Quantcast
Channel: Project Reality Forums - PR:BF2 Community Modding
Viewing all 924 articles
Browse latest View live

Help! BF2 Editor (Colormapping)

$
0
0
Hi Folks,

Well it has been some years since I delved into BF2editor and wanted to give it another shot.

Since 2008 it seems a few things no longer work for me, like certain tools.

Does anyone have an up to date tutorial on how to overlay / slice a satellite image on to your colour map?

I obviously intend to use the image to assist with the map.

The old tools I used to use were "SLICE" but this tool no longer works in windows 10 / .net 4

Any ideas would be appreciated!

Many thanks
Dunem

[HELP] Custom vehicle HUD to be loaded as a custom content in a zip file in the map

$
0
0
Anyone done this before? I have a custom vehicle loaded as a custom content in a zip in my map , and it works well.. the only problem is that the hud(gun sight) is not working at all.

Fixed-turret tank cameras on Co-op maps - lost

$
0
0
Hi guys,
As part of my bot w/Co-op sub-mod project, I've finished changing tank/tank destroyer driver cameras so that all cameras show more of each tank; but I'd been stupidly working on each camera using a barebones Conquest map. When I put all the vehicles on Co-op maps, any tanks with fixed turrets... their camera positions have not changed :(
At first I couldn't understand where the game was pulling the old camera view from because in most cases the vehicle's .tweak file only had one camera position line and I'd changed them all. Now, I think the game might be pulling (just for the fixed-turret tanks) the camera position from the vehicle's .con file.
For example, one problem case is called the stug_iv_alt. The camera position I wanted, updated in the .tweak, is shown below:
ObjectTemplate.addTemplate Tank_DriverCamera_geom0
ObjectTemplate.setPosition -0.022833/2.21325/-1.851583
But that's not working. Meanwhile, the line below is from the .con file:
ObjectTemplate.addTemplate Stug_IV_Alt_Mantle
ObjectTemplate.setPosition 0.0880/1.2512/0.5086
If I edited that 'Mantle' position to have the co-ordinates which I wanted, then loaded up a Co-op map and entered this Stug, the camera position would be updated but the gun would have come away from the tank; me and the gun would be floating above the tank :(

So would any wizards out there know what may be different about these specific tanks, which is causing the game to look somewhere else for a camera position?
Alternatively, would anyone know of a way to add a camera for that 'Mantle' so that one line said where the gun was, another said where the camera was?

Many thanks for any suggestions; everything's going smoothly with the project except this, got me totally stumped.

battlerecorder file metadata

$
0
0
Would it be possible to create a tool to read out the battlerecoder file metadata outside the barracks, like mapname, players, tickets and so on. So managing various battlerecorder files becomes easier and more organized.

It would greatly improve the reviewing of gameplay.

Requiring server technical support

$
0
0
Hello everyone. I'm a developer from Taiwan. I had done a mini-mod which abide by the Project Reality Community Rules. So I want to build a server to have an Alpha test. But there is something wrong when I set the "sv.interfaceIP" and power the server program. (I had got a license from PR Server License) It appeared an error window which called "0019FCD0" and can't continue to build server. By the way,I build the Server by my Home PC. I think it's an important reason,right? Should I use an specialized server? I have no idea about it. In a different way,I don't know how to build a server for mini-mod. Come on,guys. Please help me! :cry:

Editor Crash

$
0
0
I'm trying to get back into modding but when I try to open the "pr_edit" mod on the Editor it just crashes on me without loading anything, plus no error message pops up.

I tried reinstalling the editor but it didn't help, here's the log it gave me:

Code:

