is this only about BF2 & PR ?

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sgtsev3n
Posts: 187
Joined: 2014-12-15 23:18

is this only about BF2 & PR ?

Post by sgtsev3n »

hello,

is this section only about bf2 and PR modding ? or can we ask here for help, sharing our troubles etc with bf1942 and bf vietnam modding too ?
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: is this only about BF2 & PR ?

Post by Jacksonez__ »

you can ask yourself

1. how many not-BF2 related modding threads can you see on realitymod.com forums
2. idk
3. why not
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: is this only about BF2 & PR ?

Post by Outlawz7 »

"PR:BF2 Community Modding"

I don't think you'll find anyone here who knows BF1942 or BF:V tbh.
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: is this only about BF2 & PR ?

Post by Mats391 »

Since most of these games all work the same feel free to ask questions about them. Like other said this is mostly about BF2, but worst thing that can happen is that we dont know the answer :)
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Mineral: TIL that Wire-guided missiles actually use wire
sgtsev3n
Posts: 187
Joined: 2014-12-15 23:18

Re: is this only about BF2 & PR ?

Post by sgtsev3n »

okay right, so i ported a car and a weapon (the springfield rifle) from battlefield 1942 battlegroup42 mod to battlefield vietnam POE mod. since they both run almost the same engine, i expected that there wont be any issues. I did the same with bf2 and 2142: i ported content from bf2 to 2142 and there werent any issues like i have with bf1942 and bfvietnam. you can see the screenshots of the ported content here:
bf2 content in 2142 image - sgtsev3n - Mod DB

now lets get back to bf1942 and bfvietnam: i ported the content without any edits. i basically extracted them. i made no edits into the animation, textures or model. the only thing i did was changing the itemindex (so that it will appear in the kit) and the projectile. the same way when i ported content from bf2 to 2142. unlike bf2 & 2142, i get strange issues like here:
http://i.imgur.com/ofRUjnI.png
this is the springfield rifle
i have only animation issues there, idk if i have to edit them in the .tweak file or if i have to decompile the animations and edit them there.

and here the soviet car:
http://i.imgur.com/xwsVUHr.png
http://i.imgur.com/egUJaid.png
the problem with the soviet car are:
- that i cant enter the vehicle. when i press e, i get into the vehicle for a very short time and then it pushes me automatically out immediatly. i dont even have time to watch the interior of the car.
- the wheels going into the ground. sometimes it happen immediatly when the round begin, and sometimes it happens after some seconds.
- the damage model is not right, as you can see, there are 2 colored circles when damage model appears.

there are mods like WW2 for bfvietnam, made by EA, or battlegroup42 has released a alpha version for battlefield vietnam which contains some ships, pacific maps etc ported from bf1942. idk what im doing wrong.
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Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: is this only about BF2 & PR ?

Post by Mats391 »

If you post your code, someone might be able to help. Most likely it is down to minor differences in the commands between 1942 and vietnam. Since i mostly know BF2 code, i wont be able to help much :(
You can have a look here Battlefield Mod Development Tools That site is mostly about 1942 and vietnam, maybe it helps.
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Mineral: TIL that Wire-guided missiles actually use wire
sgtsev3n
Posts: 187
Joined: 2014-12-15 23:18

Re: is this only about BF2 & PR ?

Post by sgtsev3n »

thank you. here is the code from the objects.con file:
ObjectTemplate.create HandFireArms Springfield
ObjectTemplate.networkableInfo HandFireArmsInfo
ObjectTemplate.projectileTemplate 762x54mm
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 5
ObjectTemplate.numOfMag 9
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 1
ObjectTemplate.roundOfFire 0.37
ObjectTemplate.fireOnce 1
ObjectTemplate.altFireOnce 1
ObjectTemplate.aiTemplate SpringfieldAI
ObjectTemplate.zoomFov 0.4
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.soldierZoomFov 0.6
ObjectTemplate.soldierZoomPosition -0.07/0/0
ObjectTemplate.soldierCameraPosition -0.03/-0.04/0.0
ObjectTemplate.addRootSpeed 0
ObjectTemplate.AmmoType 1
ObjectTemplate.autoReload 0
ObjectTemplate.timeToNotAllowChange 0.25

