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| Modding Tutorials : Information and tutorials related to modding BF2. |
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#21 | |
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Quote:
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![]() [R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah* |
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#22 |
![]() Join Date: Sep 2007
Location: Sydney, Australia
Posts: 24
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I hadnt created any overgrowth when I tried packing and playing the map.
I have since put in some overgrowth and undergrowth and the map loads fine now. .... as for the name of my map its just a working title atm. Im hoping to get the quality high enough to try and get it included in a future PR release so i guess the DEVs can vote on a name Cheers for all the help. |
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#23 |
![]() Join Date: Sep 2007
Location: Sydney, Australia
Posts: 24
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Couple more questions
Having spent a whole heap of time now creating my map I thought I should try and clear up a couple of issues that I have. Thankfully its not tryingg to work out a CTD this time
I have a 2 questions at the moment. First is on the lowdetail textures. BFeditor seems to only have the default one which is making my grass areas look a bit like brown green rock from a long way away. Is there somewhere I can get a better lowdetail texture for grass? or do I need to make one myself? The second question is ... there are lots of kool vehicles etc in the editor, some of which I haven't seen in PR maps before for example the BMP. Is there a list of vehicles that are set up to be used in PR or are allowed/not allowed to be used in PR? Cheers guys |
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#24 |
![]() Join Date: Jan 2007
Posts: 6
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Look through the Lowdetailtexture.dds in every BF2 stock map, to see if there is anyone you like. Put them in the BfEditor/rawdata in lowdetailtexture folder and save them in any name you want. You can then add them in the Editor...
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#25 |
![]() Join Date: Sep 2007
Location: Sydney, Australia
Posts: 24
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Thanks mate, I'll have a play around with the other maps then.
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