BF2 Editor Thread

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XoR
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BF2 Editor Thread

Post by XoR »

WHEW

Been playing with the editor for the last couple of days and love it. This IS your mother's map editor. Finally a professionally DESIGNED editor for people wanting to dig a hole straight to the abyss if so desired.

Now, with that, and years of Radiant clouding my brain, I have to unlearn alot of things that are radically different. For example ... I have yet to find a way to build brush geometry ... Walls, floors, BSP brushes in general. I'm sure it's right there and I am not seeing it. On the other hand, perhaps scene geometry is meant to be built in MAX/MaYa and then imported, leaving the BF2 editor free of that responsibility, and just worry anout texture coordinates and stuff.

The editor is broken down into 5 distinct parts (Animation, Level, Material, Object and Terrain) and each section can be accessed in the upper left hand corner from a dropdown box. Each part has its own interface which is superb.

This game contains a treasure chest of "functions" and "entities" unlike anything I have ever seen.

LAYERS! FINALLY. Layers are one of the single most sought after features a mapper could want. Managing objects in todays games is simply too unweildy without layers.

--

Right now I am designing terrains and skydomes to make an environment. What I would like to try and do is make a small, easily finished village with a few buildings, 2 tanks (1 on each side) and just start small with this thing.

I know Den is interested, anyone else want to throw their hat in the proverbial ring? I'll be honest, this is not going to be easy. But we should be able to help eachother out along the way.

Not to mention we have a real opportunity here. We are starting at the starting line with everyone else and have a chance to make something really cool. We will start very small this time. I just hope a few others can help bear the brunt of learning this editor :D
Aiur
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RE: BF2 Editor Thread

Post by Aiur »

Stupid game still cant get it too work!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Most people are like slinkies, they are only entertaining when you push them down stairs....
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DenKirson
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RE: BF2 Editor Thread

Post by DenKirson »

Midnight has been doing a bunch of things with the editor, and has sucessfully made a few simple maps. And I've been tweaking the guns a bit, such as giving the shotgun a single slug instead of buckshot, and making the grenade launchers a machinegun-launcher.

On the topic of brush geometry: there is no geometry creation in the game, all soldiers, items, buildings, walls and even grass would have to be made in Maya or 3ds and have those files directly imported into the editor. I hope GMax works well with it.

This thing has quite an easy learning curve, but I've been a bit of trouble with this thing's map making. Any map I make and save, following the MOD tutorials directions exactly still results in BF2 crashing when I attempt to load the map in-game.

In a few days I may be without my primary computer for a few more, so I won't really be able to do much soon. Though that won't stop me from revamping Batallion's goals in txt format. We'll keep the old "blueprints" of the Batallion fortresses, perhaps changing a little bit, like adding a third floor and an open roof (instead of the "pillbox" style up there) to allow for air assaults. Things like capturable points in the middle will not be spawn points, but benefits like commander facilities only available to those who own it and as before, medical and rearming stations.
XoR
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RE: BF2 Editor Thread

Post by XoR »

BF2 doesn't work if ShadowBane is on your harddrive. They are mutually exclusionary of one another. WoW on the other hand joyfully allows you to play the best FPS in ages.

This message will self destruct.
XoR
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Post by XoR »

Well that's kind of a bummer.

I like to build brushes on the fly fast and easy. If I want to create a wall for example, I like to be able to manipulate X,Y and Z RIGHT NOW and transform verticies boom boom boom.

Do I understand correctly that if I create a fence (basic wall with fence texture & alpha mask) and I find that it's a tad too high, I have to go back into MAX and edit the vertices, re-save and then re-import the thing? Cripes I hope not.