D:\bf2editor\Code\BF2\Core\Profiler.cpp(720): Calibration of profiler took:5.75875e-006 seconds
D:\bf2editor\Code\BF2\Core\EventManager.cpp(77): Event 1 in cat 5 registered as ECCoreCEChangedSetting
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/common_client.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/common_client.zip path:common/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/fonts_custom.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/fonts_custom.zip path:fonts/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/fonts_client.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/fonts_client.zip path:fonts/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/menu_client.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/menu_client.zip path:menu/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/objects_common_client.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/objects_common_client.zip path:objects/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/objects_statics_client.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/objects_statics_client.zip path:objects/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/objects_vehicles_client.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/objects_vehicles_client.zip path:objects/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/objects_weapons_client.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/objects_weapons_client.zip path:objects/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/common_server.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/common_server.zip path:common/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/factions_server.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/factions_server.zip path:factions/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/menu_server.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/menu_server.zip path:menu/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/objects_common_server.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/objects_common_server.zip path:objects/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/objects_statics_server.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/objects_statics_server.zip path:objects/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/objects_vehicles_server.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/objects_vehicles_server.zip path:objects/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/content/objects_weapons_server.zip"
D:\bf2editor\Code\BF2\IO\File\FileManager.cpp(692): mountArchive:content/objects_weapons_server.zip path:objects/
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/bf2editor\lightmapsamples01.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/pr_edit/bf2editor\lightmapsamples01.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/bf2editor\lightmapsamples01.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/bf2editor\lightmapsamples01.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/bf2editor\lightmapsamples01.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/Content/Terrain/bf2editor\lightmapsamples01.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "bf2editor\lightmapsamples01.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/bf2editor\lightmapsamples02.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/pr_edit/bf2editor\lightmapsamples02.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/bf2editor\lightmapsamples02.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/bf2editor\lightmapsamples02.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/bf2editor\lightmapsamples02.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/Content/Terrain/bf2editor\lightmapsamples02.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "bf2editor\lightmapsamples02.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/bf2editor\lightmapsamples03.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/pr_edit/bf2editor\lightmapsamples03.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/bf2editor\lightmapsamples03.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/bf2editor\lightmapsamples03.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/bf2editor\lightmapsamples03.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/Content/Terrain/bf2editor\lightmapsamples03.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "bf2editor\lightmapsamples03.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/bf2editor\lightmapsamples04.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/pr_edit/bf2editor\lightmapsamples04.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/bf2editor\lightmapsamples04.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/bf2editor\lightmapsamples04.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "mods/bf2/bf2editor\lightmapsamples04.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "BF2Editor/Content/Terrain/bf2editor\lightmapsamples04.zip"
D:\bf2editor\Code\BF2\IO\File\ZipArchive.cpp(323): Couldn't open zip file "bf2editor\lightmapsamples04.zip"
D:\bf2editor\Code\BF2\Core\ClassManager.cpp(327): Singleton "hWndBf2TempSlt" in added (default class: "Unknown ID 0")
D:\bf2editor\Code\BF2\Core\ClassManager.cpp(327): Singleton "rodSpecial" in added (default class: "Unknown ID 0")

Adding weapons to vehicles tut?

$
0
0
I installed bf2editor with 2gb left in my hardisk and I wanna add those 20 atgm rockets to hind E (ru_ahe_mi24_light), and I need a bit intel I was trying to add same files from hind f to hind e, but instead of 9m114 tv I got one from ciowa hellfire. I know that I have to open object editor and to add some childs to COgunner-parent but which.

Launching pr_edit mod

$
0
0
Can anyone kindly explain the best way to launch the pr_edit mod?

Because I have custom staticobjects etc, I don't really want to be zipping it up and dragging it accross to the normal PR mod...

PRLauncher also doesn't allow this because it says Im either using modified files / cheats.

Regards and TIA

French Statics / Buildings - Request!

$
0
0
If you are a model designer, and know or have the ability to create simplistic buildings / statics which are ready to go in BF2editor, I would really love to see some of your work and ask if you are able to make input to a new french map that I am making.

(Or statics that are available with permission from the owner).

I am looking for static buildings which are typically french (similar to what you would see in the Forgotten hope 2 mod) though a little more cleaner. I have infact just used some of the statics from the FH2 mod just as a temporary placeholder for the maps key design.

Buildings like this are still a very normal sight in France, such as wooden shutters / blue provence paint etc.

I am able to help with texturing, but modelling is a little out of my depth.

I would like the map size to remain as small in size as possible so separated statics would be very welcomed. (I.e, buildings that can be put together with variation)

If you are willing to have some input to this map you may find it very rewarding in the long run.

Thank you.

p.s I might even spend some time learning how to model them myself, though this would take away valuable map design time.

Tutorial on Triggerables/Targets

$
0
0
Have spent some time with triggerables! So I made a little tutorial on making the elevator work and the same would apply to doors and other objects.

I should also point out that there is a sincere lack of triggerables in PR so my new map will have various triggers available (maybe an easter egg too)

I have also been able to mimic some "Levolution" events which are hidden triggers on a map which can essentially change the map layout considerably using ambient effects and destruction.
I will post a further video about this at a later date when I have all the delays and timings correct. Needless to say.... It's a game changer when you have a good collection of triggerable targets in the right places :)

Editor view distance

$
0
0
Is it possible to change editor VD somewhere in settings (I am trying to make 4km map but this makes me a bit of problem in making terrain)

A targeting problem about M252

$
0
0
Hi, I come from Taipei, So sorry by my wrong English ><!
and I have some problem of M252 mortar's Targeting.

When I use M252 from the target camera, the bombs dummy would drop at the reverse places as always.

For instance , I targeted a place from a far range, and click mouse to drop the bomb, but the dummy was dropped on a close range.

I just guess a reason of probem thats be cause the Target camera and mortar angle' s value were conversely.

so I was trying to change the coding from Targeting's value and angle's value.

But I'm so sad that I couldnt completely understand the coding from M252.tweak.
does any cool guy help me please...


My PR version is 1.5.

Distant sounds sequence

$
0
0
I'm trying to set the firing sequence for mg3/mg42.
1p and 3p sounds works fine with the ObjectTemplate.stopType 2:

But the distant sounds (in the muzzle effect bundle) don't want to stop properly, and the engine plays whole sequence.
Also the engine can't play two 3p sounds...

Is there any way to make BF2 play distant sounds with similar sequnces correctly?

