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| Battlefield 2 - Map & Mod Development Discussion on the development of new maps and mods for Battlefield 2 |
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#1 (permalink) |
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Join Date: Jun 2005
Posts: 1,146
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Mapping questions
Alright so I'm making a map and I've never actually made a map for any game but I understand the basics. I'm making this thread so I can ask various questions about problems I encounter as I make my map.
First up, when I load my map in BF2 to play it, the textures are majorly screwed. The color is there but the detail isn't. I have put a detail texture and a color texture, a material and clicked "both" when painting, exactly like the tutorial says. Roads also have this problem. The object textures and everything else work perfectly, just the painted ground textures and roads. Here's what it looks like: ![]() Any ideas what's wrong? The map is obviously very basic at this point so don't laugh ![]() |
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#2 (permalink) |
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Join Date: Sep 2005
Location: England
Posts: 1,601
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Re: Mapping questions
When putting your terrain down, under Terrain Type select BOTH from the menu on the right.
If that isn't the problem then find Low Detail Terrain further down the menu on the right and select a texture. p.s. i've just sorted out TS (its been a long time since i've used it, ventrilo is my current comms of choice) if someone would create a "mapping" subchannel in BF2 I will try to be on when I am mapping (when server is full) then you can get hold of me instantly and can talk about the editor and so on.
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Last edited by Preston85; 11-12-2005 at 07:19 PM. |
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#4 (permalink) |
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Join Date: Sep 2005
Location: England
Posts: 1,601
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Re: Mapping questions
The Colour - Detail - Both thing I get caught out by.
Say you have two textures, Mud and Rock. You have a cliff terrain you did in Rock with Both selected so it has both the colour and texture. If you then try to put mud on it without selecting both you will just change the texture and not change the colour. So you would have grey mud lol. Just thought i'd emphasise that as it caught me out a few times.
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#6 (permalink) |
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Join Date: Jun 2005
Posts: 1,146
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Re: Mapping questions
Alright question #2 now ><
How do I make water? I went to objects->water and used "waterpane 128" or something, but I have to tile it over and over, is there an easier way to make water or do I have to just copy/paste that square over and over to cover my water area? |
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#7 (permalink) |
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Join Date: Sep 2005
Location: England
Posts: 1,601
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Re: Mapping questions
Ermmmm thats a lake if I remember correctly (I am at university at the minute so can't check)
If its sea level you can raise the water level by opening the properties of your map, incase you don't know how to it is the same menu as you set object properties but click the map name that is in the same window. There should then be a "Water Settings" submenu, and option like "Water Level", Default land height is set when you create your map and standard value is 20. This will give you a very plain looking water with no texture. You then have to unpack a standard map (As I described doing to you before) then copy and paste envmap into your maps folder. (Can not remember for the life of me what folder it is in, but I am guessing its under water). The reflections/texture doesn't show in the editor but will work in game. Finally remember to set Water Scroll, Animation Speed and Colour. Animation speed is wierd, the lower the number the faster it moves, so the default value means its moving to fast to see. I set mine to 50 for a nice calm lake/river setting. As far as lakes and stuff I have not done that stuff yet so can not help you, I would suggest looking at maps like (Can't remember the name!!!!) the one with the multiple dams in a valley. Hope tyhis all helps.
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#8 (permalink) | |
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Join Date: Jul 2005
Location: Sydney, Australia
Age: 17
Posts: 2,271
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Re: Mapping questions
Quote:
Mr Admins, could we please get this going?
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![]() [conduct][volun][drill][sg-c1][tpf-c1] |TG-2nd|munchkin Nec aspera terrent. |
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#9 (permalink) |
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Join Date: Sep 2005
Location: England
Posts: 1,601
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Re: Mapping questions
Since my map uses a lot of Overgrowth i'll share the method of using this feature.
Firstly make sure you have selected under Render, Draw Overgrowth. In texture mode select Overgrowth or Undergrowth (same method for both) In the Resources box (default to the top left) a new section should of appeared named Overgrowth Properties. Right click on Materials and click Add Materials. The name isn't important but should describe the type of vegitation you are adding. The colour is to show where you have painted that overgrowth. Next right click your new Material and click Add Type. Add the name, this will be your first object (for example Oak Trees). Select your new type and look to the Properties window, click the name of your type which appears next to Geometry. A new window appears with Asia or Middle-East (where the default maps are set) from here you have access to all the trees and bushes in the game. Select a object by selecting the main file (not _col or _lod) Back to the properties: Density - The number of trees per area, not 1 to 1 so putting 20 doesn't create 20 trees (best I can tell), .5 creates a sparse forest while 20 creates a dense forest. Scales - I leave alone. MinRadiusToSame - Does exacly what it says. MinRadiusToOthers - Does exacly what it says. These MinRadious options can affect density. Have a play and see how you can make everything spread appart or make one type dense and another sparse. Repeat the New Type section to add lots of different trees/bushes so create a nice looking forest with different trees and bushes. Next take your brush, set size and strength (100) and put the overgrowth down. Click Generate All from the right toolbar to see the trees. If you want to see the area you painted then go to Render -> Render Overgrowth to see the colour you selected at the start. If you can't see the overgrowth make sure Render -> Toggle Draw Overgrowth is ticked. Hope this is clear, im starting to fall asleep lol (thats how interesting this is, although its 3:45am) Happy planting
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