Hopefully a plugin will arrive on the scene that would make this easier.
Aiur
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Post by Aiur »

WOW is PvP for retarded kids.....
Most people are like slinkies, they are only entertaining when you push them down stairs....
XoR
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Post by XoR »

Back on topic :P , If anyone finds some good links with tutorials (still haven't downloaded the EA 7) let's throw them up. EA is working on their site to be :

"Our intent for this page is to make it "the" place for mod teams and mappers and community members to gather and exchange help, problem reports and feature requests regarding all facets of BF2 Editing. The site will also host the BF2 Editor manual, my editing tutorials, and a repository for community editing guides. We are also excited to be able to offer a variety of forums for new or established modders, mod team showcases and support. The site will also stand as a centralized source for downloading mods and maps as they are presented to the community."

Peachy.
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DenKirson
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Post by DenKirson »

I read that there are some things you can do with models, like tweak animations for soldiers, but doubtful that you can reshape objects or alter their textures.

But if a fence is too high, just drop it into the ground.

The only MOD tutorials are the Beta ones on the BF2 Official site.
http://www.eagames.com/official/battlef ... nloads.jsp
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Geme
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Post by Geme »

i thought you cant use custom maps till 1.03 comes out
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DenKirson
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Post by DenKirson »

Those are thoughts of a doodie-head.

I've been constantly tooling with the editor in making my mini-mod, and now have almost completed what little I'm doing with it. For the hell of it, I call it the "OLZ Preference Mod", because most of these changes are by my preference and mostly against all these stupid "realism" mods.

The "Future Potential Changes" are things I seem to be unable to do by my lonesome, since I have nobody to lock onto and I know nothing on how to work bullets colliding with mines and causing damage; the bullets go right on through them and grenade blasts don't seem to make contact.

If XoR or Mid or whoever knows something I don't about how to make these mines and claymores destroyable with with gunfire through the editor, clue me in.

Until then, I'm gonna be making a map of Hellion Bridge. Without the big bunkers. Cuz' I suck at GMax.

-----------------------------------------------------------------------------

OLZ PREFERENCE MOD

CHANGES - Version X.X

--------------------------------
Modder's Preference Issues:

-ALL GUNS are now more initally accurate when aiming down the sights.

-Shotgun slugs changed from buckshot to single slug
-Remington/Norico hits for 75 damage; Saiga hits for 65 damage
-Slugs Maximum range is 80m
-Pump Shotguns ammo count increased to 49 to match with Saiga amount

-Submachineguns (AT) are more accurate overall
-Recoil set to zero for Submachineguns

-All Pistols' range changed from 200m to 100m
-ROF for all pistols set to 240 RPM
-Recoil removed on Silenced Pistols
-Recoil doubled on normal Pistols
-Pistols' damage increased to 23; silenced pistols decreased to 17

-Assault has two smoke grenades

------------------------------
Complaint Related Issues:

-Support Prone accuracy increased slightly
-Standing/jumping accuracy decreased
-Infinite Support magazines
-Overheat amount Doubled to counter accuracy
-Cooldown speed doubled

-Grenade Launcher projectiles do not arm for 0.15 seconds (approx 8m distance)
-Grenades will bounce along the ground within 0.15 seconds
-Launching Grenades while jumping will result in bad accuracy

-M24 Sniper Rifle no longer zooms out after each shot

-C4 Explosives can only be dropped once a second

----------------------------------------------------------------------------------

Future Potential Changes:

-IGLA and Stinger missiles made more effective against aircraft
-Aircraft reload Chaffs twice as fast to counter more powerful missiles
-Aircraft more succeptable to small-arms damage

-C4/Mines/Claymores destroyable by gunfire/grenades
midnightservice
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Post by midnightservice »

All objects that are pre made in the game can be tweaked by x,y and z. it is not your normal tweaking like in radiant xor. when you ahve your object in the selection state it gives you the options of chnaging the x,y and z by a numerical decision in a 360 degree radius change. so to rotate and item right it would be x = 60 and y = -60 and z = 0 to make a fence taller it would be x = 0 y = 0 and z = -20 or the exact opposite to make it bigger. items can be hooked to together such as the mobile radar and jeep, by using layers you can actually connect the trailer to the jeep hitch and give it mobile options that coincide with the jeep to make it move around with you.


There is also alot of objects and items that have not been seen in game that are currently int he editor that can be alot of fun to in corporate into the game.

