FH2 boot camp sets -1 reply

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pheeph

A Lagomorphic Over-achiever

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16th March 2003

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#21 10 years ago
Natty Wallo;4809770I think you will stand better chances to get someone to help if you state more clearly what you are doing Pheeph... I still don't know what you're making... You started the thread in mid-sentence, explaining some maps, but.. what are they for? singleplayer? Mod? mappack? or just for learning how to make maps or models?

jeez, how much clearer do I need to get?

It's an FH2 mappack intended for single and multiplayer. I may be learning how to make maps and models, but I may send the map or maps out once I'm done.




Guest

I didn't make it!

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#22 10 years ago
Natty Wallo;4809770I think you will stand better chances to get someone to help if you state more clearly what you are doing Pheeph... I still don't know what you're making... You started the thread in mid-sentence, explaining some maps, but.. what are they for? singleplayer? Mod? mappack? or just for learning how to make maps or models?

He is making maps to train people in playing FH2, I believe.




Raizok

Boys, Boys, Boys

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27th May 2008

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#23 10 years ago
Natty Wallo;4809770I think you will stand better chances to get someone to help if you state more clearly what you are doing Pheeph... I still don't know what you're making... You started the thread in mid-sentence, explaining some maps, but.. what are they for? singleplayer? Mod? mappack? or just for learning how to make maps or models?

To be fair, I would say Pheeph was pretty clear from the start on what he intends to do. Just read the second paragraph of this post carefully.




General_Henry

Veteran Tanker

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29th April 2006

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#24 10 years ago

i like OP's idea lol, should be nice.




Toddel

FH2 Developer

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29th June 2006

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#25 10 years ago

You have different channels for a 3d model in bf2.

your model look like you have done your UVmap right in max for 1 channel but not for the one you put your textures in.

colortextures ch1 detailtextures ch2 dirttextures ch3 cracktexture ch4 detailnormalmaptextures ch2 cracknormalmaptexture ch4

if you want to use this only as sign with no normalmaps or wood under the text you can just uv your text to channel 1 ( color) and export it. should work even if it will not look very good.

to make it look better its a little more needed. there are several good bf2 modding tutorials outside which can help you.

Modeling :: Battlefield: Apocalypse :: A Battlefield 2 Total Conversion. Welcome to the Apocalypse! this can help you to understand how it works.

edit: 1 more Texturing :: Battlefield: Apocalypse :: A Battlefield 2 Total Conversion. Welcome to the Apocalypse!




pheeph

A Lagomorphic Over-achiever

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16th March 2003

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#26 10 years ago

I recently updated the shooting range and created an MG range and a grenade training area. At this moment, the custom statics I have in here are simple warning signs. I hope to eventually create signs that indicate the range station numbers. And those destroyable "Yield" signs are just placeholders for the 'enemy cutouts' I may eventually model.

Here's what the ranges look like so far from the editor. http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/range_updated.jpg http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/range_updated_2.jpg http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/range_updated_3.jpg http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/range_updated_4.jpg http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/range_updated_5.jpg http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/range_updated_6.jpg http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/grenade_range.jpg http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/grenade_range_2.jpg http://i11.photobucket.com/albums/a171/pheeph/Forgotten%20Hope%202/mg_range.jpg

Other bits: -I tried to test the map, but it just crashes on me when the "Join Game" button appears and I move the mouse. -For some reason whenever I open the editor, the emplaced MGs I put in the MG range disappear once the map is loaded. -I don't know why, but the terrain texture around the shooting range had that 'cracked rock' texture and I haven't been able to remove that kind of detail. The other terrain details couldn't cover that up.




pheeph

A Lagomorphic Over-achiever

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#27 10 years ago

What can I do to prevent the emplaced MGs from disappearing from the map every time I load the editor?




azreal

FH2 Betatester

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15th July 2006

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#28 10 years ago

mmm, I had that problem once. I forget how I fixed it though. Is it possible for me to see the MG spawner code from your GPO.con?




pheeph

A Lagomorphic Over-achiever

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#29 10 years ago

umm... where do I find that file?




azreal

FH2 Betatester

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15th July 2006

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#30 10 years ago

its the gameplayobjects.con file in your editor folder