F.a.q.

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  • {21CW}Midge

    #106
    Re: Faq

    Cheers mate, im going to re design it

    Comment

    • imported_Skull1

      #107
      Re: Faq

      is creating overgrowth the same process as undergrowth?

      Comment

      • CrimsonBlaze

        #108
        Re: Faq

        Pretty much yeah.

        Comment

        • Agent_Smith

          #109
          Re: Faq

          Can you edit the maps already in BF2? Or ones you download? Is there a workaround??

          Comment

          • Super Six Three
            Member
            • Oct 2006
            • 1093

            #110
            Re: Faq

            Originally posted by goaliemike
            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:)
            Why it fails to create watervolumes

            Since the BF2 Editor can't use the 9200 series,
            You must buy a new video card higher than the 9200

            EDIT: Do i get a cookie?

            Comment

            • FordMustang

              #111
              Re: Faq

              you get a cookie SS3 (your new name) also you can change tthe text in your sig your stats sig updated.

              Comment

              • Super Six Three
                Member
                • Oct 2006
                • 1093

                #112
                Re: Faq

                ok, i'll update it in 2 milloins years

                Comment

                • FordMustang

                  #113
                  Re: Faq

                  wait you have to have above the 9200 series to use the editor? seriosly? this put a serious hold on my mod, darn

                  Comment

                  • Super Six Three
                    Member
                    • Oct 2006
                    • 1093

                    #114
                    Re: Faq

                    yes check this thread of my own:

                    Comment

                    • FordMustang

                      #115
                      Re: Faq

                      hmm dang i dont think i have a 9200 it just doesnt work. dang

                      Comment

                      • MackTheKnifeAU

                        #116
                        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.
                        Actually, all you need to do is open your map inside the editor in terrain mode, choose save as, rename it, then go to the new maps INFO folder, rename the map inside the DESC file with the old map name that (example change sands_of_sinai_V1 to sands_of_sinai_V1_1), then rename the desc file to the new name.

                        Comment

                        • MackTheKnifeAU

                          #117
                          Re: Faq

                          I first posted this on the bfeditor.gotfrag forums, but I post here for you all at total bf2.

                          CUSTOM MAP LOADING MUSIC TUTORIAL

                          Here is a short tutorial on giving your level custom loading music. I decided to do this after trying to piece together what to do from half a dozen seperate threads, looking to make it all work, it took me a bit of time.

                          Here it is.

                          This works for regular bf2 maps, and will also work for mods.

                          Tools Needed:

                          BF2_Sound_Tools.zip (Hosted by [eod]RoadRunner). There is a very specific file type used for the .ogg files for BF2, this is the only thing easily avalible that will encode the file properly. If a file is not encoded properly, it simply will not work and the load music will be silent.



                          A sound editor to save your original sound to a Wav File. I use audacity for this, a very powerfull and well featured sound editing suite, yet it is completely freeware.
                          Download Audacity for free. A free multi-track audio editor and recorder. Audacity is a free, easy-to-use, multi-track audio editor and recorder for Windows, Mac OS X, GNU/Linux and other operating systems. Audacity is free software, developed by a group of volunteers and distributed under the GNU General Public License (GPL).


                          ------------------
                          1) Download the tools, install Audacity and extract the BF2_sound_Tools.

                          2) Download\get your basic sound. It can be in any format your sound editor can edit and re-format, but MP3 is pretty easy. It should probably be about 3 minutes long.

                          3) Open your Mp3\Original file in your sound editor (I am using audacity). Edit it if required.

                          Export\Save as a 44100 16bit WAV file. Audacity automatically exports WAV Files in this format. A good name would be "Map_Load_Music" or something similar.

                          4) Place this in the BF2_sound_tools folder.

                          5) Drag the sound file over the OGGENC file. It will create a Ogg file with the correct settings for BF2 usage.


                          6) Create a Music folder in your Map folder eg X:\BF2\mods\bf2\Levels\Your_New_Map\Music


                          7) Copy\Move the ogg file created that is in the bf2_sound_tools folder to inside the music folder.

                          8} Open You_New_Map.DESC file inside the info folder for your map eg: X:\BF2\mods\bf2\Levels\Your_New_Map\Info

                          MAKE SURE YOU USE NOTEPAD. If you use Word or something else you will almost certainly ruin your info file.

                          9) Change common/sound/menu/music/load_MEC_music.ogg to levels/Your_New_Map/music/Map_Load_Music.ogg

                          There is a space after and before the music tags, so just replace the actual writing only.



                          That should be it.

                          If it does not work, but you have followed the tutorial and used the correct tools, the most likey problem is you have typed the wrong location in the info.desc file.

                          If you remember not to delete the folder before you pack your map, it will be added to the client.zip and will work after the map is packed.

                          One final thing:

                          There are people interested in copyrights *cough*RIAA*cough* try not to anger them. I know that especially in Australia, where the main players are offshoots\departments of big corporations\ISP, many will not add a map to a server if it has copyrighted music.

                          Comment

                          • BirdKiller
                            Member
                            • Feb 2005
                            • 785

                            #118
                            Re: Faq

                            Unpacking Road Templates Procedure:
                            IMPORTANT - close the editor before unpacking these files!
                            1. Go to the following folder - ...\Battlefield 2\mods\bf2\
                            2. Open the Objects_client.zip file and extract all the splines folders to the following folder - ...\Battlefield 2\mods\bf2\Objects\Roads\. You should now have a Splines folder in the Roads folder. There should be a bunch of con files in there.
                            3. Open the Objects_server.zip file and extract all the splines folders to the same Road\Splines folder.
                            4. Now go back in to the BF2 Editor and click on the blue plus sign in the Resource window. Choose load resource. Expand the Roads folder and then the Splines folder. Click on the first spline (it should turn gray), hold down the shift button and then choose the last spline. Now all the splines should be gray. Click "Ok". Now the Road templates should be available in the editor.
                            5. Check by choosing the road tool in the level editor, then scrolling down the left side of the resource window until you see the road templates. They should all be there.
                            Can anyone please give me more detail and direction about this? I have tried several ways to get my BF2 editor to have those road templates. I tried directly copying and pasting the Splines file to the mods/bf2/objects file which failed. I then extracted the whole objects_client.zip and objects_server.zip file to retrieve the Splines file which also didn't work. I moved all templetes from the server_spline and client_spline files into one folder which didn't work eihter.Iin BF2 Editor, it doesn't show the road templates for me despite the editor saying the Splines are already loaded.

                            Here's my questions, some are very obvious:

                            How do you extract the objects_client.zip and objects_server.zip files?
                            What should the directory be after placing the Splines into it respective location?
                            How do I place the splines from objects_client.zip and objects_server.zip file if both the splines have the same folder name?

                            Comment

                            • aiden

                              #119
                              Re: Faq

                              I make my map and when i try to play it, it loads, then when i click 'PLAY NOW' it just closes the game down

                              Comment

                              • jdrou
                                Member
                                • Jul 2006
                                • 1860

                                #120
                                Re: Faq

                                Originally posted by aiden
                                I make my map and when i try to play it, it loads, then when i click 'PLAY NOW' it just closes the game down
                                SP or a local server? You can't play SP on custom maps yet (unless they're just modded versions of the original maps).

                                Comment

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