Xor Den and whoe ver is going to join us i say we set time aside in vent and i can set up space on my web site and we can use it for file transfer and get a common map going.


With all this said i really sux at 3d and maya. but i can put rendered objects on a map like hero.

Also for big rendering i can use my monster 4 gig ram to help move this along easily.


-Mid
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DenKirson
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Post by DenKirson »

I'm attempting to break the hardcoding of the locked weapons, but all my attempts of manipulating the existing code in the menu_server files have resulted in an instant crash or the lock symbols disappearing entirely. I'd started on erasing the whole set of nodes on the SpawnHud and creating a simple button that causes the weapons to switch. My few tries at making this button for one class only resulted in crashes.

The only thing that would seem workable for me at this point (but be a lot more troublesome) is creating twenty-one new classes, each class in each nation with the unlock weapon in place of the original, instead of trying to make use of this "weaponswitch" function.

This is the original code releated to the unlock weapon button for the SpecOps class, but I'm at a loss of what to do to the code that I haven't tried already.

Code: Select all

hudBuilder.createSplitNode		Kit0Info Kit0Unlockable
hudBuilder.setNodeShowVariable  	KitUnlock0Show

hudBuilder.createSplitNode		Kit0Unlockable Kit0Unlocked
hudBuilder.setNodeShowVariable  	KitUnlockArrow0Show

hudBuilder.createPictureNode 		 Kit0Unlocked Kit0AltWeaponIcon 174 77 58 17
hudBuilder.setPictureNodeVariableTexture 	KitAltWeaponIcon0Path
hudBuilder.setNodeColor 	         0.937 0.921 0.776 1

hudBuilder.createButtonNode 		Kit0Unlocked SelectUnlock0Right 233 77 17 17
hudBuilder.setButtonNodeTexture 	3 Ingame/Respawn/swapWeaponIcon2.tga
hudBuilder.setButtonNodeTexture 	2 Ingame/Respawn/swapWeaponIcon.tga
hudBuilder.setButtonNodeTexture 	1 Ingame/Respawn/swapWeaponIcon.tga
hudBuilder.setButtonNodeConCmd		"spawnManager.selectNextUnlock 0" 0

hudBuilder.createPictureNode 		Kit0Unlocked Unlock0Blink 233 77 17 17
hudBuilder.setPictureNodeTexture 	Ingame/Respawn/swapWeaponIcon3.tga
hudBuilder.setNodeColor 	        0.580 0.094 0.098 1
hudBuilder.setNodeAlphaVariable		Kit0UnlockBlinkAlpha

hudBuilder.createSplitNode		Kit0Unlockable Kit0NotUnlocked
hudBuilder.setNodeLogicShowVariable  	NOT KitUnlockArrow0Show 1

hudBuilder.createPictureNode 		Kit0NotUnlocked Kit0LockAltWeaponIcon 174 77 58 17
hudBuilder.setPictureNodeVariableTexture 	KitAltWeaponIcon0Path
hudBuilder.setNodeColor 	        0.678 0.663 0.525 1

hudBuilder.createPictureNode 		Kit0NotUnlocked Kit0LockSquare 234 78 15 15
hudBuilder.setPictureNodeTexture 	Ingame/Respawn/iconframe.tga
hudBuilder.setNodeColor 	        0.576 0.573 0.451 1

hudBuilder.createPictureNode 		Kit0NotUnlocked Kit0Lock 234 78 15 15
hudBuilder.setPictureNodeTexture 	Ingame/Respawn/lockicon.tga
hudBuilder.setNodeColor 	        0.678 0.663 0.525 1
This is definetly the key to making use of unlocks the proper way in a mod, but there seems to be something hidden, or something somewhere else that controls the Unlock weapon swap function.
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Undead_Mercenary
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Post by Undead_Mercenary »

Cool, glad to see you're still working on the mod. Just a quick question, is there any news of upcoming BF2 competitions? I'd definetly love to play some matches on my new PC.
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