Leusch69's IP Address. Tags battlefield , editor , windows Thread Tools. All times are GMT. The time now is Powered by: vBulletin. User Name. Remember Me? Project Reality. Mark Forums Read. Check in here. Thread Tools. Find More Posts by torenico. View torenico's IP Address. Re: [Help] Battlefield 2 Editor and Windows 7 I think I have basically the same specs as u, I'm running a HP pavilion entertainment pc laptop with windows 7 64 bit whether its ultimate I have no idea :P , and I am also running it in admin.
Find More Posts by Ratface. The main toolbar can be hidden in the View menu. Plug-in specific toolbars can be hidden in a different fashion, see Add-in [TOOD: Add Link], unless it is a toolbar for an editor, these cannot be hidden unless the entire editor is hidden.
The File menu has the normal new, load and save functions. There is also a resave function which forces a save. Normally the plug-ins only save changed items, but sometimes the user may want to force a resave. Finally there is an import function.
This only works for the currently active plug-in and performs an import from Maya to the game, using MParser.
When activating a plug-in only the supported functions are enabled. Import, for instance, is not supported by the TerrainEditor. The add-in manager shows all available plug-ins.
They are shown with a short description and a version number. The choice the user can make is to show or hide specific plug-ins. If you hide a plug-in that cannot be activated, their toolbar is hidden. Hide on an editor plug-in not only hides the toolbar, but removes the editor from the dropdown-list so that it cannot be activated.
In the shortcut manager the user can customize keyboard shortcuts for different commands. The list contains all commands that currently can be mapped.
The dropdown helps the user to sort the commands in different categories. Next to each or most commands is a short description. The shortcut must consist of at least one of the buttons Alt or Ctrl. To save this command, click assign. If the new shortcut you entered is currently occupied, the occupying command will be shown.
To overwrite, click assign and answer yes to the warning prompt. To remove a command, select it and click remove. The shortcuts are saved upon clicking ok. By selecting default the shortcuts are restored to the default setup. All the shortcuts can be listed in the output window through Tools. The control map manager lets the user set up the controls used when controlling the camera or soldier.
These are mapped into BF2 and have to be a numerical value or a letter. Keys such as shift, alt and control cannot be used, since they might collide with shortcuts. Assigning works in the same way as the shortcuts. The options dialog is used to customize your working environment and setup some necessary values needed by the tool. Client - should be the clientspec of the user can be found in Perforce, looks like christiang-bf2. This is important and must be set! DefaultAction — the user can specify a console command that should be executed as soon as the editor has started.
For instance, if an user always loads a level upon start, the command Global. When you have finished this series, you will be able to create a completely original mod. Please note that these tutorials are in a particular sequence, with new information built upon concepts learned in previous lessons. That being said, hopefully they are constructed in such a way that if you are interested in just one particular aspect or are just brushing up on a particular technique, you will be able to find the information you are looking for relatively easily and painlessly.
In order for you to experience the fun of playing your own map as quickly as possible, the first thing we will do is create a custom map for standard Battlefield 2. In later tutorials we will go through all the necessary steps to setting up your own custom mod and creating all your own custom assets.
Launching the Editor:. Note: there is a window near the bottom of the main editor called the Output Window. A lot of text will flow through this window at start-up and at other times when you are working. Most of the time you can just ignore this. If you get an error when working on something, you may find additional useful information here. Any text you find in this window in my screenshots may not match what you get when performing the same operations. The first step is to check that all sections of the editor are loading at start-up.
Chances are they already are. We just want to be sure. Note: You only have to do this once, not every time you start the editor. The Terrain Editor:. The Terrain Editor is where you sculpt hills and valleys, paint all your surface textures, and anything else that deals with the actual terrain itself.
This is also where you will eventually create the minimap and set all the parameters for the sky, sun, water, and other rendering attributes, but this will be saved for a later tutorial so that you can get to playing your map as soon as possible.
Note: related to the Terrain Editor is the Level Editor, which we will cover in the next tutorial. The Level Editor is where you place control points, objects, vehicles, and so on, set level options like teams and tickets, and also where you will render out lightmaps.
Note: You can rearrange the windows of the editor by clicking on the label bar of each section and dragging to another area of your screen. My screen may not look exactly the same as yours. What you should be seeing now is a checkerboard, which is the default texture, and a yellowish, bright color that falls off with distance.
This is because of the default lighting. The Texture Layers:. Each of these consists of a color texture, which is the main color you see when playing the game, and a detail texture, which is a second high-detail texture that gets blended into the color texture for the area of the terrain that is really close to the player.
We will now create the first layer. When you do this, it may take a few seconds, but a texture picker window will eventually appear. These are the textures that you can use for the overall color of your map. You can see what they are by their labels, but you can use any texture you like on any part of the map. We also want to set up the material. This determines things like what sound effect is played when running across mud, for instance.
It also determines things like how much wheels slip and so on. Your TweakerBar should now look similar to this:. Painting the Terrain:. You can experiment with these settings later. For now we are turning them all the way up because we are going to be painting a large area.
All these two buttons do is determine what image is shown in the buttons. They have nothing to do with actually painting.
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