Minituto : Importing an object in a custom map -1 reply

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[79th] Le_Chat

Miaou to all of you ;)

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4th March 2005

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#1 12 years ago

I had the following problem : I wanted to make a Train map (Shooting Range) for my team, and I wanted to import in this TrainMap specific objects : Targets I had made with 3DSMax in the "old" days of FH. Of course since those objects are not in the FH² mod, and since I did not want to create a minimod just for this, they had to be included in the map folder.

Just in case , some mapper/modder want to do the same, here is the simple procedure :

1- In "fh2/level/MyMap/" folder add a specific folder [COLOR=Blue]"objects_map"[/COLOR] (for instance)

2- In this folder copy the object folder You then have "...\mods\fh2\levels\MyMap\objects_map\MyObject" folder containing : > the "Meshes" folder > the file "MyObject.con"

3- In "MyMap" folder add a file named [COLOR=Blue]"LoadMapObjects.con"[/COLOR] In this file add the code line [COLOR=Red]"run objects_map\MyObject\MyObject.con"[/COLOR]

4- Modify the [COLOR=Blue]"Init.con"[/COLOR] (of MyMap) by adding at the top [COLOR=Red]"run LoadMapObjects.con"[/COLOR]

And Run-Run-Rudolf, here is my target in my train map : sshot_cible.jpg sshot_cible.jpg

Actually my target is not fully complete, because the "lady" is normally covered with destructable plates representing a far less charming person that do desapear once hit.

But in this case those are not static but spawning objects. When this will work as well, I'll give you the source in case some are interested.

Hope this will help some of you

Miaou :)




Pooky

Witty remark goes here

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10th May 2005

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#2 12 years ago
'[79th Le_Chat;4160102'] Actually my target is not fully complete, because the "lady" is normally covered with destructable plates representing a far less charming person that do desapear once hit.

you mean "even more" charming :D

if i had known this was your problem i could have explained it to you. in the end this was the same thing for bf1942, just specify the right folder for the meshes and textures, add them to your map folder and you're done :)




Fenring

FH Dev

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30th November 2006

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#3 12 years ago

heh nice :cool:




[79th] Le_Chat

Miaou to all of you ;)

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4th March 2005

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#4 12 years ago

Pooky;4160649you mean "even more" charming :D

if i had known this was your problem i could have explained it to you. in the end this was the same thing for bf1942, just specify the right folder for the meshes and textures, add them to your map folder and you're done :)

1> No the guys are facing an "Adolf" face ... but if they shoot well they get rewarded by the above vision of "Clara M." :D (this is called troop motivation :D The "Adolf" is split in 3 parts head+body+legs ... it is great to see how your shot went. I have the same principle for tank/plane straffing (a shooting target wall), and for arti (mortar) / bombing training (a bombing carpet).

The latter I had adapted in a combat map, to block a road by bombing. (The base terrain is designed as a crater that vehicles cannot go over, but at map restart it is covered by a spawnable destructable tile. If this place is bombarded, the road is cut (can be an airfield, village entrance etc etc ...)

2> reg the coding, indeed, I found it applying exactly as I use to do in BF1942 ... (PS I did asked in another post ;)

Thanks anyway ... I'm sure I'll get more hurdle with spawnable object :p

Miaou :beer:




[79th] Le_Chat

Miaou to all of you ;)

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4th March 2005

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#5 12 years ago

Pooky;4160649you mean "even more" charming :D

if i had known this was your problem i could have explained it to you. in the end this was the same thing for bf1942, just specify the right folder for the meshes and textures, add them to your map folder and you're done :)

Well, since you're experienced with this, I think I'm missing something in my minituto ...

> From what I've read on the Editor forum, the path for the texture is embedded in the "Myobject.staticmesh" file. When edditing this file, I see that the path is the absolute path ... which means that when exporting the map out of my computer, I'll get a missing texture (link broken).

> We therefore need to : 1- Place the texture in a specific place like the object folder for instance (as per the vehicles) 2- Change the link to a relative one, in the mesh file.

> Do you confirm ? > Have you already done it ? > Have you used a text editor, or the Rexman's "bf2Materials.exe" > Any simpler way to do it direct in Max ?

Thanks 4Uhelp :)

(PS: Actually while checking on some FH² objects, I've seen some texture path pointing to non existing files : For instance : "objects\vehicles\air\de\RZ20Chute\Meshes\rz20chute.bundledmesh" , is pointing at "objects/vehicles/air/parachute/textures/parachute_c.dds" which does not exist ... while I could not find the instruction pointing to "objects\vehicles\air\de\RZ20Chute\Textures\rz20chute_c.dds" which is the texture ...)




[79th] Le_Chat

Miaou to all of you ;)

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4th March 2005

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#6 12 years ago

@edit : Last comment incorrect (the parachute texture is in the BF² vehicles/air folder ):kerian: . Still could not find the instruction pointing to the Rz20ch chute texture ...