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Old 08-13-2013, 10:13 AM   #41
[R-DEV]​Rhino
PR:BF2 Developer
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Default Re: Making an Airbase

Quote:
Originally Posted by Grober View Post
Code:
C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_edit\objects\staticobjects\pr\textures\airbase\pas_torgan_c.dds
are those paths to textures in max are correct or they should be

Code:
\objects\staticobjects\pr\textures\airbase\pas_torgan_c.dds
That path is correct, providing the export scripts have "pr_edit" listed as one of the mods.

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Old 08-13-2013, 10:35 AM   #42
Grober
Default Re: Making an Airbase

I could use some help with that dirt cause i did fuck up somthing

thats how it looks in object list


this is with texture i did use for dirt


this is how it looks in editor (i mean exported stuff)



This is
runway_torgan.TWEAK
Code:
rem *** Generated with Bf2Editor.exe [created: 2011/8/17 16:27]
GeometryTemplate.doNotGenerateLightmaps 0
GeometryTemplate.lightmapOverride 0
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
GeometryTemplate.glowing 0
GeometryTemplate.noLighting 0
ObjectTemplate.activeSafe SimpleObject runway_torgan
ObjectTemplate.creator DANIEL-PC:Daniel
ObjectTemplate.modifiedByUser "Daniel"
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.geometry runway_torgan
ObjectTemplate.setCollisionMesh runway_torgan
ObjectTemplate.mapMaterial 0 concrete 78
ObjectTemplate.mapMaterial 1 stairs_concrete 34
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.anchor 0/-0.05/0


rem -------------------------------------
ObjectTemplate.addTemplate runway_torgan_dirt
ObjectTemplate.setPosition 0/-0.1/0
rem -------------------------------------

rem -------------------------------------
ObjectTemplate.addTemplate runway_torgan_SupplyObject_Heli_30m
ObjectTemplate.setPosition 80/0/-45
rem -------------------------------------

ObjectTemplate.create SupplyObject runway_torgan_SupplyObject_HeliJets_30m
ObjectTemplate.modifiedByUser 
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.radius 22
ObjectTemplate.workOnSoldiers 0
ObjectTemplate.workOnVehicles 1
ObjectTemplate.healSpeed 1
ObjectTemplate.refillAmmoSpeed 2
ObjectTemplate.teamFromClosestCP 1
ObjectTemplate.addVehicleType 5

but still i dont have any dirt
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Old 08-13-2013, 10:43 AM   #43
[R-DEV]​Rhino
PR:BF2 Developer
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Default Re: Making an Airbase

Quote:
Originally Posted by [R-DEV]Rhino View Post
Another key difference I forgot to mention is that when naming your runway object, you need to add a suffix to the lod0 mesh of "__Bundle", so for example for my camp bastion runway mine is "camp_bastion_airbase_pt1__Bundle". Note you don't need to do this for the dirt bits, just the main runway object(s). Your hierarchy should look something like this, note that I have my main runway and helicopter runway as separate objects which is why there are two main runway parts and two dirt parts for Camp Bastion:
Your current object is a "SimpleObject" and not a "Bundle". SimpleObjects can't have children attached to them where Bundles can, other than that, they are basically the same

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Old 08-13-2013, 04:50 PM   #44
Grober
Default Re: Making an Airbase




but like u can see its all white and shit...
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Old 08-14-2013, 04:10 AM   #45
[R-DEV]​Rhino
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Default Re: Making an Airbase

What is your material setup like?

For your main airbase it should be like this:


And for your dirt it should be like this (note the null_di.dds in the detail channel is important):



Also for your naming I would advise you to name your airbase with the name of it first like I've got with the Camp Bastion runway to keep the format so I would name it either "torgan_airbase" or "torgan_heliport" or "torgan_runway" but don't think you should just call it a runway since its more than just that and heliport is probably best thing to describe it but having the name first will have it sorting better in the long run

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Old 08-14-2013, 07:35 AM   #46
Grober
Default Re: Making an Airbase

so we are geting closer just a little every time





so some good reason why dirt is whole white?
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Old 08-14-2013, 07:48 AM   #47
Grober
Default Re: Making an Airbase

ok i got it fixed i did use wrong texture

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Old 08-14-2013, 09:41 AM   #48
Grober
Default Re: Making an Airbase

ok so now i have a some question about this part

Code:
rem -------------------------------------
ObjectTemplate.addTemplate *object name*_SupplyObject_*Type and True Radius*
ObjectTemplate.setPosition *x/y/z*
rem -------------------------------------

