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[Coding] bf2 meshes python lib

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https://github.com/rPoXoTauJIo/BF2Mesh

Thing i've been developing for a while, using bytehazard reference and his direct help, initially started as a script to get textures names out of meshes.

I've been interested in what can i do with meshes directly without touching 3dsmax&re-export, so after tests on evil boxes i've attempted to merge kits geometries in single skinnedmesh:

So far that i'm not seeing reports on weird issues with canadian kits, merge been successful :p

Another thing i've been doing lately is trying to merge staticmeshes which is working so far:

However, in game it works a bit strange :p:



Apparently, if player camera doesn't see collision of object - it doesn't render it. As i've merged only visible mesh, and left object using stock collision, it's disappear once i look away from collision mesh.

Ultimate goal of this project is to make it automated script for mappers to merge their statics into bigger arrays, hopefully decreasing amount of drawcalls due to lego structure.
For now it's nowhere from being complete, and serves more of purpose me learning mesh structure, but by small steps i'll hope it will work flawlessly someday :)

Adding seats and camera views?

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I've started to get into BF2editor and modding but more specifically just messing around with the the object editor. Are there any proper tutorials for adding seats and new fixed camera views to tanks, jets, or APCs? I'm only trying to figure this out for better camera angles in filming and for videos/PRTA media.

I've had some help from mappers in trying to add a new camera and seat to a T-90A or even moving the camera position on existing camera views such as ru_tnk_t90_COcamera but the changes don't seem to apply when I run through local coop or local deployment in PR.

Are the current seats and cameras on vehicles hardcoded or am I doing something wrong in BF2Editor?

[WIP][Vehicle] Panther G

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I've started learning Maya as part of my University and have a project where I need to create a model, rig and animate it so I thought why not make my favorite tank - the Challenger 2 but Rabbit gave me a better idea - the Panther so that it can also be used in PR: WW2.

I've just begun work on it and it won't go very fast as I have plenty of other stuff to do. Keep in mind I'm a beginner in modeling so feel free to give me any tips you think might help. Anyway, here's the initial progress.



Vehicle thermal signatures

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This is a short tutorial on how to edit the thermal signatures for vehicles in PR.

What you need:
  • BF2 Meshviewer
  • Photoshop or similar to edit and create dds files

The thermal signature can be added to vehicles through a new invisible DXT5 texture. That texture must have alpha of 0% and uses the green channel to define the heat or brightness of that part.

The process is rather simple:
  • Select a vehicle you want to update
  • Open the bundledmesh in Meshviewer
  • Identify the parts you want to change
  • Open the _c.dds texture for that part
  • Start painting the thermal signature

Example:
This is no way finished and more a quick POC I did for the M1A1 :)

Open the vehicle in meshviewer and find part to edit. Click the "SpeculatLUT_pow36.dds" texture for that. It will turn the part the material applies to red




- Paint thermal signature


Ingame result:


The texture created:


Some more tips:
  • Normal heat brightness is around 0.55 in the green channel, so should make your painted parts darker than that.
  • If a part should be completely cold, dont make new texture, just apply "objects/common/textures/dummyblack_tis.dds" to it.
  • Keep the heat texture as small as possible. 512x512 MAX, the smaller the better. These do not need high resolution. I saved the one above at 256x256.
  • You can find references for heat signatures on a lot of vehicles on the steelbeasts wiki. E.g. the M1A1 http://www.steelbeasts.com/sbwiki/in...rmal_Signature

Why do bots dont use stationary weapons!?

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I am facing a huge issue.
My custom map(i made) is a very action packed map with loads of LMG's.
I placed a bot spawnpoint on every LMG and have checked :
"Enter on spawn" tickbox.
But when i play the game, bots just exit those LMG's and never use them in whole game!!!! Whats the issue?
I want them to use each of the LMG's!
Any fixes??

BTR-80 HUD improvements

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Quote:

Originally Posted by mectus11 (Post 2185951)
I could most likely recreate it in Photoshop, just need a 1080p screenshots or better would be a 4k ones.

