Optimizing BF Editor..
Posted: 2007-02-07 16:44
Okay I'm looking at mapping like I always have.. Complex, takes time.. Always had the time and the ability to learn the stuff, but always faced computer limitations. So I was wondering if there was anyway to optimize BF editor, to make it run faster (better), and minimize the amount of times it would crash. I remember about 6 months ago working on maps, I'd get the basics of terrain, painted and shaped, have it saved after finishing one part, get into looking at basic layouts for areas and boom dead. I'd lose about an hour or more of work. After it happening multiple times within a 10 minute period in which I lost about 2 complex bunker systems.. (would get a little into it and forget to save) I finally decided that if BF editor was as unstable as that it wasn't worth it..)
Any pointing in the right direction would help.. Would have just asked whino but t3h donkey would have said just save often and l0l it crashes...
Any pointing into a direction or anything w00d help much.. Got quite a few ideas, ranging from helicopter insertions against a town overrun by insurgents, to a tank rampage threw the desert. Anyone can have ideas it takes a mapper to bring them into the playable world..
*stares at rhino* How could you deny t3h 1337 muttrah extraction (night) idea..
Any pointing in the right direction would help.. Would have just asked whino but t3h donkey would have said just save often and l0l it crashes...
Any pointing into a direction or anything w00d help much.. Got quite a few ideas, ranging from helicopter insertions against a town overrun by insurgents, to a tank rampage threw the desert. Anyone can have ideas it takes a mapper to bring them into the playable world..
*stares at rhino* How could you deny t3h 1337 muttrah extraction (night) idea..
