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Mapping for 2142
Posted: 2015-10-17 17:04
by sgtsev3n
hello, since 2142 doesnt have a official map editor, 2142 mappers are forced to use bf2 editor by copying the 2142 folder to bf2/mods and then run the 2142 "mod" with the editor.
i know that there are issues when titan and walkers are on a map and you open that map, thats because the bf2 engine doesnt support them, but there are solutions for it.
i want to start mapping for 2142 and have gained some informations of the issues and workarounds but before i begin, i want to know:
- if there are other issues beside the above mentioned once. will the lighting, shaders, object placing (2142 objects), the 2142 weather effects etc and stuff work fine, or do i have to expect another issues or limits which could lead to a end of my map ?
Re: Mapping for 2142
Posted: 2015-12-25 00:43
by Fastjack
You can create in the bf2 editor a mod and port the objects stuff to build a bf2142 map.
You get problems with the titan tweak because of the shields and some other things i don't remember. I changed and deleted things in the tweakfile to load it up in the editor.
Your editor crash if you load vehicles they use defense shields so the best ist don't port vehicles, soldiers and weapons over. Not needed to build a bf2142 map.
Only the statics and vegetation, roads, effects and skydomes, textures etc.
Vehicles with more than 26 geometry parts can't be loaded in editor. Crash.
The eu_walker have nearly 50 (NS version).
The problem with the soldiers port is, that the eu soldiers are named in bf2142 us_soldiers and that conflicts with the bf2 us_soldiers that got also loaded when you run up the editor. Crash. You must remove the bf2 us soldiers and port the bf2142 us_soldiers to your mappingmod.
Gunships and transports can be loaded in the editor if you remove the weapons (missile targeting is different as in bf2) and the defense shield in the tweak.
Some weapons use new targeting method's that unknown for the bf2 editor so be carefull.
I'm not sure but the deployable sentry gun make also problems because of unknown methods.
All Podlauncher will crash the editor so if you want to load the apc's into the editor, remove the shield and podlauncher.
The bf2 editor engine also don't know some new projectile effects like the airburst rockets from the combat medic. You can manually choose the distance when it should go off.
There is also a thing with vehicles about the amount of netwokableInfos. I don't remember.
The weather option is enabled in bf2142 so if you can implement a weather into the map it will work in the bf2142 engine.
Use bf2 vehicles place holder for the objectspawner and change that spawner later manually with notepad, so they can spawn bf2142 vehicles.
Building a bf2142 map is the same as for bf2.
Sofar i remember, all objects don't have lightmap samples so the lightning thing must be done in 3ds.
Posted: 2015-12-25 11:02
by AfterDune
Regarding lightmaps, although Max gives the best results, you can generate samples with bfmeshview and then use tje editor still.
Re: Mapping for 2142
Posted: 2015-12-26 13:17
by Outlawz7
[R-DEV]AfterDune wrote:Regarding lightmaps, although Max gives the best results, you can generate samples with bfmeshview and then use tje editor still.
Unless bfmeshview runs into errors (thin faces and such).