What you think about this:
https://goo.gl/images/T51YYX

T-90A model is terrible

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T-90A model in game is terrible if you compare it to real one. I mean: shtora is faced 30 degrees from barrel when in RL it is faced with barrel, also there is some of plates betwen shtora and barrel which doesnt exist in game. Maybe It is just for me cause I have LOW texture, but texture is not model. Bassically just remodel a turret a bit.

Strategic Areas

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I needed a help with strategic areas in SP editor,

i have made two cps each owned by team 1 and team 2.

now i want the team 2 BOTS to attakk the team 1 CP and team 1 Bots just to defend their control point, without letting them attack any other cp. how can i do so?

is it a thing by setting one-way neighbors or something?

need urgent help!
~Regards

[WIP][WEAPON] Starstreak MANPAD

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Hello!

Renders:











Screens:















Thanks! :-)

Texture missing error! :(

Projectile penetration and velocimeter

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Fist, can some one explain how those commands works:

Material.name "rock"
Material.friction 0.8
Material.resistance 0.01
Material.projectileCollisionHardness 0.2
Material.penetrationDeviation 0.2 why some use -1?



Material.name "Grass"
Material.penetrationDeviation -1 ????

Material.active 6
Material.name "Grass_tall"
Material.damageLoss 0
Material.maxDamageLoss 0
Material.penetrationDeviation 0
(Why add this?)


Material.active 18
Material.name "Glass_vehicle"
Material.type 3
Material.friction 1.1
Material.elasticity 0
Material.resistance 0.01
Material.penetrationDeviation -1

Material.active 19
Material.name "Glass_bulletproof"
Material.type 1
Material.friction 1.1
Material.elasticity 0
Material.resistance 0.01
Material.projectileCollisionHardness 0.2 ????
Material.penetrationDeviation 0.2

both are penetrable? What is the difference?




And I have a quad Bike with a 3D analog speedometer already build on it, how can I make it move?

Questions about mapping

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Hello, I have just discovered your magnificient game and decided that I wanted to make a map. But I have hit two problems.

I followed this guide as closely as possible: https://www.realitymod.com/forum/showthread.php?t=14468 But as I said, I ran into two problems.

In step 6 it says to copy the "bf2editor" from "\project reality\mods\pr\readme\" into my project reality folder, but there is no readme folder there.

And when I go, in the editor, to mod>mod manager>Editor Content there is only one box to check, I don't exactly remember what it's called something like "static something".

I suspect that these two problems are, somehow, connected but I have not been able to find a solution.

Thanks in advance!

Can I remove a camera?

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Hi guys,

I'm continuing with my project to tweak the Forgotten Hope 2 mod for SP bot games and have a question about camera cycles, but there aren't many active wizards on the FH2 forums, so I was wondering if you guys could help. It's a problem with the tank cameras, which are largely controlled by a TankCameras.con file located within Objects_Vehicles_Server\Vehicles\Land\Common. I'd altered the CVMChase camera in TankCameras.con so that the camera was further back and zoomed out; this change affected the CVMFrontChase camera negatively, with that second camera looking at half the tank now and from an overhead view. I'd like to remove that camera from the camera cycle entirely but keep the CVMFrontChase cam; is that possible?

I looked at the references to the CVMFrontChase cameras in TankCameras.con, but in all cases within that file, CVMFrontChase was set to 0 which I take it means 'off'. So I'm guessing that there must be another file somewhere in the mod folder which determines which cameras are on/off for tanks, or maybe for all vehicles. Any wizards here know which file might hold that, based off experiences with Bf2 mods in general?

Many thanks in advance for any help and I've added below the two tank cameras of the TankCameras.con file which I've been editing so far.

Mark

Code:


ObjectTemplate.create Bundle Tank_DriverCamera
ObjectTemplate.modifiedByUser "kev"
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate Tank_DriverCamera_camera
rem -------------------------------------

