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BF42 Pathmapping Part 3C
Death Zone All maps have a limited game area. While some maps allow game play right to the edges of the maps, other maps have defined “Out of Bounds” areas, and in the case of -
Creating an AImesh from a multi-part object
Structures that are made of seperate object either in an object bundle or a sepetately connected together in the editor but appear as one complete object. This is done all the time with bridges, but -
AIBehaviors and the Navmesh
Thanks to LT Fred for figuring a lot of this out and explaining it to me. This article explains the relationship between the AiBehaviors and the Navmesh in BF2 and BF2142. The AIBehaviors lists all -
Using Click Team Installer with Battlefield 2/2142 Mods
The Click Team installer Creator is incredibly easy to use and best of all it is free. The Pro version is the same, but without the Click Team logos. https://www.clickteam.com/ -
Editing the Soldiers Kit - SkinnedMesh - Part 2
Editing the Soldiers Kit - Part 2 WORKING WITH THE KIT MESHES(IMPORTING, EDITING, DELETING) -
Understanding Static Meshes
The Detail layer (UV Channel 2) is used for surface details such as wood or masonry patterns. Therefore, there should be no stretched or otherwise distorted UVs if possible. The Crack layer (UV Channel 4 -
Beginner Guide for Skinning Vehicles
A good beginner's guide for skinning vehicles. By clivewil on the BFSP Forums. -
The Problems with using different teams in Mods
In Battlefield 2 the primary problem with using different teams in the mod is that it is difficult to know which team is on which map. Below is the standard BF2 map selection screen. On -
AImesh Export 3dsmax
Exporting the AImesh in 3dsmax by Dnamro -
AImesh Import
Importing the AImesh in 3dsmax by Dnamro -
Add Player Spawn Point to a vehicle
Add Player Spawn Point to a vehicle By Dnamro -
Creating Complex AImeshes
by Joker, edited by Dnamro Level: Advanced -Experience with 3dsmax is needed to follow this tutorial. -
BF42 Mapping Tips
MAPPING TIPS This is a sticky post for fellow mappers to post tips on using Battlecraft& Editor 42. -
Navmesh a long multi-part bridge
Trick to Navmesh a Long multi-part Bridge (Without using 3dmodeling software) -
Create CTF Gamemode
How To Make CTF Versions of non-CTF maps[] by tacoman -
Editing the Soldiers Kit - SkinnedMesh - Part 6
Editing the Soldiers Kit - SkinnedMesh - Part 6 BUILDING THE HIERARCHY -
The state of Alternate Navmesh tools
By Dnamro This is what I have found looking into using other tools to Generate Navmeshes. The DICE tools are complicated and outdated. I have looked into other possible navmesh solutions and provide my findings -
Making an Alpha Channel
Making an Alpha Channel This tutorial will help Photoshop users make an alpha channel for whatever purpose they might. -
Changing Vehicle Performance BF42
Changing Vehicle Performance BF42& BFV[] by Keester -
Genpathmaps Guide
Genpathmaps is a diagnostic and conversion tool for Battlefield pathfinding files. If you're not into creating Battlefield 1942 levels with AI support, you don't need this tool. If you are working with pathfinding -
Fixing the Botinator problems
Fixing the Botinator problems Based on information from Cajun Wolfe, Apache Thunder and Dnamro -
Transplanting a Navmesh
By Clivewil, Edited by Dnamro This tutorial is about re-using parts of one navmesh in another due to complexity/generation errors etc. -
How BF2142 Kit Unlocks Work
By Phantomeis -
Importing Objects Bundles and Lists into 3ds Max
Importing statics objects lists and bundles into 3ds Max Tools: 3ds Max, BF2 plugin tools for 3ds Max -
How to Change BF2 Flags
Changing flags in bf2 Based on tutorial by Kano
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