FH2 maps. -1 reply

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caeno

Yeah.

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9th August 2003

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#1 15 years ago

first. Are you going to convert (somehow or some parts of them) the current maps we have in FH1 to FH2? or are you making completely new maps for FH2? Don't know how much you can convert from FH1... you probably can't copy the landscapes from the maps and i heard DICE/EA won't allow any of their statics to be converted into BF2/FH2.

second. I'd really like to make custom maps for FH2, but I like the rest of the custommap makers are (probably) missing the -40's styled buildings (BF2 has only modern styled buildings and you can't use most of them for ww2 maps). Is there any plan of releasing -40's styled buildings made by devs for use to the public? or do we have to wait for the releases of FH2 to get more buildings?




Lobo

All your base are belong to FH

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27th April 2003

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#2 15 years ago

You will need to wait our releases to get the custom statics that we will create.

It's not sure the BF42-FH maps can be ported easily to BF2, but we will recreate our good ones in the new engine and create others from scratch




ErwinRommel(SS)

DeSeRtFoX

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3rd August 2005

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#3 15 years ago

will they be different sizes like 16, 32 ,64?




Lobo

All your base are belong to FH

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27th April 2003

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#4 15 years ago

It depends, must I design my Pavlov map for 16 players to be fought only in one floor? (J/K). The mapper will decide in each map




H2HSnake

For Your freedom and Ours

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5th June 2003

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#5 15 years ago

now when the BF2 editor tools are released you can try make some things as statics and even maps :) it's a good moment to start and when the FH2 will be released there will be some custom maps and statics to start with.




Admiral Donutz Advanced Member

Wanna go Double Dutch?

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9th December 2003

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#6 15 years ago

Not sure how the editor works (havent tested it, i dont have bf2) but lets hope that whatever input it needs to load items the devs (and fans) can try to provide them for the fan mappers. Anybody has any clue how bf2 reads the objects into the editor? ED42 style or with damn lst's again? I just hope we can keep the input uptodate so mappers wont have to use limmited and outdated files for FH mapping :p.




Real-BadSeed

Science experiment

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5th December 2004

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#7 15 years ago

the good thing about that bothersome .lst over extracted objects. it doesnt require 5 gigs HD space :P but i too hope for a better system with bf2




Admiral Donutz Advanced Member

Wanna go Double Dutch?

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9th December 2003

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#8 15 years ago

Well since they are in zipfiles now, perhaps the editor can just "scan" (read) through them? Somebody with the bf2 edior needs to come in here :p




Duke of Holland

:o)

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4th July 2005

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#9 15 years ago

One suggestion, get the Tutorial files :naughty: In tutorial 5 explains how you should import a static object you yourself created. The tutorials have only 1 chapter how to model in 3DS and the rest of the modelling is in Maya (a bunker for both) Here's the link: http://battlefield2.filefront.com/file/BF2_Mod_Tutorials;45702 Cheers!




Admiral Donutz Advanced Member

Wanna go Double Dutch?

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9th December 2003

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#10 15 years ago

Hmm i guess i have to check it out then :p