Mapping Tips and Tricks
OCTheEagle[edit | edit source]
1: When changing the absolute positions of a object, don't use the delete key to delete a number because that will make the editor crash 80% of the time. Instead, use the backspace key in order to delete a number. (see screenshot below)
2: Rendering lightmaps on the highest (full) settings takes about 12 hours on a 1024x 2 map. This is dependant on the amount of objects included in the map. Medium settings take about 6 hours, low settings take about 1 a 2 hours.
3: Partially flying objects MAY cause the map to crash ingame if you or a bot tries to crawl underneath the building. Make sure all the corners of a building are connected with the ground.
4: When opening heightmapprimary.raw in photoshop, use the following settings:
- Channel counts = 1
- Depth = 16 bits
- Byte order = IBM pc
5: In order to get the carrier object into your map
- Open dalian plant map (made sure you extract the client.zip and server.zip first)
- Select all the carrier object pieces.
- Rightclick -> save object bundle
- In your map, rightclick on the place where you want the carrier to be placed
- Choose objectbundles and choose the carrier.
- Choose 'stamp' and then choose 'align' at the right side of the screen
- Voila, carrier!
6: Ambient effects will only work if you manually place the ambientobjects.con into your server.zip file (the editor doesn't do that).
7: Make a shortcut on your desktop so the editor automatically loads your custom map. The shortcut should look like something like this:
c:program filesea gamesBattlefieldF2BF2Editor.exe +loadmod bf2 +loadlevel MAPNAME
MAPNAME should be the name for your map.
Please note there's a little catch (using this method) with the overgrowth.
When you perform the following steps:
- Load the map using the specified shortcut
- Choose 'Render' -> 'draw overgrowth'
Then the overgrowth doesn't appear. To make them reappear you have to switch to terrain editor -> choose 'edit overgrowth' -> change a value from an overgrowth type (doesn't matter which one).
8: Render the FULL lightmap settings ONLY if you're sure that everything is on it's place. It's better if you choose medium settings first and if that's okay, do the full settings.
9: Rendering the full lightmap settings with primary and secundary selecterd, will make the water on the primary and surrounding maps look good.
10: Only make the navmesh if everything is done, changing/replacing objects after making a navmesh may make your map unstable. Making a navmesh takes about thesame time as rendering the full lightmaps.
11: Create a map with thesame settings as the map you're making called 'test'. . If you (for example) mess up the lightmapsettings then you can copy the lightmapsettings from the test map and overwrite the existing files in your selfmade map.