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Battlefield Modding Tutorials BFMODS • View topic - Anyone with mapping experience?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Oct 10, 2007 11:50 pm 
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Personally in my experience using the Pallette tool can be fun...but only when you finished everything else. Even EA Games says that Painting with the Palette should be a last step.

One time i experimented and painted on extra darkness on Pot holes and stuff using photoshop. It seemed to work with better results. But i assum you dont have PS. EA games used Photoshop for alot of things Including the In Game Maps, and some of the Texture Work.

No there is no real other way. Thats just the way Bf1942 Works.

There is the DDS files that show what the map will look like, basically the texture

and then There is a DDS file called Detail, which overlays the original textures and gives it a custom or different Detail.

In BF2 things like lighting are Easier because you can import the WHole map in 3ds Max or Other Programs and use the Lighting in the Program to get awesome results.

Simply Put, BF1942 Has Very Little Real time lighting, the most your gunna see is on the Alphas for the Textures on the guns. Like the shine on your barrel. But other than that there is basically no Real Time lighting, BF2 uses Real Time lights and Texture Mapping for its Terrain Shadows and Lighting in its Buildings. In BF1942 they use a Ray Tracer that just tells Battlecraft where to draw the shadow, but its not real time so it can be overwritten

The easiest way to Do shadows for BF1942 maps is simply to Be Careful

If your Good at coding you Can Add Your Own Custom TExtures for Terrain. I myself experimented with my own Tilable Textures replacing them with old ones, and it does paint it like the Textures i made. I know there is some CFG or some file somewhere where it lists the Materials and you can Add More To the Menu, But im not sure exactly where it is.

Another useful tip is if your Doing Terrain or Making Textures in the Material Manager, Hit TAB this will show the STatic Objects and allow you to better place your Texture on your map.

Using a Palette as i said before is best for Painting out of Bounds.


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PostPosted: Thu Oct 11, 2007 2:15 am 
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PostPosted: Thu Oct 11, 2007 7:31 am 
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When I generate shadows they go into a folder called shadow works or something like that, as a TGA file. You will have one folder with texture and one with shadows, this are the files that will be merged and converted into DDS files. (Don't have my computer up and running at moment so I can't check correct name)
Search in your BF editor folder for TGA files and you will find them.

If you remove shadow TGA files and press merge, your map will be back to normal without shadow.

Every time you press merge it mixes TGA files.

So if you wanna have out of bounce on other color you leave this for last. Paint your choise of texture where out of bounce should be and merge everything.
Now you change material to out of bounce and save. Tada!
No painting needed at all.

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PostPosted: Thu Oct 11, 2007 10:37 am 
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Never seen it done like that b4...good Find O.o


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