[Help]...again

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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Help...again]

Post by Amok@ndy »

have you set up your init.con properly
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Help...again]

Post by Rhino »

jax wrote:Ok so im ingame now, but theres another problem :l on the left where you select your kit doesnt show up, all i can do is select teams. :S
This is why I advise for people to start off learning how to map for PR with first practising with the editor just with vBF2 as these areas of PR are somewhat hard to get at first, along with setting up the pr_edit etc...

Check these tuts out:
https://www.realitymod.com/forum/f189-m ... audit.html - Check Step 7: Final Tweaks, although very out dated and we do things a bit differently now, it will tell you how to go about editing your init.con manually and other stuff to do in your init.con etc.

https://www.realitymod.com/forum/f388-p ... ystem.html

https://www.realitymod.com/forum/f354-c ... lines.html

[R-DEV]Amok@ndy wrote:have you set up your init.con properly
he is trying to set the kits up in the editor, he dosen't know that you need to set them up manually in the init.con...
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jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

I assure you my init.con is correct, i looked at other map's init.con and saw a mirror image of mine. I understand that you dont need to set up the kits like you do in .917 or before because the factions_inits.zip has all of the kits already set up for you.

Code: Select all

rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\op_smother\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\op_smother\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con

endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../Factions/faction_init.con 1 "cf"
run ../../Factions/faction_init.con 2 "chinsurgent"

rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera -644/92/490 -96/10/0

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix "woodland"
else
texturemanager.customTextureSuffix "woodland"
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 700

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 500
gameLogic.setDefaultNumberOfTicketsEx 16 2 500
gameLogic.setDefaultNumberOfTicketsEx 32 1 550
gameLogic.setDefaultNumberOfTicketsEx 32 2 550
gameLogic.setDefaultNumberOfTicketsEx 64 1 500
gameLogic.setDefaultNumberOfTicketsEx 64 2 500
gameLogic.setDefaultNumberOfTicketsEx 128 1 500
gameLogic.setDefaultNumberOfTicketsEx 128 2 500
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10

rem -----------------------------------------------------------------------------

rem -----------------------------------------------------------------------------

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
Here is a screeny of what my problem looks like

Image

Off we fuck.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Help...again]

Post by Rudd »

I'm not sure wassup, but just wondering, why are you changing your map's folder name frequently?
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jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

I copied over the previous stuff into a new folder so i could get it working, if that makes sense

Off we fuck.
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

Anyone?

Off we fuck.
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

Changed to the teams to us vs ch and this is what i got, hopefully it can help me on the long road to troubleshooting.
Image

Off we fuck.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Help...again]

Post by Rhino »

are you testing your map in pr or pr_edit? If pr_edit, try testing in pr.
Image
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

That worked, whats the difference between them? they are replicas of eachother...
Last edited by jax on 2011-08-18 01:31, edited 1 time in total.

Off we fuck.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Help...again]

Post by Rhino »

you've somehow screwed up your pr_edit, although tbh I aint tested with my pr_edit for a long, long time as its so different from pr now so it might just be something to do with the pr.exe or something, dunno. Maybe someone else can help you if you really want to test with pr_edit.
Image
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

Im not too worried about using my pr_edit folder, i cant see creating new levels and playing them render my pr useless so ill just use pr from now on. COuld i just put a quick question before this thread gets buried in a large see of other threads, my vehicles start taking damage for no reason and then just blow up on me, what line do i change to fix this?

Off we fuck.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Help...again]

Post by Rhino »

No you map in your pr_edit folder the test ingame with your pr folder, unless you can get your pr_edit folder working like pr but I can't help you there.

And you need to set you ground materials up and save your complied terrain once you have done that, as per the very first tut...
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jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

ALright, that did it, thanks for the help :)

Off we fuck.
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