Page 1 of 2
[Question] Bf2 Editor Questions
Posted: 2007-12-11 20:36
by Top_Cat_AxJnAt
Layer creation problem
I am able to create a new layer, name it, select the game type and number of players
in a bf2 mod (start up option) level .
The picture below shows this:
However
in a PRedit level, i can create a layer, name it but am unable to select a game type or number of players. The "gametype" or "players" box cannot be expanded.
This picture below shows the gametype and player box but no list below.
There is probaly a realy simple explanation but i have done a search and had a good look/think and i am properly stuck and would therefore be awfully grateful for some advise. Thanks alot.
Posted: 2007-12-12 09:21
by Rhino
Posted: 2007-12-12 13:32
by IronTaxi
top cat! you finally building the epic map you have been planning for several years!
cant wait!
hehe
Posted: 2007-12-12 15:17
by Top_Cat_AxJnAt
Hell yer *****! I must thank both of you becuase it is Fools road and super big Chinese vs Brit map that has inspired me!
O and Rhinos comment about how DuckHunt had to remake Albasara 3 times has.....made me laugh and prepared for me the multiple remakes of any map i create, however "epic"!
Best to just
"Dig in" as my running coach tells me!
p.s it worked! I LOVE THEE! God damit i never thought i would say that about Rhino but hell Rhino its TRUE, my LOve!
Posted: 2007-12-12 15:20
by Rhino
Top_Cat_AxJnAt wrote:Hell yer *****! I must thank both of you becuase it is Fools road and super big Chinese vs Brit map that has inspired me!
O and Rhinos comment about how DuckHunt had to remake Albasara 3 times has.....made me laugh and prepared for me the multiple remakes of any map i create, however "epic"!
Best to just
"Dig in" as my running coach tells me!
Fools Road is 1, not super big, only a normal 1024x2 and 2, a militia vs brit map
and ye, just mess around with tuts get to know the thing is the best thing to do

Posted: 2007-12-12 15:37
by Outlawz7
[R-DEV]Rhino wrote:Fools Road is 1, not super big, only a normal 1024x4 and 2, a militia vs brit map
1024x2, not x4, that's Kashan size... amirite?
Posted: 2007-12-12 15:52
by Top_Cat_AxJnAt
*annihilate post please*
Posted: 2007-12-12 15:57
by Rhino
Outlawz wrote:1024x2, not x4, that's Kashan size... amirite?
ye, type, fixed it

Posted: 2007-12-12 16:22
by Rhino
at what you said earlier TC thou the forums are being really slow, ye see that now, soz

Posted: 2007-12-14 21:36
by Top_Cat_AxJnAt
Create new terrain QUESTION..........
hardcore basics i know but in below popup box what does "low res size" do/mean?
I understand what "size" does and i think "scale" affect the sizes of the terrain squads (the things you mould) and i really cant hazard a guess about the "low res size" thing.
Thanks again. I have also created a little document containing tips i found out the hard way (put revolver in mouth way) and i will post them (get a maper to check em first) some time in the future after my 20th attempted suicide!

Posted: 2007-12-14 21:40
by Outlawz7
Side terrain detail. The higher, the more detail can be on the outside terrain, although it isn't really worth it.
I take, someone hasn't went over all of the EA tuts?

Posted: 2007-12-14 21:42
by Rhino
name = level name, keep it lower case.
size = heightmap size, ie, pixel rex, so 1024x1024
scale = whate scale you are going to have thous pixsles, 2 = each pixel is 2m x 2m, ie, size of the grid.
low-rez size is the surrounding terrain, best to keep this on default as taxi learnt when messing around on AoM with this and had to have me edit his .con files by hand to fix it

Posted: 2007-12-14 21:47
by Rhino
Outlawz wrote:I take, someone hasn't went over all of the EA tuts?
theres only 2 worth looking at for mapping

Posted: 2007-12-14 21:49
by Outlawz7
I was referring to the 'Understanding Heightmaps' one, that's where this is explained, although I knew half the rest, since I made terrains in Photoshop before.
Posted: 2007-12-14 22:04
by Top_Cat_AxJnAt
LOL now that i have not read but i have been meaning to look into this whole height map business!
p.s thanks alot for help, much appreciated!
Posted: 2008-02-14 23:03
by Top_Cat_AxJnAt
MORE PROOF OF MY idiocy..................
This message appears after the level has 100% loaded and i click "join".
Light maps done and detail texture done. Running level on single player account on a local server.
I am able to run other PR maps with out this problem.
I have searched BF2editor forums quite thoroughly, there are similar problems but solutions suggested dont appear relevant to me.

(i know nothing!)
Cheers for reading and thanks alot if you can help!
Posted: 2008-02-15 07:12
by Top_Cat_AxJnAt
anyone.......................thanks
Posted: 2008-02-15 12:18
by Rhino
check the autit tut, you have not done the init.con edits or the bf2editor has reverted them.
Posted: 2008-02-15 15:03
by Hfett
remeber to keep the init.con marked: Read Only
After you edit it
And on the editor when you save it it will ask if you want to overwrite, press NO
Posted: 2008-02-22 13:19
by Top_Cat_AxJnAt
Iv got a new one:
Try to generate my mini map, i have generated light maps, plugged "renderer/minc.../1000" and "static.../Lod../1" thing in but when in terrain editor, i click "relode" the editor crashes (using this tut:
Minimap - Official BF Editor Forums)
Cheers.
O and here something more interesting, my proof of concept map (practice/learn skills), the layout and basic design will shown below will be in the final map but this part will only make up about 20% of the total area.
The Included notes show the thought process i am using to design my maps - big fire position + way to flank it + smaller fire position + way to flank that + carefully placed open ground forcing players to use fire positions and flanking becuase crossing open = death. I am considering doing this for the whole of the map as it progresses.
