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Battlefield Modding Tutorials BFMODS • View topic - BFV PathMapping

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: BFV PathMapping
PostPosted: Mon Oct 19, 2009 3:24 am 
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Is there a way in BFV to see the pathmaps?

I have moved flags in our server and have created new strategic areas where those flags are located. However, is there a way like in 1942 to actually see those strategic areas and path maps?

I have tried to use botinator - but its not working perhaps because i have a 64 bit pc.


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 Post subject: Re: BFV PathMapping
PostPosted: Mon Oct 19, 2009 8:07 am 
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I remember Urglub using Editor42 for his pathmapping...


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 Post subject: Re: BFV PathMapping
PostPosted: Mon Oct 19, 2009 3:36 pm 
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Ingame...No...In a level editor...yes.

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 Post subject: Re: BFV PathMapping
PostPosted: Tue Oct 20, 2009 3:55 am 
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 Post subject: Re: BFV PathMapping
PostPosted: Tue Oct 20, 2009 6:38 am 
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It appears your paths are wrong...

Did you extract all necessary files? Remember ed42 doesn't read rfas, but the raw data.

This is what it should look like:

Image

The boxes that show are vegetation. I never got around to fixing it, lol.

Anyways, green = object spawners, red = soldier spawners.

Here's some good Ed42 stuff:
http://www.cajunwolf.com/tutorials.htm

Should help u set it up, and I think it has a keyboard shortcut 'cheat sheet'.


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 Post subject: Re: BFV PathMapping
PostPosted: Tue Oct 20, 2009 7:13 am 
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Treemeshes for Ed42:
http://battlefieldsingleplayer.planetba ... meshes.zip

Many wonderful tutorials for all kind of things, heavy focus on AI coding:



You'll find dozens of info regarding AI pathmapping there.

You definetly messed up your configuration of ED42. You need to specify the correct paths, else it won't work. And you need to extract the rfas.

Here's an example:


In this case, level files go in e:\bfdev\bf1942\levels\
object files in e:\bfdev\objects
etc.

It's actually pretty easy: Open the rfas, select "Extract all" and then let them be extracted to e:\bfdev . As the rfas contain subfolders themselves, they automatically will be placed correctly :) . This works for objects.rfa, texture.rfa as well as all map.rfas.

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 Post subject: Re: BFV PathMapping
PostPosted: Tue Oct 20, 2009 8:32 am 
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ed42 for pathmapping??

was this a kinda hack job.. painting the paths onto the material map then converting it?

everything you are seeing in those pics are statics, spawners and spawns etc.. not paths.

there is no pathmapping functionality in ed42 but im guessing urglub did what I described above.. which would work i guess.


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 Post subject: Re: BFV PathMapping
PostPosted: Tue Oct 20, 2009 8:49 am 
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Yes, it's a "hack job". You paint the materials, then convert them. Dozens of tutorials on the link I provided.

But IIRC there should be tools working for BFV too. Botinator? BF Singleplayer Creator?

You even can let the BFV Debugger create good pathmaps for you...

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