does anyone know how to fix this without involving NODs? (black hawk down style) i can't even drive because my humvee winsheild is too bright.
[Help!] Night map objects lighting - too bright
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40
[Help!] Night map objects lighting - too bright
Hey, so i'm trying to make a night map, everything looks real nice as far as lighting, but my vehicles and players are glowing
does anyone know how to fix this without involving NODs? (black hawk down style) i can't even drive because my humvee winsheild is too bright.
does anyone know how to fix this without involving NODs? (black hawk down style) i can't even drive because my humvee winsheild is too bright.

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spartan117gw
- Posts: 204
- Joined: 2006-08-29 04:49
whatsup derileint. pretty sure u know what ground hemi is. but its a texture much like the same one used for the menu map but its instead controls the lighting from the ground. if its too dark. make it lighter. if its to bright make it ldarker. helps if ur soldiers dotn seem to fit in the map(lighting wize)
OPERATION HYDRA 40MB SP\MULTI\COOPdownload now!
BF2 ASSAULT. BETTER TOYS, BADDER GUNS, THE ASSAULT IS COMING... intel x6800 core 2 duo 2.93ghz 4gigs ddr2 ram nvidia 7950 gx2 1gig audigy 2 zs soundcard. aka . the coop king.
mystats SPARTAN117GW
BF2 ASSAULT. BETTER TOYS, BADDER GUNS, THE ASSAULT IS COMING... intel x6800 core 2 duo 2.93ghz 4gigs ddr2 ram nvidia 7950 gx2 1gig audigy 2 zs soundcard. aka . the coop king.
mystats SPARTAN117GW
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40
All i know is how to generate them...
So i can open them in photoshop and tweak the lightness? I'm a noob at anything mapping.
Hmm, i keep crashing at 46% (collision) anyone know what i have to fix to get it working?
Thanks
So i can open them in photoshop and tweak the lightness? I'm a noob at anything mapping.
Hmm, i keep crashing at 46% (collision) anyone know what i have to fix to get it working?
Thanks
Last edited by Rambo Hunter on 2007-06-09 07:31, edited 1 time in total.

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spartan117gw
- Posts: 204
- Joined: 2006-08-29 04:49
collisions? try running the mod in windowed mode. cus a error will pop up and usually tell u what ur missing\whats wrong.
OPERATION HYDRA 40MB SP\MULTI\COOPdownload now!
BF2 ASSAULT. BETTER TOYS, BADDER GUNS, THE ASSAULT IS COMING... intel x6800 core 2 duo 2.93ghz 4gigs ddr2 ram nvidia 7950 gx2 1gig audigy 2 zs soundcard. aka . the coop king.
mystats SPARTAN117GW
BF2 ASSAULT. BETTER TOYS, BADDER GUNS, THE ASSAULT IS COMING... intel x6800 core 2 duo 2.93ghz 4gigs ddr2 ram nvidia 7950 gx2 1gig audigy 2 zs soundcard. aka . the coop king.
mystats SPARTAN117GW
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40
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Dr Rank
- PR:BF2 Developer
- Posts: 2765
- Joined: 2006-11-11 15:05
This is how I edited the hemi stuff for Bi Ming:Rambo Hunter wrote:All i know is how to generate them...
So i can open them in photoshop and tweak the lightness? I'm a noob at anything mapping.
Hmm, i keep crashing at 46% (collision) anyone know what i have to fix to get it working?
Thanks
You need the .dds photoshop plugin from nvidia...
http://developer.nvidia.com/object/dds_utilities.html
You can use these tools to convert the groundhemi.dds file into a .tga file. You can then edit the .tga file in photoshop/paintshop pro. All I did was to create a new layer, paint it a darker layer of colour and save that layer as the background layer. Once the new version was saved I simply renamed the .tga file 'groundhemi.dds' (changing the extention back, no need to covert etc) and bingo! Darker hemi = darker players/statics etc!
You can also use the .dds thumbnail viewer to look at your colormaps/detail/static textures etc in their folders...
http://developer.nvidia.com/object/dds_ ... iewer.html
TBH, it might just be easier for you (if you have the 0.6 beta) to copy and paste my groundhemi.dds into your map folder, replacing your one (- just make sure you back yours backed up though!
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40
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Dr Rank
- PR:BF2 Developer
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- Joined: 2006-11-11 15:05
Could be a whole number of different things!
Best thing to do is to go over the guidelines here http://realitymod.com/forum/t8381-proje ... sspan.html and here http://realitymod.com/forum/t14468-tuto ... gspan.html again. First thing I would check (see the first link) is that you have the level setting set up properly in your init.con. In the guide you will find a number of different "level settings" options, depending on the teams/kit loadouts you want in the map. Copy and paste the one that is most appropriate to you map overwriting the existing info in the init file. NOTE: depending on whether you are going to load the map in 0.5 or 0.6 beta there are two different lines of code you need to add in order to get the kit requests working (the map might not load if you don't have the kit request lines, but note that the editor will change this file each time you load up the map so its best to make a back up for testing!
)
Have a good read through, try this first if you haven't already done it, and see if you can get it to work. You can pm me if after that you are still having issues and I'll see what I can do
Have a good read through, try this first if you haven't already done it, and see if you can get it to work. You can pm me if after that you are still having issues and I'll see what I can do
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40
I think i may have found it, the line "renderer.isnightmap 1" caused some crashes on collision with Imtheheadhunter. So i deleted it and is testing now.
http://battlefieldsingleplayer.planetba ... c=7609&hl=
Problem solved
Damn BF2 and its screwy engine
http://battlefieldsingleplayer.planetba ... c=7609&hl=
Damn BF2 and its screwy engine




