telegram: "FH2 Modding"
Title: Re: FH2 Modding Q&A
Post by: Cermna2 on 15-04-2018, 10:04:54
Hi all,  I am from Czech Republic, concretely from Silesia and at the end of the war, there was some minor battle about Sudeten, so i would to make some map on this theme. I have any idea of this specific places Troppau (Opava), Hotzenplotz (Osoblaha) and Tikowitz (Orechov near Brno).

But have only a few practice with modeling and coding throu 3D printing, so I must learn everything and dont know if someone still play when it wil be ended

I will attempt to contact yours gang Blander, every advice be welcome.

My editor every time start new map with defalut terrain height 163,XX m,  can i change this value somwhere?
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 15-04-2018, 21:04:30
You can change terrain height while in the editor at anytime.  It should be under level settings in the lower left menu.  Of course you probably want to change it early before you do much work.
Title: Re: FH2 Modding Q&A
Post by: Robbanswe48 on 24-06-2018, 20:06:47
Hello all!

Im thinking of modding a Dark wood or Light wood k98.

I have briefly walked through http://forgottenhope.warumdarum.de/tutorials/skinningdingo.php tutorial.

But i dont understand the step from .jpg to "fh2 skin file" (is it .con??? who determines the skin?)

Could someone link a tutorial on that or a thread explaining that?

Best regards.
Title: Re: FH2 Modding Q&A
Post by: Matthew_Baker on 24-06-2018, 20:06:37
The texture files are in a .dds format. You need a .dds plug-in for photoshop to open and save them.

Is that what you mean?
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 29-06-2018, 16:06:25
(https://i.imgur.com/hUPuAKX.jpg)
How do I fix LSD-grass?
Title: Re: FH2 Modding Q&A
Post by: GeoPat on 29-06-2018, 17:06:59
Try lightmapping the terrain.  That works for black grass.
If that doesn't do the the trick, make sure you have detail textures and low detail textures.
Also check that the undergrowth has a terrain color value in the tweak.  1 is best.
Title: Re: FH2 Modding Q&A
Post by: Hjaldrgud on 05-07-2018, 19:07:24
It worked. Thanks.

Is it usual that I get bombarded with the error

"Could not find valid technique for the shader" while lightmapping the objects? It is mildly unsettling. I know the editor loves giving all kinds of errors in the console, but I can't remember seeing this when I lightmapped last time.

I have installed the lightsamples of both fh2 and regular bf2 in the bf2editor folder.

EDIT: Seems to have worked anyway. Fenring's guide to lightmapping is flawed btw. Setting a light preset resets the sun direction to North. Light preset should be set, then sun direction should be set after. I learned. Painfully.

EDIT 2: On closer inspection I see that a lot of the shadows are wrong and twisted, so I think there is something wrong.
Title: Re: FH2 Modding Q&A
Post by: Michael Z Freeman on 28-06-2019, 13:06:49
Hi. I'm attempting again to learn how to add a navmesh and to fix already existing navmeshes. However I've had multiple false starts. I'm looking for a very clear step by step tutorial that can teach me how to do this. Cheers.
Title: Re: FH2 Modding Q&A
Post by: Quebec44 on 15-10-2019, 18:10:04
Hi! Um im not really sure this is the right place to ask this. Im hoping some1 can help me with weapon kits, yes i want to edit them (add/remove some weapons in them). Also i saw some weapons have two index numbers in ''separated'' tweak files so i've kind of tried something similar didn't work, i'd really be grateful to any1 who would help me and explain how is that possible for same weapon to be assigned to more than 1 index and could it be made/separated into more than 2 index/es?
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 15-10-2019, 19:10:35
I'm not sure what are you trying to achieve, but weapons can only have 1 index to work, separate tweak file technically means a separate weapon, which usually is a copy of the existing one only with altered index (Index is weapon slot in your weapon selection menu). For example, side arms like pistols have index 2 by default, but there are also -i3.tweak files for alternative version of some of them, to be used in a kits where pistol/revolver is your main weapon (mostly AT kits). For example, in the bazooka or panzerschrek kit, your side arm is weapon #3 (index 3), but support class with MG will use other tweak file with pistol being weapon #2 (index 2). If you create a kit in which there will be more than 1 weapon referring to the same index number, your game will crash.

Forum is nearly dead nowadays, it's better to ask stuff like that on our Discord (https://discordapp.com/invite/hU878P4) where more people hang out.
Title: Re: FH2 Modding Q&A
Post by: Quebec44 on 16-10-2019, 10:10:08
Thanks for answering! I was just wondering can i create another same weapon with different index like any pistol with index -i4/5/6/7/8 beside index 2/i3? I tried copying the same tweak file and just changing index number but didnt work.
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 16-10-2019, 10:10:42
You can use any index as long as there is no other weapon in the kit using it already. Be sure your kit uses proper weapons with changed indexes. There is no reason for it not to work.
Title: Re: FH2 Modding Q&A
Post by: Quebec44 on 16-10-2019, 10:10:29
Im really sorry to bother u this much, i understand what you're saying i did bind smg's and mg's such is beretta38 and mg42 to ''-i7'' and changed them in few kits with ''mg42bipod-i7'' (it was the only weapon with index 7 in the kit) started map got to 15% and shut down. Btw thanks for the info i'll try different number or get more info maybe that's not the only thing that has to be changed for it to work, anyway have fun its gonna be a cool day! Arigato. (no need to reply)
Title: Re: FH2 Modding Q&A
Post by: jan_kurator on 16-10-2019, 13:10:42
Instead of changing index in the existing weapons duplicate them with altered index and add only the new weapons you created in your kit to be sure they don’t cause the issue in other kits that can be used on the map. If you created new kit you want to use rather than editing existing one, you need to load it in the tmp.con or init.con in your map folder, I’m not sure, check how it’s done on other maps (those files are in the server.rar)