259 results
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BF42 Pathmapping - Part 1-D
Open your favorite image editor and create a new image, your software should give you a window for you set the new image's properties. So far we know that we want an 8-bit -
Skinning the Daimler Dingo
by jodonnell Naturally, a mod for a Battlefield game is going to entail the creation of many vehicles. This tutorial will look at how to create textures with the look of worn metal. The example -
Tutorial 5 Importing the Bunker
Battlefield 2 Modding Tutorial 5 Importing the Bunker (WIP) -
Create AI Meshes with 3dsmax9
Exporting the AImesh in 3dsmax by Dnamro -
How to Add Spawn Points
by tanfhltu This will not add a control point... big difference (still working on that one...). These instructions will only allow you to add a spawn point with multiple soldier facings for each team. -
Create Static Mesh Overview
Hello everyone! In this tutorial, you will hopefully gain knowledge of how to work with static meshes for BF2Engine, namely its uv texturing system, interesting tips, and some procedures to help you create them! -
BF42 Pathmapping Part 3
PAINTING THE PATH Image File: PM3_Banner.png -
How to add a Land Vehicle BF42
HOW TO ADD A LAND VEHICLE INTO BATTLEFIELD: 1942 Updated: October 2nd 2003 -
BF2 Lightmapping 3dsMax
Lightmaping for battlefield 2 in 3ds max by Darren Mac Donald (D-Ran(sdp)). First of all, you will need to have the bf2 3ds max tools installed. I will be trying to take this -
Understanding the AImesh (COL3)
Exporting the AImesh in 3dsmax Understanding AImeshes When you create a navmesh, the editor exports data for the terrain and all static objects. By default, the data for the static objects are their bounding boxes -
Landing Craft AI Explained
Adding landing zones to a map is very tricky. They are the first things to break and there are so many ways to break them. The StrategicAreas.con is also more complex than land based -
Battlefield 2 Modding Tutorial 4 - Building the Bunker in Maya
Battlefield 2 Modding Tutorial 4 - Building the Bunker with Maya (WIP) By Lawrence Brown -
Comparison of 3dmodeling tools for Battlefield Modding
The following is a comparison of commonly used 3dmodeling tools used with Battlefield Battlefield MeshView (BFMESHVIEW) -
BF2 Advanced Texture Tutorial
This tutorial is for intermediate texture artists, which means that I didn't do it with the thought in my mind of explaining every single little detail thoroughly, and that you should know more than -
How To Create Camos For Existing Bf2 Weapons
How To Create Camos For Existing Bf2 Weapons: Creating the Camo: http://www.bfeditor.org/forums/index.php?/topic/14340-how-to-create-camos-for-existing-bf2-weapons/ -
Creating Your First BF2 Static
Creating Your First BF2 Static In Max/ Gmax by mschoeldgen from eXperience World War II -
BF42 Adding AI - Part 1
BF42 Adding AI - Part 1 Based on Tutorials by Arc D'Wraith, edited and updated by Dnamro -
How to export a BF2 Soldier
Tutorial by BEEX on the BFEditor Forums. How to Export a Soldier to BF2. Posted by ytres on Apr 9th, 2011 Advanced Client Side Coding. first up i need to explain a few things so -
Level Workshop
Level Workshop Toggle render modes -
Using the 3ds max BF2 Tools
By Harmonikater sometime last year I started playing around with the 3ds Max tools code to accelerate my workflows. This somehow escalated into much more than just little tinkering and might now be useful to -
Beginner Guide to Map Creation
by Junglist This is for anyone new to mapping or these forums, who does not understand the EA tuts, hasn't got them or needs more visuals or details. -
Gmax - Exporting a weapon
(Images are missing) by -
BF2 Skinning Tutorial
Soldier re-skinning, A method for retaining better details By kysterama -
Setting up the editor for adding Singleplayer
First, some editor navigation tips for your review: [Editor Tips|BF2 Editor Tips] Once you have the editor set up just the way we want it. It's time to get our hands dirty. Zoom -
BF42 Pathmapping - Part 1-C
Now time to learn to edit the pathmap in Editor 42. And first up you will see this, and remember Black is Pathed Area, and white is Non-Pathed Area.
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