Ed42 parachutes and object shadows -1 reply

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Mr_Cheese

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#1 13 years ago

Just a couple of questions about ED42: 1. How do you get people to spawn in parachutes like the British spawn near the west of the town in Market Garden? I know how to do it in BC but not Ed42. 2. Is there a way to create object shadows in Ed42? Once again, I know how to in BC but I don't think I'll be able to as I have used objects that are not in my fh.lst and I haven't done a new one. Any answers?




SacredLizard

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#2 13 years ago

ok in editor42, you have the same option, "spawn as paratrooper", in the soldier spawn dialogue box. I believe, though I have never used it because i think its cooler to have your paratroopers spawn out of a transport airplane, that it should work just the same. just have the spawn point up in the air.

ed 42 does not generate object shadows, but the FH mod toolkit that armin ace has released does, I just recently learned how to do shadows with it.




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#3 13 years ago

can you explain, so that everyone knows how to generate them?




SacredLizard

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#4 13 years ago

this is a tur-torilla by knoffhoff: he is the one who wrote the below. all praise can go to him for writing it. any questions go to me. *********************************************** Ok first of all get the "fhmodtoolpack1.1" http://www.warumdarum.de/modules.php?name=Downloads&d_op=getit&lid=50 But watch out the file you download is only 151MB.When you extract it, it will be 5.2GB icon_exclaim.gif . In there you will find a folder called ShadowWork which contains all the needed sample files.Put all those samples files into BF Maindir\Standardmesh and BF Maindir\shadowwork folders. The next thing you have to do is extract your map into the ShadowWork folder. It should look like this "ShadowWork/bf1942/levels/yourmap". When thats done go to fhmodtoolpack again the you will find the folder "tools/lightmaps und shadows/additional map files" out of that one you need to copy the "terrainLightmap.con" into your levels main folder. In this file you can set your light settings . To what setting affects what just take a look in some other maps. The most important thing is to set the correct light direction. When done that grab the "terrainpalette.pal" out of the "additional map files" folder and copy it to yourmaps "textures" folder. now you have to generate a "imlist.dat" file do that by running the tool out of the "tools/lightmaps und shadows/imlist.dat generation tool" folder. There the only thing you have to do is to choose your map size. 4x4 for 16 texture files or 8x8 for 64 texture files. Then hit the "select all" button and after that the "Export Imlist.dat" button. The now created imlist.dat must be paced in yourmaps "textures" folder also. Now it's time to start the actual shadow generation process. To do that you have to take a look at "Armins-Shadows.bat" out of the "tools/lightmaps und shadows" folder. It should look similar to this one: @cd [color=red]G:\battlefield[/color] @[color=red]g:[/color] "[color=red]G:\battlefield\[/color]BF1942.exe" +game [color=red]FH[/color] +workingFolder "[color=red]G:\battlefield\ShadowWork\[/color]" +traceTerrainShadows "bf1942\levels\[color=red]Trois_Ponts[/color]\" "[color=red]Trois_Ponts\lmList.dat[/color]" "[color=red]G:\battlefield\[/color]ShadowWork\bf1942\levels\[color=red]Trois_Ponts[/color]\textures" Change all the marked parts to your personal battlefield istallation and the mapname for that you want to generate the shadows. \.Ok we are ready now. Oh no we are not.I forgot one thing. You have to pack your map that is located in the ShadowWork folder and put it to the Mod files like you would add any new .rfa to a mod.Be shure that the unpacked map and the packed one are exactly the same icon_exclaim.gif . Now run "Armins-Shadows.bat". Battlefield will now start to generate the shadows for your map and that will take a while 5-6 hours maybe more maybe less icon_lol.gif . I hope what I wrote is understandable. When you're finished creating the shadows tell me and will show you how to merge the shadow files withe the standart texture files icon_wink.gif **** Ok let's go for the merging. Leave all the generated lgt.tga files in the texture folder.You have to convert the other(your regular) texture files into .tga files at 24Bit/Pixel. I do that with Photoshop but I think you can also use Irfanview(free) to do this. Don't try to use the tool out of the FHmodtoolpack, it's not working. When you have done that replace your texture.dds files with the .tga files. Now edit Armins-Merging.bat which can be found in tools/lightmaps und shadows/ like you edited Armins-Shadows.bat(correct path,NorwegianRes,levelname). Now make shure you have your unpacked map in the ShadowWork folder and exactly the same as .rfa in your mods level folder. Just like you did for generating the shadows. If you have that run Armins-Merging.bat . When finished there should be a new folder called merged in your maps textures folder. In there you will find your textures with shadows on them. *****************




Mr_Cheese

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#5 13 years ago

Excellent... I'll d/l that when I next have access to my broadband connection!

Thanks for the info!




Mr_Cheese

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#6 13 years ago

Heeelp!! I just did the shadow generating as instructed above by SacredLizard, coverted the merged tgas back to .dds and put these into my map's Textures folder and packed it and when I try playing the map it won't load! Any ideas as to what could be going wrong?




SacredLizard

Its cupnoodles not cuponoodles

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#7 13 years ago

well... I dont know, did you accidently save some of your texture files with mip maps and not others? as far as I know thats the only problem that can arise with your ground textures which would cause the map to crash... why not try using the debugger and find out exactly what is causing this problem. then I can help you better and by the way, did it really take you three months to download the FH toolkit?




Mr_Cheese

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#8 13 years ago

Bf debug won't even run - I get an error reporting thing come up just as my map starts loading and Bf has to close. The same thing happens when I try loading it in standard Bf - an error report just as it starts loading. I've tried an old version of the map with just the new ground textures different but that doesn't work either. It didn't take me 3 months to get the toolkit! Just 3 months to make the map.... [Edit] - I've just been going through the dds files and have noticed that they've merged wrong! Either the shadows or the terrain has flipped so they don't match up. I'm going to have to completely regenerate the shadows now... This wouldn't have affected the map though - would it? It wouldn't have stopped the map loading? Is there a different way to merge them next time that's not Armins-Merge? I could do it manually in PSP. Just thought - do any of the files such as ImList.dat or LightmapShadowBits.lsb need to be left in the rfa file?




SacredLizard

Its cupnoodles not cuponoodles

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#9 13 years ago

hehe, ok, I was just teasing about the downloading three months... anyway, first you need to look at each and every texture file that you have made, and analyze the file size: 1* are there any texture files which are smaller/bigger than the others? 2* are these files the same size as the original .dds files that you had before shadow generation\merging? 3* are these files all converted into .dds? 4* are there any missing files? (this one probably wont be an issue)




Mr_Cheese

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#10 13 years ago

(and see edit above) 1. the textures are the same size - 1024x1024 pixels, 72 pixels/in, 24/16 million pixel depth, 0 alphas 2. the new files are 513KB the old ones are 683KB 3. all the new files are .dds and the same type - DXT1 RGB (no alpha) 2D texture, no mipmaps - I did a batch conversion on PSP 4. there are no missing files