F.a.q.

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  • DaSniper

    #76
    Re: Faq

    3. ground hemi has to do with low graphics shadows.

    Comment

    • Swoosher

      #77
      Re: Faq

      Ok, thanks. All of the answers were helpful.

      I have another question...:hmm: Why do my buildings become dark after I generate lightmaps for them? I got the lightmap samples for the buildings and I'm using all the lighting settings from Gulf of Oman but the buildings still turn dark. Why is this?

      Comment

      • CrimsonBlaze

        #78
        Re: Faq

        on the lift on the tweakerbar click on your map name, then go to light settings... edit these to what you want then do the lightmaps.

        Although if its Gulf Of Omans light settings then that should be the case. make sure that your building isnt placed next to some high terrain which is generating a shadow over your building... im out of ideas, i havent encountered that before (apart from when i turned graphics to full when trying to get some good pictures of my map and my graphics card couldnt handle it.. but meh..)

        Comment

        • Swoosher

          #79
          Re: Faq

          Yeah, none of those things that you mentioned is the problem. It only started happening when I installed the light samples from EA. I should also say that the builds aren't pitch black, just darkened.

          Comment

          • DaSniper

            #80
            Re: Faq

            One thing I can tell you Swoosher. The only thing the lightsamples are gonna do for you is increase your map size.

            Comment

            • Swoosher

              #81
              Re: Faq

              Map size? I thought you needed the lightsamples so the build would have correct lighting.

              Comment

              • -R|F-Glitch

                #82
                Re: Faq

                Lightmaps samples make it so that other static object transfer their shadow on another SO, but I say it isn't worth it since it increases the size of your map by like 10.

                Comment

                • Swoosher

                  #83
                  Re: Faq

                  Oh, I see...

                  Comment

                  • AlphaMRE

                    #84
                    Re: Faq

                    Light samples aren't absolutely needed - but in all if you can get them set right - they will make yer map slightly better in appearence.

                    Heres a nice thread I ran into that best explain the tweak light settings.

                    Comment

                    • DaSniper

                      #85
                      Getting rid of the map out of singleplayer map list.

                      To make it so your map doesn't appear in the Singleplayer mode to stop all those very annoying questions like
                      'why do I get a CTD when I try to load it in singleplayer'
                      Well this is how to take it out of the singleplayer list.
                      Go into the gamemodes folder in the server.zip
                      delete sp1, sp2, and sp3.
                      This will take the map out of the maplist on singleplayer.

                      Comment

                      • CrimsonBlaze

                        #86
                        Re: Faq

                        All Trees Verticle

                        Ever worked with overgrowth and then found out your trees were at a slant and looks really odd? Some kinda at a 45 degree angle with some out of the ground and partially see through.



                        Solution:
                        • Select the type of overgrowth (not the material, you have to do it for each overgrowth type) you are using.
                        • Direct your attention to the tweaker bar.
                        • Change 'NormalScale' to 0, by default this is set to 1


                        That's it, but its very useful, especailly with slopey terrain.

                        Comment

                        • goaliemike

                          #87
                          Re: Faq

                          Ok these are awsome tutorials (compared to all the UnrealED ones :p ), but if my editor woudnt crash i could apply them... Hmm i know this has been an issue for many people till now is when you actually vreate the terrain folowing the tutorials made by EA/Dice. The problem is that some of us might have older hardware like me (Sapphire atlantis 9200se -3rd party of a radeon) and have some issues in it. The problem is that when i create my basic terrain it starts and then comes up with a error in the editor saying something about dx failing to draw the watervolumes... Would there be a way to fix of even bypass the drawing of water fluids in bf2 editor ?

                          I tried to upload a image of the error but it didnt let me... It shows the folowing in the output window

                          ignored warning[rendDX9] failed to create dx texture common/textures/watervolumes invalid creation parameters
                          with; 256
                          hight: 256
                          depht: 8
                          format: D3DFNT_R5G6B5
                          Miplevels: 9
                          usage: 0
                          ignored warning[rendDX9] failed to create dx texture common/textures/watervolumes

                          Hopefully somebody will have something that will help in this... And thanks a lot for the help:)

                          Comment

                          • jdrou
                            Member
                            • Jul 2006
                            • 1860

                            #88
                            Re: Faq

                            Originally posted by TAW_DaSniper
                            To change your map name. You have to manually open about 10 different files and change the name of the map inside each one on about 45 lines and then change the name of some files in the info folder and all that.

                            Heightdata.con
                            Init.con
                            sky.con
                            Terrain.con

                            And in the info folder
                            the .desc filename has to be changed to the name that you want the map name too and so does the title inside.
                            These are the files I found that needed to be modified:
                            client.zip\Lightmaps\Objects\LightmapAtlas.tai
                            client.zip\terraindata.raw (binary)
                            server.zip\CompiledRoads.con
                            server.zip\Heightdata.con
                            server.zip\Init.con
                            server.zip\Sky.con
                            server.zip\Terrain.con
                            server.zip\UndergrowthAtlas.tai
                            server.zip\Overgrowth\Overgrowth.con
                            server.zip\Overgrowth\OvergrowthAtlas.tai

                            That one binary file means that you can't rename the map to anything longer than the current name (unless/until someone decodes the format of the file). EDIT: not true, just use Find & Replace in the hex editor.

                            EDIT:
                            Additional files in server.zip for EuroForce maps (courtesy of Miska[HUN] at the BFSP forum):
                            1. AmbientObjects.con
                            2. objects\Effects\ambient\staticfx\e_sAmb_BurningOil Fire.tweak
                            3. objects\Effects\ambient\staticfx\e_sAmb_OilFire.tw eak

                            Comment

                            • GrandpaTroll

                              #89
                              Re: Faq-Making Maps available in a Mod PLEASE HELP GRAMPS!

                              Ok

                              Been modding games for about 5 years, nothing what I would offer to the general public but strictly for my personal enjoyment.

                              Could someone (- ridicule please) mind telling me when I make a mod what I am doing wrong or not doing because no maps appear when I launch my mod..basically a weapons mod..very simplistic)

                              Thanks in advance and looking forward to more activity on this nice site

                              Grandpa Troll

                              Comment

                              • jdrou
                                Member
                                • Jul 2006
                                • 1860

                                #90
                                Re: Faq-Making Maps available in a Mod PLEASE HELP GRAMPS!

                                Originally posted by GrandpaTroll
                                Ok

                                Been modding games for about 5 years, nothing what I would offer to the general public but strictly for my personal enjoyment.

                                Could someone (- ridicule please) mind telling me when I make a mod what I am doing wrong or not doing because no maps appear when I launch my mod..basically a weapons mod..very simplistic)

                                Thanks in advance and looking forward to more activity on this nice site

                                Grandpa Troll
                                Mods don't read the maps from the original game folder (mods\bf2\levels). You need to copy all the maps into the mod folder. Very annoying for 700MB+ of maps.

                                Comment

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