ObjectTemplate.create SupplyObject *object name*_SupplyObject_*Type and True Radius*
ObjectTemplate.modifiedByUser "*Your Name*"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.radius *~3/4 the "True Radius" your looking for in meters*
ObjectTemplate.workOnSoldiers 0
ObjectTemplate.workOnVehicles 1
ObjectTemplate.healSpeed 1
ObjectTemplate.refillAmmoSpeed 2
ObjectTemplate.teamFromClosestCP 1
ObjectTemplate.addVehicleType *define number, 2 = Jets, 3 = Choppers, 5 = Jets & Choppers, 0 = Land, 1 = Sea and 4 = All*
I woule like to make that on parking zone u are geting repaired but realy slowly and then inside hangars u would get real reparis and reload, what do u mean by this when u are on parking zone/air base u would not take dmg any more so u can land savly and then taxi to the hangar to get repairs.
So i have a few questions what is ObjectTemplate.healSpeed 1 so helis would not take dmg any more but only slighly repair
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Old 08-14-2013, 09:53 AM   #49
[R-DEV]​Rhino
PR:BF2 Developer
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Default Re: Making an Airbase

Getting there

But your runway lines are still short and stubby, I thought you addressed that ages ago?

I also don't think its appropriate to use the tyre skid marks on the runway for a heli runway, the wheels aren't hitting the ground that fast to make a skid
http://i.imgur.com/kfztLNe.jpg
If there are some tyre markings then wouldn't really be the same and you would need to stretch them out far more, the texture isn't designed to be used in 1:1 your meant to stretch it out, but ye, its meant for jets, not choppers but you could edit the ones there and replace them with ones more fitting for choppers and have your custom texture as part of your map, but I don't think you need tyre skids at all and can just paint some general ware though the colourmap as I did for the Camp Bastion heli runway
http://realitymodfiles.com/rhino/pro...airbase_12.jpg

Your other dirt makings like the oil stains etc are all really small, mine where much larger on bastion, you might want to make them larger? Also some parts of your heli runway could use more dirt from the colour map as some parts which you would think would see some active are pretty much clean?

But ye other than that its coming along well

EDIT:
Quote:
Originally Posted by Grober View Post
ok so now i have a some question about this part

Code:
rem -------------------------------------
ObjectTemplate.addTemplate *object name*_SupplyObject_*Type and True Radius*
ObjectTemplate.setPosition *x/y/z*
rem -------------------------------------

ObjectTemplate.create SupplyObject *object name*_SupplyObject_*Type and True Radius*
ObjectTemplate.modifiedByUser "*Your Name*"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.radius *~3/4 the "True Radius" your looking for in meters*
ObjectTemplate.workOnSoldiers 0
ObjectTemplate.workOnVehicles 1
ObjectTemplate.healSpeed 1
ObjectTemplate.refillAmmoSpeed 2
ObjectTemplate.teamFromClosestCP 1
ObjectTemplate.addVehicleType *define number, 2 = Jets, 3 = Choppers, 5 = Jets & Choppers, 0 = Land, 1 = Sea and 4 = All*
I woule like to make that on parking zone u are geting repaired but realy slowly and then inside hangars u would get real reparis and reload, what do u mean by this when u are on parking zone/air base u would not take dmg any more so u can land savly and then taxi to the hangar to get repairs.
So i have a few questions what is ObjectTemplate.healSpeed 1 so helis would not take dmg any more but only slighly repair
Standard reload and repair speeds in PR are the ones stated in the code above, for "slow locations", we don't do fast reload locations other than on test maps etc. You could try doing a slower repair and reload speeds than 1, but I'm not sure if it accepts decimal numbers but ye, chances are if you set the repair speed much lower than 1 then it might repair slower than the chopper is bleeding out.

Also repairing inside the hangers for choppers isn't really an option anymore. As I said before in this topic when commenting on your layout, you could only have choppers spawn/repair/reload in hangers IF the chopper wheel code is kept, and the choppers had wheels. That working wheel code from choppers has now been removed from PR due to too many players having problems with it, As such, if you have any hangers, they really need to just be for show.

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Last edited by [R-DEV]Rhino; 08-14-2013 at 09:59 AM..
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Old 08-14-2013, 10:51 AM   #50
Grober
Default Re: Making an Airbase

RLY u are removing wheels...? thats so crap.... but i like wheels

and i like my short lines! so stay away from them!
and will re do tyre skids and other stuff...
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