BF1942/Stalker/custom map

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MillerMod
Posts: 95
Joined: Sat Apr 10, 2010 4:28 pm

Re: BF1942/Stalker/custom map

Post by MillerMod »

Ok, soon i will give up making this s**t map.

I am making this base and tried to test it, the bf crashes. Ok, than i go back to bc42 and just saw this:

Image

What can i do now?
Let's do some modding ...
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... and i love the Siege mod for BF1942 also!
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Bad Bug
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Re: BF1942/Stalker/custom map

Post by Bad Bug »

Hmm. Well you can make the water go all the way down, then "snap all objects to ground". Then open prefab manager (F12) and click "new". Now select your base with the tool that pops up. Save the prefab (by clicking "create" on the next window that pops up). Now open a NEW project with all the settings you want, open prefab manager again, and click the saved prefab you made and place it in the level.

About BF crashing, if it was working fine before you made that map, then it most likely is that maps fault. So AFTER you do the prefab thing (If that theory actually worked), you need to delete that map from your BF directory.

Hope it helps!
Yes my master

Image
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Swaffy
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Location: Cibolo, Texas

Re: BF1942/Stalker/custom map

Post by Swaffy »

Check this first:

Open your level's RFA up, then go to
bf1942/levels/<levelName>/Init/Terrain.con

Look for this line:
GeometryTemplate.yScale 0.600000

If I remember correctly, it effects the heightmap scale. So if this number is very small I think the height map will be very smooth (and very low).
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freddy
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Re: BF1942/Stalker/custom map

Post by freddy »

You have some settings like GeometryTemplate.waterLevel and GeometryTemplate.seaFloorLevel in Terrain.con, you can change it there directly.
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MillerMod
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Re: BF1942/Stalker/custom map

Post by MillerMod »

Thx mates for the replies, but the main problem is not the water.
The problem is the "ground" went down to almost 0 under water level, because thsi base stands on teh ground correctly as i did in bc42.

I made this map like this: ectracted a basic map, than put inside teh custom objects, than repack it.

Maybe the repack damaged? Because when i click on the rfa file to open it in Col.Cruachan's Explorer it gives an error and can not open it.

This is the Init/Terrain.con befora i repacked the map:

Code: Select all

rem *********************************************
rem Created by Battlecraft 1942.  Copyright (c)2003,2004 Digital Illusions CE
rem *********************************************
GeometryTemplate.create PatchTerrain patchGeometry
GeometryTemplate.file bf1942\levels\ddw_stalker_soc\Heightmap
GeometryTemplate.materialMap bf1942\levels\ddw_stalker_soc\Materialmap
GeometryTemplate.materialSize 256
GeometryTemplate.targetTriCount 5000
GeometryTemplate.worldSize 1024
GeometryTemplate.yScale 1.000000
GeometryTemplate.texBaseName bf1942\levels\ddw_stalker_soc\Textures\Tx
GeometryTemplate.texOffsetX 0
GeometryTemplate.texOffsetY 0
GeometryTemplate.detailTexName bf1942\levels\ddw_stalker_soc\Textures\Detail
GeometryTemplate.waterLevel 75.000000
GeometryTemplate.seaFloorLevel 0
GeometryTemplate.lodDistance 350

ObjectTemplate.create SimpleObject terrainObject
ObjectTemplate.geometry patchGeometry
objectTemplate.createNotInGrid 1

Object.create terrainObject
Object.setName track
Object.absolutePosition 0/0/0
Object.rotation 0/0/0

Console.worldSize 1024

Terrain.ShadowAmbient 80/80/90
Terrain.ShadowBorderFadeTime 0.25
Terrain.ShadowSamplingCullY 15

Let's do some modding ...
Image
... and i love the Siege mod for BF1942 also!
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Swaffy
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Location: Cibolo, Texas

Re: BF1942/Stalker/custom map

Post by Swaffy »

Did you make sure to pack the heightmap too?
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MillerMod
Posts: 95
Joined: Sat Apr 10, 2010 4:28 pm

Re: BF1942/Stalker/custom map

Post by MillerMod »

Swaffy wrote:Did you make sure to pack the heightmap too?
The "heightmap.raw" is in the map files,in teh correct place.

Does the "gmakerfa" or "winrfa" like accents letters (á,ó,ű ...) ?
Let's do some modding ...
Image
... and i love the Siege mod for BF1942 also!
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