Overgrowth Field Placement

Information and tutorials related to modding BF2.
Rhino
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Re: [Map Tutorial] Overgrowth Field Placement

Post by Rhino »

HughJass wrote:thanks rhino, also after extracting to the correct destination; go to pr_edit\objects\vegitation\pr\textures and throw rice_le, rice_le_lod, and rice_lod from the \textures folder in to pr_edit\objects\vegitation\pr\textures\fields

after I did that I got it working.
no thous textures should not be in the textures\fields\ folder they should be in the textures\ folder.
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Megagoth1702
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Re: [Map Tutorial] Overgrowth Field Placement

Post by Megagoth1702 »

Awesome!

Im not a modder but still this gives us so much more PR into the game! The fiels on quai for example always were useless, since we went prone, thought we're safe but still hot shot from a guy 200m away from us.

This is really what hiding stuff is all about. :) Thank you a lot for making this public, I hope all kinds of fields will get this "view range update" soon! :smile: :smile:
HughJass
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Re: [Map Tutorial] Overgrowth Field Placement

Post by HughJass »

same problem as eddierizla, this is annoying....
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Amok@ndy
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Re: [Map Tutorial] Overgrowth Field Placement

Post by Amok@ndy »

is there maybe a wheat grid in work or already exists ?
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Amok@ndy
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Re: [Map Tutorial] Overgrowth Field Placement

Post by Amok@ndy »

bumb ?
rhino ? will you create a wheat clump or can you give me the max and i will do it
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Rhino
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Re: [Map Tutorial] Overgrowth Field Placement

Post by Rhino »

dont need the export scene to crate one really, you can work around it, but the texture work isn't strait forward, need multiple types of textures and they need some mipmap settings which I can't remember what they are off the top of my head :p

For now just paint down some undergrowth where you want the field and later on your can put them in.
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Rhino
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Re: [Map Tutorial] Overgrowth Field Placement

Post by Rhino »

OP updated a tiny little bit with bits related to changes to the fields in v0.95

Basically the main point is that "corn_maize_clump_03" has been removed in v0.95. If you are using this field on your map, replace it with "corn_maize_clump_02" as they are excatly the same size etc and the new field should work well.

Also the Maize fields have been changed quite a bit for optimization reasons, they dont look as good as they now have far less polys and should be much better for your maps.

Also all the "_lod" versions of these fields have also been removed in v0.95 so if you do not use these fields 100% correctly as per the tutorial (ie, if you do not remove the "isOvergrowth 1" from all your fields and that you do not use them with the overgrowth tool, other than to place them) then your map will crash saying there is no _lod version of the field. But providing you use them correctly, there is no issues.

The main change to the fields thou is that they have all been optimized and they should give on average an extra 10fps of performance over there previous versions but so far we have only done initial testing and we will have to wait until we do some more testing and after v0.95 has been released to see how much they have been optimized.

Also In v0.95 I've added a new "Wheat" field to the bunch which you can place on your maps as you like :)

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Cheers :)
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AFsoccer
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Re: [Map Tutorial] Overgrowth Field Placement

Post by AFsoccer »

Excellent; I <3 you Rhino!
Wicca
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Re: [Map Tutorial] Overgrowth Field Placement

Post by Wicca »

Nice one thanks
Xact Wicca is The Joker. That is all.
Rudd
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Re: [Map Tutorial] Overgrowth Field Placement

Post by Rudd »

have you unticked the gameplay options of that layer? i.e. detick AAS, insurgency, 64, 32, etc etc
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AFsoccer
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Re: [Map Tutorial] Overgrowth Field Placement

Post by AFsoccer »

Just place them on the default layer. Then when you're done, select them all (either using the left-side list or by clicking on the button that says "select all of the same type") and change the layer number in the tweak bar. You'll get a pop-up message asking if you want to apply the change to all objects, then select yes. Now they'll all be in whatever layer you chose.
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Mineral
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Re: Overgrowth Field Placement

Post by Mineral »

Noticed something, in CS6 when saving as RAW at Step 2, I had to choose how I wanted to save my extra channels. Is this something new for CS6? Anyway, it works fine when I selected the second option 'non-interleaved order'. The other one screwed up the file for me.

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EDIT: opening the file with 1 as count, and then resaving it again fixes it too. As long as you follow what I say here above.

Also the wheat_clump_01 doesn't seem to render? Seems a .con or .tweak problem as the mesh seems alright. Just quickly made a second version using the corn clump with the wheat texture(slightly edited).

also, it seems my fields all together will add about 20000 extra vegitation statics to the map. The map already has 6000 statics and 24000 overgrowth. Am I pushing it a bit too much or is it still alright? I could cut down on the amount of fields having field meshes but lowering the density make it look too weird.
Last edited by Mineral on 2013-07-29 13:59, edited 4 times in total.
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Daniel
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Re: Overgrowth Field Placement

Post by Daniel »

Rhino, here the two links of the Edit Pad Lite are wrong (their website probably changed sth.),
the new link is: EditPad Lite - Free Text Editor for Windows just that, or, for direct download page: Windows Text Editor Free Download

So pls. correct the link in your post and also in "Step 6: Finalizing" you have that link a 2nd time. Thx! ;) 8)
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