Re: Mapping Q&A

TPaint is a good way to start for ur base, since it covers the entire map quickly, then you can go in and paint additional 3 layers by hand if needed. I use it all the time.

http://www.fsmod.com/stats/fssig.php?player=FS_BLITZ
Someone tell Bandu Ron Paul won't win!

Re: Mapping Q&A

ahhhh brilliant thanks so much for ur help guys i've finally got a working test map, that loads and works perfectly! yikes) Ill have a go at making a real map soon.

http://stats.fsmod.com/sig/trooper.krenyo.png

Re: Mapping Q&A

OK, so when I want to upload a map, and don't want to up an 80+ MB file, which files do I keep, move and delete? Do I just look at the other levels and mimic the placement of the various files?

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Mapping Q&A

how do i use BF2142 trees in the editor for use with FS?

http://stats.fsmod.com/sig/trooper.krenyo.png

26 (edited by Safe-Keeper 2008-08-26 13:58:49)

Re: Mapping Q&A

You set up BF2142 "vegitation" the same way you do that of FS.

1) Make new mod, call it bf2142 (semi-educated guess).
2) Copy your vegitation_server and vegitation_client zip files from the bf2142 directory to your desktop (or anywhere else, really) and extract them.
3) Put the extracted files into a folder called "vegitation".
4) Put this folder in the Objects folder of your newly created bf2142 mod folder.
5) Open up the editor, choose the "bf2142" mod, and load the vegitation using the Mod Manager. If "vegitation" doesn't show in the list as a checkbox, you've placed it in the wrong spot.
6) If your newly loaded trees don't show up in the LevelEditor, try restarting BF2 Editor.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Mapping Q&A

ok thanks, will try that out. Does anyone know if theres a way too make the editor support dual core proccessors? When its doing it lightmap thing its using exactly 50% of the CPU, so obviously it doesnt know how too use the other core. Would be good if i could get it too use 100% then in theory it shuld only take half the time.

http://stats.fsmod.com/sig/trooper.krenyo.png

Re: Mapping Q&A

Im pretty sure it doesnt support dual core as we tried that before, the only way to take advantage of it would be to lightmap your objects in max and then the terrain in the editor.

http://www.fsmod.com/stats/fssig.php?player=FS_BLITZ
Someone tell Bandu Ron Paul won't win!