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Battlefield Modding Tutorials BFMODS • View topic - Ed42 problem (again)

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Ed42 problem (again)
PostPosted: Fri Mar 13, 2009 9:29 am 
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Most custom maps my friends have made have crashed, and they all used BC42.

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 Post subject: Re: Ed42 problem (again)
PostPosted: Fri Mar 13, 2009 10:57 am 
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Uh, there are people that only use editors for making maps? :shock:

I mainly use editors for all the basic stuff like texturing, object placements, terrain and material map editing. Then I'll go over the generated .cons as there usually is MUCH crap stored there from the editors no one nees or things that cannot be accessed via editors and are better hand-edited.

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 Post subject: Re: Ed42 problem (again)
PostPosted: Fri Mar 13, 2009 1:14 pm 
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Well yeah. They're pretty much necessary for terrain and texturing, unless you have a very abstract mind when using Photoshop to edit the raw files.


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 Post subject: Re: Ed42 problem (again)
PostPosted: Fri Mar 13, 2009 2:41 pm 
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 Post subject: Re: Ed42 problem (again)
PostPosted: Fri Mar 13, 2009 6:47 pm 
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Who said anything about not using editors for mapmaking? :roll:

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 Post subject: Re: Ed42 problem (again)
PostPosted: Fri Mar 13, 2009 10:59 pm 
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 Post subject: Re: Ed42 problem (again)
PostPosted: Sat Mar 14, 2009 1:29 am 
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 Post subject: Re: Ed42 problem (again)
PostPosted: Sat Mar 14, 2009 8:51 am 
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Me neither, but that is because I always want to add something "original", which you can't do that well with editors...

Recently I even found a way how to increase ground texture resolution (->texture mapping res.) and heightmap resolution. Basically this is very easy, but the problem is the smallest mistake or improper size increase can produce VERY glitchy map behaviour...and only multiplicators work, so 2x, 4x, 1/2x . Everything else makes BF crazy...But if done properly it can make BF look a whole lot better ;) . Of course it also can cause practical problems as most vehicles are optimised for the standard low res heightmap and can have problems when there are more refined edges to pass (caused by the 4 wheel physics of all vehicles...)

Encountered this when I mapped a "big" map, then during multiple test runs found out the map is way too big for low-medium player numbers and had somewhat FH map scale...
So i wanted to scale everything down without having to remap or recombine all texture files...well, some fiddling in the .con and many many trial&errors later et voìla ;) , mapsize in half, texture&heightmap still apply, so they have effective 2x higher resolution.

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