[?] Regarding PR Pinetrees and Custom textures

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Element-X_IV
Posts: 134
Joined: 2009-07-05 00:24

[?] Regarding PR Pinetrees and Custom textures

Post by Element-X_IV »

Hey guys,

I wanted to ask about something regarding the pinetrees in PR, like the ones in Fools Road.
They seem to look ugly from a distance, they look like a green cut out picture on a piece of wood rather than a tree, I want them to look like the ones in the picture of Operation Snowstorm, like this.

So, may I ask how do you make them render differently in a distance instead of looking like ****.

And now, how do I make my map use different static textures, example is Fallujah, the buildings colors are different compared to the normal textures, I tried changing the custom texture suffix in init.con but there doesn't seem to be a change in the editor.

btw, when I added vehicle spawns and stuff like that, but once I reopen the editor, I no longer see the spawnables, just their boxes. Is it supposed to be like that or can I make them still show up after I close the editor?

The help would be much appreciated, thanks.

Happy holidays.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [?] Regarding PR Pinetrees and Custom textures

Post by Rhino »

All overgrowth lod textures (other than overgrowth fields) are saved into the map's overgrowth atlas, All I did for OSS and NL was to edit there LOD textures to make them more beefy and also to make the snowy too, as well as a few other things.

I should probably release my updated lod textures, was meaning to last year but never quite got round to it :(
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VapoMan
Retired PR Developer
Posts: 1139
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Re: [?] Regarding PR Pinetrees and Custom textures

Post by VapoMan »

The deciduous series of trees and bushes should get an update for their lods. They provide almost 0 cover from choppers due to the distant lod looking paper thin from above.

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Element-X_IV
Posts: 134
Joined: 2009-07-05 00:24

Re: [?] Regarding PR Pinetrees and Custom textures

Post by Element-X_IV »

Alright I understand, hope the LODs get updated soon.

Now can anyone help me with my question regarding the custom textures and the other thing? Please? :-)
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [?] Regarding PR Pinetrees and Custom textures

Post by sylent/shooter »

by my understanding you need to create a different texture, using the standard texture for that static. Save it in photoshop as a .dds with the texture suffix you plan to use then put it "somewhere" in your map folder. Then it should read the texture suffix

Killing the enemy sylently
Rhino
Retired PR Developer
Posts: 47909
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Re: [?] Regarding PR Pinetrees and Custom textures

Post by Rhino »

VapoMan wrote:The deciduous series of trees and bushes should get an update for their lods. They provide almost 0 cover from choppers due to the distant lod looking paper thin from above.
can you give me a screen shot? I know what your saying and why it would look like that I just want to see how bad it is.
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Element-X_IV
Posts: 134
Joined: 2009-07-05 00:24

Re: [?] Regarding PR Pinetrees and Custom textures

Post by Element-X_IV »

sylent/shooter wrote:by my understanding you need to create a different texture, using the standard texture for that static. Save it in photoshop as a .dds with the texture suffix you plan to use then put it "somewhere" in your map folder. Then it should read the texture suffix
I wish to use the custom textures from Fallujah west as those made the middle eastern buildings less colorful and more grayish. I remembered someone saying on a thread that just adding the texture suffix would work.
Amok@ndy
Retired PR Developer
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Joined: 2008-11-27 22:13

Re: [?] Regarding PR Pinetrees and Custom textures

Post by Amok@ndy »

if you want to use the Falludja textures set your Texture Suffix to ' fw '
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Element-X_IV
Posts: 134
Joined: 2009-07-05 00:24

Re: [?] Regarding PR Pinetrees and Custom textures

Post by Element-X_IV »

[R-CON]Amok@ndy wrote:if you want to use the Falludja textures set your Texture Suffix to ' fw '
I did try that, but it doesn't seem to show any changes in the editor, it all looks the same.
or will the changes only show once in-game?
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [?] Regarding PR Pinetrees and Custom textures

Post by Amok@ndy »

only ingame
to change it in the editor you need to add the custom suffix to:

Code: Select all

C:\Program Files\EA GAMES\Battlefield 2\bf2editor\Settings\Init\ResourceInit.con
go to the bottom and you will find this one:

Code: Select all

ResourceHandler.AddCustomTextureSuffix "Woodland"
now you can add:

Code: Select all

ResourceHandler.AddCustomTextureSuffix "fw"
how it shoud look like for example:

Code: Select all

ResourceHandler.AddCustomTextureSuffix "Woodland"
ResourceHandler.AddCustomTextureSuffix "isaf"
ResourceHandler.AddCustomTextureSuffix "fw"
ResourceHandler.AddCustomTextureSuffix "Snow"
and then in the editor go to -> Render -> Custom Texture Suffix
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Element-X_IV
Posts: 134
Joined: 2009-07-05 00:24

Re: [?] Regarding PR Pinetrees and Custom textures

Post by Element-X_IV »

Alright, tried it and it works now.

Thanks, Merry Christmas
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