Custom Texture Suffix problem

$
0
0
Hi,

I have spend some time making the custom textures for statics and have added my own custom suffix to my init.com (aul)


For example.


roadsigns_pr_aul.dds

and added aul to the suffix name in my init.con

- The map is built and working
- I textures are in objects_client.zip in the correct folders

Why do the textures not load?
Have I saved them the wrong format or am I missing something further?

Any advice is very welcome.

TIA

Sound effect workaround for Triggerables.

$
0
0
Hi!

I have managed to find a much more simple workaround for making sound effects play at the time of a triggerable event. I originally planned to make this work using python but, there is really no point as this is much more simple especially playing the sound server and client sided so everyone can hear.

Its as simple as overlapping an ambient effect (with audio only) on to the triggerable (not triggerable target).

So for example of how this works with your custom sound.

1. Include your sound effect in OGG format in your clientarchives objects_client.zip
/effects/sounds/ambient

2. Clone the following files from
e_damb_bird.tweak
e_damb_bird.con

3. rename the files to something like e_damb_yoursound

4. edit the files (i used notpad++) and replace all references of "bird" to "yoursound"
5. edit the .tweak file once the references to bird has been replace and change the follwing line...

Quote:

ObjectTemplate.soundFilename "objects/effects/sounds/ambient/birds_escape_1.ogg,objects/effects/sounds/ambient/birds_escape_2.ogg"
to...

Quote:

ObjectTemplate.soundFilename "objects/effects/sounds/ambient/yoursoundeffect.ogg"
and now delete (in the .tweak file)
Quote:

ObjectTemplate.textureName objects\effects\textures\animated\Anim_bird


Once completed, you will need to include them in your objects_client and objects_server zip files along with your map.

6. Setup the ambient trigger with the same event as your triggerable target.

7. Select the trigerable (you switch / event placements) right click and copy transformation

8. Right click your ambient trigger and paste the transformation so it perfectly overlaps.

Apply the same radius and also the same event trigger for both.

There you have, audio played at the same time as your triggerable.

Works excellent for sqeaky doors!

Understanding AI waypoints

$
0
0
There is aiStrategicArea.addWayPoint option in StrategicAreas.ai file.
How it works exactly?

I asked 'cause in some cases it works fine, but sometimes strange things happens.
Is this a chain of waypoins, that units have to follow one by one?
Is the CP order important? I.e., is CP1 CP2 = CP2 CP1?

Selectable vehicles/vehicle loadouts for AAS

$
0
0
So i was talking to frontliner on discord about this idea.

What if one could apply the vehicle buying system from his custom CaC mode to normal AAS in such a fashion that SLers of asset squads could select what exact asset or variant of an asset will spawn after 20min.

Of course not like in CaC mode where you could buy them whenever you wanted, instead they still spawn after a set delay and only a set amount of assets like regular AAS, but you can choose which asset or at least which loadout.

For example two F-18s will spawn, but you can select if it will be a CAS loadout or an ASF loadout for each one.

But first it would help to know what is even possible. Would it be possible to change loadouts of assets (different rockets/bombs/AA missiles) or assets themselves (attack helicopter/attack jet/fighter jet) after they already spawned? Maybe by removing them in a designated spot in main and then spawning something else in its place? Or would it only be possible to select which variant will spawn in but not being able to change anything about it or its loadout afterwards?

Not only talking about air vehicles, just using them as an example because they have a higher potential for 'customization'.

Of course if such a system was to make it into the game it is reasonable to impose certain limits on it on probably most maps. Otherwise balance issues would probably ensue. On most maps it would likely only make sense to not be able to select the asset that spawns but to only be able to influence the loadout it carries. Since mappers selected the assets with careful consideration for each map, spawning different assets would probably wreak chaos on most maps.
Maybe one should even just go as far as only having the option the select limited loadouts variants for just a handful of vehicles on certain maps.

Frontliner also brought up the point that the SL selection, if based on spawner commands could be too complicated for many people, but in that case, if nothing is manually selected the 'base version' of the assets would spawn in by themselves, so no harm done i guess.

Anyway the reason why i posted this in this forum section is that once i know what variant of this is technically possible i would at least try to create different versions of the same assets that can be spawned.

OGG Vorbis Format?

$
0
0
Hi Everyone,

Does anyone know the best program / format to save OGG files in the correct format?

I have some custom sound effects but the editor is "Unable to parse format of OGG Vorbis"

Any advice is amazing, and it will be worth your input!

Thanks

[HUD] Vehicle improvements

$
0
0
Thought I'd show something I've been working on for the past month, this is my attempt to fix blurry vehicle sights.

Just leave feedback, some of them were already fine but the numbers and text felt blurry so I changed them too.

Here's the spreadsheet: https://docs.google.com/spreadsheets...BK9CAN_4GirOU/

using _alt .con files

$
0
0
Hello.

Been working my map with 2 different sky.con sky_alt.con 's similar to that of Silent_Eagle.

I was wondering if the same could be acheived also with ambienteffects_alt.con also?


Do I simply make the init_alt.con or do I have to add this somewhere else for it to initiate. (or does PR just recognise this?)
Viewing all 924 articles
Browse latest View live