ObjectTemplate.create Camera Tank_DriverCamera_camera
ObjectTemplate.creator ctz
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_Tank_DriverCamera_RotationRpm
rem -------------------------------------
ObjectTemplate.setMinRotation 0/-50/0
ObjectTemplate.setMaxRotation 0/10/0
ObjectTemplate.setPivotPosition 0/0/-0.1
ObjectTemplate.setMaxSpeed 180/180/0
ObjectTemplate.setAcceleration 600/600/0
ObjectTemplate.setInputToYaw PIMouseLookX
ObjectTemplate.setInputToPitch PIMouseLookY
ObjectTemplate.automaticPitchStabilization 1
ObjectTemplate.regulateYaw -0.2/0.25
ObjectTemplate.regulatePitch -0.2/0.25
ObjectTemplate.toggleMouseLook 1
ObjectTemplate.CVMChase 1
ObjectTemplate.CVMFrontChase 0
ObjectTemplate.CVMFlyBy 0
ObjectTemplate.chaseDistance 8
ObjectTemplate.chaseAngle 1
ObjectTemplate.chaseOffset 0/-3/-5
ObjectTemplate.cameraShakeSensitivity 1
ObjectTemplate.cameraShakeStartSpeed 1
objecttemplate.cameraShakeMaxSpeed 36
ObjectTemplate.bounceLength 0.5
ObjectTemplate.bounceStrength 0.05
ObjectTemplate.bounceDamping 2
ObjectTemplate.followStiffness 2
ObjectTemplate.worldFOV 1.8
ObjectTemplate.insideFOV 1.6
ObjectTemplate.allowInsideDynamicLights 1
ObjectTemplate.allowInsideStaticSun 1
ObjectTemplate.insideStaticSunDirection -0.25/-0.5/0.75
ObjectTemplate.insideStaticSunColor 1/1/1
ObjectTemplate.insideStaticSunDamageColor 1/0/0
ObjectTemplate.insideDamageFrequency 3
ObjectTemplate.insideDamageThreshold 0.15
ObjectTemplate.insideStaticSunAmbientColor 0.7/0.7/0.7
ObjectTemplate.cockpitLod 0
ObjectTemplate.cockpitSubGeom 1
ObjectTemplate.restoreRotationOnExit 1

ObjectTemplate.create Bundle Tank_DriverCamera_geom0
ObjectTemplate.modifiedByUser "kev"
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate Tank_DriverCamera_geom0_camera
rem -------------------------------------

ObjectTemplate.create Camera Tank_DriverCamera_geom0_camera
ObjectTemplate.creator ctz
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_Tank_DriverCamera_geom0_RotationRpm
rem -------------------------------------
ObjectTemplate.setMinRotation 0/-50/0
ObjectTemplate.setMaxRotation 0/10/0
ObjectTemplate.setPivotPosition 0/0/-0.1
ObjectTemplate.setMaxSpeed 160/160/0
ObjectTemplate.setAcceleration 450/450/0
ObjectTemplate.setInputToYaw PIMouseLookX
ObjectTemplate.setInputToPitch PIMouseLookY
ObjectTemplate.automaticPitchStabilization 1
ObjectTemplate.regulateYaw -0.2/0.25
ObjectTemplate.regulatePitch -0.2/0.25
ObjectTemplate.toggleMouseLook 1
ObjectTemplate.CVMChase 0
ObjectTemplate.CVMFrontChase 0
ObjectTemplate.CVMFlyBy 0
ObjectTemplate.chaseDistance 8
ObjectTemplate.chaseAngle 1
ObjectTemplate.chaseOffset 0/-3/-5
ObjectTemplate.cameraShakeSensitivity 1
ObjectTemplate.cameraShakeStartSpeed 1
ObjectTemplate.cameraShakeMaxSpeed 36
ObjectTemplate.bounceLength 0.5
ObjectTemplate.bounceStrength 0.05
ObjectTemplate.bounceDamping 2
ObjectTemplate.followStiffness 2
ObjectTemplate.worldFOV 1.8
ObjectTemplate.insideFOV 1.6
ObjectTemplate.allowInsideDynamicLights 1
ObjectTemplate.allowInsideStaticSun 1
ObjectTemplate.insideStaticSunDirection -0.25/-0.5/0.75
ObjectTemplate.insideStaticSunColor 1/1/1
ObjectTemplate.insideStaticSunDamageColor 1/0/0
ObjectTemplate.insideDamageFrequency 3
ObjectTemplate.insideDamageThreshold 0.15
ObjectTemplate.insideStaticSunAmbientColor 0.7/0.7/0.7
ObjectTemplate.cockpitLod 0
ObjectTemplate.cockpitSubGeom 0
ObjectTemplate.restoreRotationOnExit 1

2 stage scope with key attribute?