ObjectTemplate.GUIIndex 3
ObjectTemplate.setHudAmmoType ATAmmoBar
ObjectTemplate.setAmmoBar "Ingame/Magbar_Rifle_empty_32x64.tga"
ObjectTemplate.setAmmoBarFill "Ingame/Magbar_Rifle_full_32x64.tga"
ObjectTemplate.setAmmoBarSize 20
ObjectTemplate.setAmmoBarPosX 6
ObjectTemplate.setAmmoBarPosY -17
ObjectTemplate.setAmmoBarTextPosX 5
ObjectTemplate.setAmmoBarTextPosY 10
ObjectTemplate.setCrossHairType CHTIcon

rem *** Deviation Begin ***

ObjectTemplate.velocity 850
ObjectTemplate.setRecoilForceUp CRD_UNIFORM/1.2/1.2/0
ObjectTemplate.setRecoilForceLeftRight CRD_UNIFORM/-0.1/-0.3/0
ObjectTemplate.setHasRecoilForce 1
ObjectTemplate.setGoBackOnRecoil 1

ObjectTemplate.setFireDev 0 0 0
ObjectTemplate.setDevMod 1.2 1.0 0.7
ObjectTemplate.setMinDev 0.25
ObjectTemplate.setTurnDev 0 0 0 0
ObjectTemplate.setSpeedDev 1.5 0.4 0.4 0.1
ObjectTemplate.setMiscDev 2.5 2.5 0.1

rem *** Deviation End ***

ObjectTemplate.fireInCameraDof 1
ObjectTemplate.loadSoundScript Sounds/Springfield.ssc

ObjectTemplate.createSkeleton animations/k98.ske
ObjectTemplate.useSkeletonPartAsMain Springfield
ObjectTemplate.addTemplate SpringfieldLod

ObjectTemplate.addTemplate e_MuzzGun
ObjectTemplate.setPosition 0.0/0.053/0.85
ObjectTemplate.addTemplate e_Shell792mm
ObjectTemplate.setPosition 0.0/0.03/0.39

rem -----------------
rem SpringfieldSniper
rem -----------------
ObjectTemplate.create HandFireArms SpringfieldSniper
ObjectTemplate.networkableInfo HandFireArmsInfo
ObjectTemplate.itemIndex 3
ObjectTemplate.projectileTemplate BoltActionProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.magSize 5
ObjectTemplate.numOfMag 7
ObjectTemplate.magType 0
ObjectTemplate.reloadtime 1
ObjectTemplate.roundOfFire 0.37
ObjectTemplate.fireOnce 1
ObjectTemplate.altFireOnce 1
ObjectTemplate.aiTemplate SpringfieldSniperAI
ObjectTemplate.zoomFov 0.1
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.soldierZoomFov 0.6
ObjectTemplate.soldierZoomPosition -0.1/0/0
ObjectTemplate.soldierCameraPosition -0.02/-0.04/0.1
ObjectTemplate.addRootSpeed 0
ObjectTemplate.AmmoType 1
ObjectTemplate.autoReload 0
ObjectTemplate.unZoomBetweenFireTime 3.0
ObjectTemplate.useScope 1

