Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Scaling Issues
PostPosted: Tue Sep 22, 2009 4:18 am 
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Posts: 256
Thanks Freddy - i put this in the init.con file and no difference, and I also increased the Lods on the trees in the map in the ost and init and no change.

The other issue Im getting which Im not sure if its related, is that BCV says there are no surface maps for the map when i go to merge with the terrain light map. It obviously does exist, but the editor doesnt recognize it.

Anyone know how to resolve this issue?


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 Post subject: Re: Scaling Issues
PostPosted: Tue Sep 22, 2009 8:33 am 
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The terrain textures have to be in tga for use in the Battlecraft Editor, it is unable for whatever reason to read them in dds format. Usually the terrain textures are in dds format, however, as this format is way smaller than targa. Just convert the dds files in the Battlefield 1942\ShadowWorks\bf1942\levels\MAPNAME\Textures , that is sufficient. Then you can calculate terrain lightmaps as well as merge them. Then you just convert the files in ShadowWorks\bf1942\levels\MAPNAME\Textures\Merged back to dds and pack them into your map rfa.

That's if I recall this correctly ;) .

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 Post subject: Re: Scaling Issues
PostPosted: Wed Sep 23, 2009 3:26 am 
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Zaitsef wrote:
i might add this ...

It is possible to change Lod Distance serverside, coded in geometries.

this will e.g. reveal a AA gun only when ur flying real close to it.

is this bfv only? i just cant get it to work in bf42

edit: the BF109 cull out much earlier then the other planes, so i try and make its visible range the same as the other planes.


Last edited by freddy on Wed Sep 23, 2009 9:40 am, edited 1 time in total.

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 Post subject: Re: Scaling Issues
PostPosted: Wed Sep 23, 2009 4:51 am 
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Location: Charleston S.C.
well that's one way to make something invisible isn't it? make all lod distances = 0?

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 Post subject: Re: Scaling Issues
PostPosted: Wed Sep 23, 2009 9:55 pm 
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mrhowdoimod wrote:
well that's one way to make something invisible isn't it? make all lod distances = 0?


Interesting idea.


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 Post subject: Re: Scaling Issues
PostPosted: Wed Sep 23, 2009 11:03 pm 
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hold on i'll test it out (CSM) real quick

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 Post subject: Re: Scaling Issues
PostPosted: Thu Sep 24, 2009 3:26 am 
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Yeah Im working in BFV sorry to mention.

I even tried bringing the fog closer - but that doesnt change the fact you see the ground as flat unaltered terrain, and then as you fly over, the trees pop up.

I put the geometry for all of the overgrowth and undergrowth in the map like the following:

Code:
GeometryTemplate.active F_undergrowthG12_M1
GeometryTemplate.setLodDistance 0 0
GeometryTemplate.setLodDistance 1 100
GeometryTemplate.setLodDistance 2 150
GeometryTemplate.setLodDistance 3 300
GeometryTemplate.setLodDistance 4 500
GeometryTemplate.setLodDistance 5 1000


I tried it in the ost but no different.

I have had this with other custom maps I have created - wish it was just a glitch. I finally had to end up placing the trees etc. individually myself rather than using the painting method of assigning vegetation to certain textures within the editor.

But this one issue ruins the quality of the map.


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 Post subject: Re: Scaling Issues
PostPosted: Thu Sep 24, 2009 7:14 am 
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i think i found something useful.

in coral sea i found a file named cullradius.con and in there was boosted cullradius settings for a lot of things

example
Code:
ObjectTemplate.active Aspen_bush1_M1
objectTemplate.cullRadiusScale 5

ObjectTemplate.active Afri_tree3_M1
objectTemplate.cullRadiusScale 5

ObjectTemplate.active Afri_tree2_M1
objectTemplate.cullRadiusScale 5

ObjectTemplate.active Afri_tree1_M1
objectTemplate.cullRadiusScale 5


i know the cullRadiusScale thing does work to boost the distance where you can see things as i just tried it with the BF109 SSM.

there is some other code you could try, but i havent figured out exactly how/if they work but maybe worth a shot.

in init.con
Code:
Renderer.GlobalLodRadius 1
Renderer.GlobalLodPercent 0.6
Renderer.GlobalLodRadiusScaleFactor 15

http://mdt.icgclan.com/scripting/Render ... actor.html

edit: in objects.rfa (bf42) some vegetation already has this setting and others dont

ex
Code:
ObjectTemplate.create SimpleObject jungle_bush_M1
ObjectTemplate.geometry jungle_bush_M1
ObjectTemplate.setHasCollisionPhysics 0
objectTemplate.cullRadiusScale 5.0

ObjectTemplate.create SimpleObject Jungle_plant1_M1
ObjectTemplate.geometry Jungle_plant1_M1
ObjectTemplate.setHasCollisionPhysics 1

edit2: lol

the Geometries.con for those two plants i posted looks weird, havent seen this values before

Code:
GeometryTemplate.create TreeMesh jungle_bush_M1
GeometryTemplate.file jungle_bush_M1
GeometryTemplate.billboard 1
GeometryTemplate.billboardDistance 50

GeometryTemplate.create TreeMesh Jungle_plant1_M1
GeometryTemplate.file Jungle_plant1_M1
GeometryTemplate.billboard 1
GeometryTemplate.billboardDistance 50

http://mdt.icgclan.com/scripting/Geomet ... board.html
http://mdt.icgclan.com/scripting/Geomet ... tance.html


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