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I want to have an Acog/Elcan with 1x and 4X zoom, I know that is possible using right mouse button and cycling through zoom modes, but is it possible to toggle 1x/4X with a random keyboard key and use right mouse to zoom in/out only? sorry for the stupid question and the flooding, but here is a place with a lot of information and I think questions can only bring more knowledge.

How to create new UT-announcer using head_shot.py

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Dear anyone that can help,

After modding my current BattleField 2-mod for almost 4 years I've hit a wall. Never had I had to write new code, since I'm barely able to import new weapons, change some models around and simple text-editing. Anyhow, I've gotten permission from the author of head_shot.py to use it in my mod.

The thing is I'de like to hear the UT-Announcer saying "headshot" after the player scores a headshot. Managed to 'create' the headshot.wav in GameSounds.con but no idea of how to connect it to the message created by head_shot.py.

Hope someone could help me create the code to connect the head_shot.py message to this the selfmade-code in GameSounds.con

rem -----------------------------------------------------------------------
rem ----------------------------- HeadshotAnn------------------------------
rem -----------------------------------------------------------------------

Sound.addSound headshotannouncer
ObjectTemplate.soundFilename Common/Sound/Hud/headshot.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.5
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0.1
ObjectTemplate.minDistance 1

SAAREEMA 8km modding suggestion

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Because of reason Falklands map and its FOV showed very well in PR we need more maps like that (8km maps). Well if any mapper wants to do it, if it is possible of course, he must do next:
-remove DOD,
-add very far airfield of 20 km away from island for both sides or carrier for USMC,
-if possible increase FOV,
-add next assets (for both sides):
3 tanks (T-90A and Abrams)
3 apcs (BTR 80 and AAVPs)
1 ifv (LAV 25 and BTR 80A)
2 attack choppers (cobras and havocs)
4 fixed wing jets (RU: 1x SU-34, 2x SU-27SM asf, 1xSU-25; US: 1x F-15, 2x F-18c, 1x A-10) delayed on 20 mins with respawn 15 mins
3 logis trucks
5 trans trucks
3 trans schoppers (RU:2x MI-8 and 1x MI-8 not respawnable; US:2x UH-1 and 1x UH1-1 not respawnable)
-set 1050 tickets for both sides

I post this because we need modern 8km maps in PR and before you ban me or something think about moving this in diffrent section (modding or suggestions). This is to most easiest way to make good 8 km map with modern assets.

and by the way layers:
INF no
ALT 3 attack choppers and no jets; no TANKS; just 3 APCs
STD only with JETS
LRG jets and attack choppers

Have a nice game!

[COOP] Vehicles and Bots Don't move unless commanded manually

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As I stated in the title, bots in my coop map seems to have no commands received by the AI commander, they just stay in base. Any explanation why this is happening?

Russian jets hud, help

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How I suqquested a change from NATO to std Russian names, I found everything what I need to do it. But I have a five questions:
first shall I do name on Russian cyrillic or English alphabet, second I found those files about hud "text" in menu_server.zip, and how one of devs says I need to edit something more, I was reading that but not get it so can someone help me, and bombs on SU25 are FAB 250? and bombs on MIG29 and SU27 are KAB-which

And by the way I cant test the cause I dont have BF2Editor, So how I saw just to rename existing in new. Correct me if I am wrong.

PR Vehicles to Singleplayer

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Hello, PR Community,

I would like to know if it is possible to make vehicles, that require a driver and gunner, to be utilized by a single crewman (me), while in Single Player (COOP) mode, and how to do it.

Thank you in advance!

Coop map crashes when bots fire specific gun to a vehicle

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So , i had this problem weeks ago.. Been discussed this with Alon and he said that the crash specified in the dmp file points out to "weapon objects" , "weapon rules for AI" , and "weaponInfo" . So this particular problem/crash just triggers when Bots fire a AT(panzerfaust and panzerschreck from prww2) to a vehicle that is on critical condition, when the AT projectile is about to reach the vehicle the game crashes. Anyone ever experienced this one? or is it just that the prww2 guns back in the Beta stage is not AI friendly?
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