ObjectTemplate.GUIIndex 112
ObjectTemplate.setHudAmmoType ATAmmoBar
ObjectTemplate.setAmmoBar "Ingame/Magbar_Rifle_empty_32x64.tga"
ObjectTemplate.setAmmoBarFill "Ingame/Magbar_Rifle_full_32x64.tga"
ObjectTemplate.setAmmoBarSize 20
ObjectTemplate.setAmmoBarPosX 6
ObjectTemplate.setAmmoBarPosY -17
ObjectTemplate.setAmmoBarTextPosX 5
ObjectTemplate.setAmmoBarTextPosY 10
ObjectTemplate.setScopeIcon "sniper.tga"
ObjectTemplate.setSniperSight 1
ObjectTemplate.setCrossHairType CHTNone
ObjectTemplate.timeToNotAllowChange 0.25

rem *** Deviation Begin ***

ObjectTemplate.velocity 850
ObjectTemplate.setSpeedDev 0.8 0.2 0.2 0.1
ObjectTemplate.setMiscDev 2.5 2.5 0.1

rem *** Deviation End ***

ObjectTemplate.fireInCameraDof 1

ObjectTemplate.loadSoundScript Sounds/Springfield.ssc

ObjectTemplate.createSkeleton animations/k98.ske
ObjectTemplate.useSkeletonPartAsMain Springfield
ObjectTemplate.addTemplate SpringfieldSniperLod

ObjectTemplate.addTemplate e_MuzzGun
ObjectTemplate.setPosition 0.0/0.053/0.85
ObjectTemplate.addTemplate e_Shell792mm
ObjectTemplate.setPosition 0.0/0.03/0.39

ObjectTemplate.create SimpleObject SpringfieldSimple
ObjectTemplate.geometry Springfield_m1

ObjectTemplate.create AnimatedBundle SpringfieldComplex
ObjectTemplate.geometry Springfield_m1
ObjectTemplate.hasDynamicShadow 1

ObjectTemplate.createSkeleton animations/k98.ske

ObjectTemplate.create LodObject SpringfieldLod
ObjectTemplate.lodselector HandWeaponLodSelector
ObjectTemplate.addTemplate SpringfieldComplex
ObjectTemplate.addTemplate SpringfieldSimple

ObjectTemplate.create SimpleObject SpringfieldSniperSimple
ObjectTemplate.geometry Springfield_Scope_m1

ObjectTemplate.create AnimatedBundle SpringfieldSniperComplex
ObjectTemplate.geometry Springfield_Scope_m1
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.createSkeleton animations/k98.ske

ObjectTemplate.create LodObject SpringfieldSniperLod
ObjectTemplate.lodselector HandWeaponLodSelector
ObjectTemplate.addTemplate SpringfieldSniperComplex
ObjectTemplate.addTemplate SpringfieldSniperSimple
and here is the code from the geometry.con file:
GeometryTemplate.create StandardMesh Springfield_m1
GeometryTemplate.file Springfield
GeometryTemplate.hasDynamicShadow 1
GeometryTemplate.setLodDistance 0 0
GeometryTemplate.setLodDistance 1 3
GeometryTemplate.setLodDistance 2 10
GeometryTemplate.setLodDistance 3 20
GeometryTemplate.setLodDistance 4 30
GeometryTemplate.setLodDistance 5 100

GeometryTemplate.create StandardMesh Springfield_Scope_m1
GeometryTemplate.file Springfield_Scope
GeometryTemplate.hasDynamicShadow 1
GeometryTemplate.setLodDistance 0 0
GeometryTemplate.setLodDistance 1 3
GeometryTemplate.setLodDistance 2 10
GeometryTemplate.setLodDistance 3 20
GeometryTemplate.setLodDistance 4 30
GeometryTemplate.setLodDistance 5 100
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: is this only about BF2 & PR ?

Post by Mats391 »

As i said i have no real idea, but my guess would be on this:

Code: Select all

ObjectTemplate.createSkeleton animations/k98.ske
did you move that animation over as well?
Image

Mineral: TIL that Wire-guided missiles actually use wire
sgtsev3n
Posts: 187
Joined: 2014-12-15 23:18

Re: is this only about BF2 & PR ?

Post by sgtsev3n »

'[R-DEV wrote:Mats391;2100339']As i said i have no real idea, but my guess would be on this:

Code: Select all

ObjectTemplate.createSkeleton animations/k98.ske
did you move that animation over as well?
yes i did
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