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Battlefield Modding Tutorials BFMODS • View topic - How to change the In-Game Map

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat Jan 03, 2009 2:26 am 
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In BFV my mini map shows all this space...that i don't want to be on my map. I only want the top left square shown. Is there any way to change the zoom, or aspect on the mini map to show only that square?

Also is there any way to modify the mini map..?

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PostPosted: Sat Jan 03, 2009 2:38 am 
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well, idk if its the same for bfv, but in bf1942, if you extract the map, in the textures folder, there is a ingamemap.dds, which you can convert with this, http://ef.filefront.com/file.info?ID=17503 then edit it with a graphics editor such as photoshop.


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PostPosted: Sat Jan 03, 2009 1:00 pm 
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Yeah that's the same for BFV, you can make everything black except for that little corner. But as far as I know, you can't automaticly zoom in.


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PostPosted: Tue Jan 06, 2009 8:00 am 
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Have you tried hitting the "N" key while in-game? It zooms the minimap... :lol:

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PostPosted: Tue Jan 06, 2009 2:20 pm 
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Well yeah, but just image if small maps like Battleaxe scaled to the full size of the minimap. You would be able to see so much more detail when flying a plane and knowing the exact location of your team's infantry units down on the ground.

The short answer is, no, unfortunately. This is because when you FIRST defined the map, you picked a size in Battlecraft (or you typed it in manually in one of the .con files inside the rfa itself. I forget which one.) You may be able to change that, but your placement of spawns, terrain, vehicles, and static objects might be affected. Again, I am not really sure since the map usually starts 0/0/0 in the middle (right? it was always something strange like that) and works outward. But maybe that is not true, and it starts in a corner, the very corner that you happen to be working in. This is possible, and the scaling might leave it all intract with a smaller outsize-your-playzone-area type thing.

Always back up/copy your RFA first before you try something, but it might just work!


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PostPosted: Wed Jan 07, 2009 6:18 pm 
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Well if you are unable to generate a new minimap. You can try reducing the combat area size. This will effect how fast the vehicles and soldier icons move accros the map. If you manually enlarge the map (and cropping off excess image data while doing this), then theoretically you can zoom in the map manually by enlarging (but be sure to preserve the actual resolution of the map) and then proportionately reducing the combat/world size set in the main init.con file.

However this will result in a shrinking of the area the game allows you to play in. It makes the out of bounds take up more the the map you made. There is two types of out of bounds. The out of bound as defined in the material.raw file, and the out of bound as defined in the init.con file (combat area). This tells the the game when you reached the "edge" of the map. The material.raw file tells the game what parts withen the defined combat area are explorable or not.

Be carefull not to change the "world" size as defined in the terrain.con file. That would directly effect the size of the heightmap and would adversly effect the ground in relation to the static objects and vehicle spawns. Combat area is normally defined in the init.con file at the base directory of the level. The Combat Area can be changed and it won't effect the heightmap or the objects that spawn. Just note that if you have anything that spawns near the edge of the map that they more then likely will no longer spawn if they endup out side the combat area or is on a out of bound mat id in the material.raw file. (this applies to soldier spawns as well) Staticobjects are the only exception. They will spawn just about anywhere you want them and will ignore the combat area/out of bounds settings.

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