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More Mod Editor Problems

Posted: Mon Jul 10, 2006 10:50 am
by tiberian_rebel
I have been attempting to make a level in the mod editor. However, I have gotten a "this application has generated an exception and will be closed" at least 6 times while doing several different things, such as opening the Animation Editor, or going into soldier camera mode.

Posted: Mon Jul 10, 2006 11:38 am
by sushi
ok I have to admit that I never fooled around with that tool, so I surely don't know anything about it. But I assume you will have to tell us a little about your system, the applications you were running along with the editor and such. :roll:

Posted: Mon Jul 10, 2006 12:02 pm
by Ash2Dust
The mod community mentioned that EA/Dice released a new version about a month back? Also, I've heard references to peer mod forums that field all range of questions.

Posted: Mon Jul 10, 2006 12:31 pm
by DaGrooved1
You could try the official forums:

http://bfeditor.org/forums/

Posted: Mon Jul 10, 2006 7:56 pm
by tiberian_rebel
Thanks. While I'm at it, do you think 5 APCs is an equal match to 3-4 tanks?

Posted: Mon Jul 10, 2006 9:10 pm
by Ash2Dust
Depends if the APC are coordinated and if they can take cover while recharging their rocket.

Posted: Mon Jul 10, 2006 11:13 pm
by Thur
Different types of equipment can be balanced if done properly. I like the idea of pitting Tanks and APCs. Playtesting will be important, you will have to place the time and location of the spawns properly to get a good balance.

Posted: Tue Jul 11, 2006 12:27 am
by tiberian_rebel
Ash2Dust wrote:Depends if the APC are coordinated and if they can take cover while recharging their rocket.
My map is the crossing of the Yangze River by US forces, so the APCs probably won't have to much cover. The US starts out with a good deal of APCs and RIBS to cross the river (which I might add is huge) along with some air support(mainly transport choppers), while the Chinese have mainly tanks, AAVs, and lots of defensive positions. A lot of the fighting should take place on the small islands spread throughtout the river. That's how it should work in theory, but it is still far from being done. Got the rest of the summer though. :D

Posted: Thu Jul 13, 2006 7:57 pm
by Winter_Lion
When it is ready for testing, let us know bro. Sounds like a good map for sure!

Winter :D

Posted: Thu Jul 13, 2006 8:49 pm
by tiberian_rebel
That may be a very long time as it is my first map, and I (stupidly) made it 1024 size.
But as soon as I get some more work done I'll say something.

Posted: Thu Jul 13, 2006 8:59 pm
by Guest
I would stay away from generating lightmaps for that one.

8O

Posted: Thu Jul 13, 2006 9:06 pm
by DaGrooved1
My mountain pass map was 1024 on a 2x scale, it only took me around 20 minutes to generate not-quite-final quality light maps.

Posted: Thu Jul 13, 2006 10:07 pm
by tiberian_rebel
To be honest I don't even know what a lightmap is, much less how to make one. So aside from that I need to know two things: 1. lightmaps, and 2. how to make realistic water.
I have some pictures:
Image
Image
Image
Image
Image
Image
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Image
Image
Image
Image
I wish I could give you guys a bigger picture, but it disappears after a certain point.

Posted: Fri Jul 14, 2006 3:43 pm
by Charger
You ever see the Yangze River? I'd say what you got IS VERY realistic already.

Posted: Sat Jul 15, 2006 9:44 pm
by tiberian_rebel
Thanks. I've had a bit of a problem though. I tried to run it in BF2, and it crashed to desktop. I think I may have messed up the physics a bit, due to this recurring message in the code lines saying:
[Physics] : Name: flagpole (and every other object): Collision mesh warning: Pivot should be more than 1/10 inside the bounding box to have good behaviour, part: 0, Col0, Geom0, min: -0.372305/0.0103994/-0.420541, max: 0.374451/6.02824/0.419783
Can someone help me with this?