Editor Tips and Tricks

Information and tutorials related to modding BF2.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Editor Tips and Tricks

Post by Rhino »

I thought i should start a topic, devoted to little tips and tricks that i use while mapping that other mappers here can learn from :)

I will be doing a sort of "tip of the day" and while doing that I will be updateing this 1st post every singal time I post a new tip into this topic. In the end this post should be filled up with lots and lots of tips for you all to read and use :mrgreen:

Rhino's Mapping Tips and Tricks
  1. You can use the scroll whell on your mouse to change the speed of your camar fly so that you can quickly get to 1 side of the map, to the other, or turn the speed right down to get a really close look to see if that building is on the ground. You can see the Speed you are currently at in %, at the bottom of the editor.
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  2. When moving a object, you can "shift" the object hold down the "Shift" Key on your Keyboard and then pressing the arrow keys and Page up/down to shift the object.
  3. You can combinded tip #1 and tip #2 to change the speed that you "shift" a object at by useing the mouse whell to scroll to a diffrent speed, then it will also shift the object at a diffrent speed.
Last edited by Wolfmaster on 2006-07-13 11:52, edited 1 time in total.
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xtrm2k
Posts: 74
Joined: 2006-05-04 00:03

Post by xtrm2k »

Leveleditor:

1. use...
  1. CTRL+1 to switch to the select tool
  2. CTRL+2 to switch to the move tool
  3. CTRL+3 to switch to the rotate tool
  4. CTRL+4 to switch to the paint tool
  5. CTRL+5 to switch to the measure tool
3. In the rotate mode, use the right mouse button on the 3 axis to rotate in 90° steps

4. in the rotate mode, press shift to switch between the middel and the anchor point (hold and than rotate)
Last edited by xtrm2k on 2006-07-13 06:52, edited 1 time in total.
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IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Wish I had known before!

Post by IronTaxi »

Things i learned much to late for my map.. ;) (pasted from BF2 editor forum)

How to align walls and other straight objects...

1. Goto Render and select Grid Mode

2. Goto Snap and Select snap to ground, and snap to terrain grid 1

3. Place your object on the map.

4. If you need to rotate the object, right click on the axis. This is critical, if you rotate the object at all by hand it will be very hard to align properly.

5. Drag the object until it lines up with the set of objects.

6. Your all done, and your objects should line up properly now.
The_Vulcan
Posts: 144
Joined: 2006-06-19 11:06

Post by The_Vulcan »

2. Goto Snap and Select snap to ground, and snap to terrain grid 1

3. Place your object on the map.

4. If you need to rotate the object, right click on the axis. This is critical, if you rotate the object at all by hand it will be very hard to align properly.
Try Copy and paste just like word.

U can also type in the exact angle to align objects in the tweaker bar.

U can also click on 1 object, control click another, then snap them together. Good for aligning fences and bridges or lining up any objects.

Also when using copy and paste dont forget [Ctrl Shift V] to paste the object exactly ontop of the one you just copied... again good for lining things up.
NikovK
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Posts: 1616
Joined: 2005-10-28 09:56

Post by NikovK »

SAVE OFTEN!
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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matt.b
Retired PR Developer
Posts: 992
Joined: 2006-04-07 23:24

Road Priority

Post by matt.b »

You probably already know about setting the octaves value to 0 for smoother splines, but you can also set the priority of the road, so when you overlap then you determine which lies above the other.

This stops that road flickering glitch that you often see with overlapping sections.

Usage: eg. set 'prio' to 0 for a road, & 1 for a pedestrian crossing.
r3st
Posts: 65
Joined: 2006-06-20 02:29

Post by r3st »

using alt + 160 for space instead of editing the .cons
Promagnum
Posts: 26
Joined: 2007-02-24 23:00

Post by Promagnum »

aye

in move mode, hold ctrl and select the object by its arrow and move it, instant duplication.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

'[R-MOD wrote:Griffon2-6']Nice tips, never knew that.

What exactly does ALT + 160 do?
it makes a space in names of flags etc but dont use it if you want to make a map for PR.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

aint posted in here for some time, soo much for the idea of updating it every day :p

anyways I dunno if any of you know this but was looking though the keyboard shortcuts for the editor today and noticed something that I had never seen before.
PasteInPlace=CTRL + SHIFT + V
Basically this means when you copy an object, and paste it with that command it will paste it in the exact same place as the object you copied it from. Really good for making walls etc :)

just be careful not to forget to move the object otherwise you will have 2 meshes there taking up extra memory ingame :p

hope this helps :)
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Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Lol at the "Rhino" ads.

Anyway, I think using CTRL + click is more useful for making walls, as all you have to do is continuously press CTRL and drag. Just those two things. CTRL + SHIFT + V entails pressing, then clicking, and then dragging.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Here is a small not-so-genius tip: when making a map, increase all the CPs capture zone to 100 m - that way you'll know, where players can set down Rally Points on the map, so you don't make a super secret RP spot just 2 m inside the radius :p
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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Post by Zoddom »

hi, im new in the mapping scene^^
and i got one biiig problem:
how do i create map for the latest bf2/pr version?
everywhere i read, editor for v1.3. but how did u make the PR maps for 1.41 bf2 AND 0.7 pr??
:confused: :confused:
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Post by Rhino »

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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Post by Zoddom »

sorry, didnt help me :(

*push*

i wanted to know how do you make the maps running with 1.41 :(
Last edited by Zoddom on 2008-03-03 15:56, edited 5 times in total.
Reason: new problem
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: Rhino's Mapping Tips and Tricks

Post by LtSoucy »

When placing objects, use the Grid with Texture Mode. helps you place them in equal spaces. :D

Also, use objects that fit with the mission, so basicly russian statics in Iraq dont work. :p
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LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: Rhino's Mapping Tips and Tricks

Post by LtSoucy »

When making your map, choose and area and stick with that area till its done enough that you feel ready to go to the next. For example, if your doing a city, place the objects then once done getting it all placed, move to another section of the map. This keeps your mind on 1 area and your work will come out better.
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Reality Gaming - Making Games Reality
http://realitygamer.org/
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: Rhino's Mapping Tips and Tricks

Post by space »

LtSoucy wrote:When making your map, choose and area and stick with that area till its done enough that you feel ready to go to the next. For example, if your doing a city, place the objects then once done getting it all placed, move to another section of the map. This keeps your mind on 1 area and your work will come out better.
I disagree with that one a bit. Sometimes I get totally sick of working on an area, so its nice to work in a different area for a while, and then go back with "fresh eyes"
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: Rhino's Mapping Tips and Tricks

Post by LtSoucy »

Space I agree with the coming back but for example on my map i'm doing now, I did the following all at the same time:

1:City buildings
2:Citys walls, some cars/random city objects
3:Bridges

Then I move to another place, example would be the Airport, once you have most of the map nice to hop ingame with, I do and walk around and see what changes I have made. Its always better running it ingame to really get how it will look and how to make gameplay better.

It may not work for some people, but it works for me atleast. :D
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Reality Gaming - Making Games Reality
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J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: Rhino's Mapping Tips and Tricks

Post by J.F.Leusch69 »

my first tip ever :D

if you want to change the playermodel and/or the kit in the editor when you change the camera to "soldier camera" than you have to edit the mod.desc which can be founded in bf2/mods/your_mod (mainly pr_edit)


default for pr_edit:
<mod>
<title> Project Reality </title>
<desc> Project Reality's goal is to become the most visceral virtual modern day combat experience possible. Realism has finally been deployed! Please note that you must run Project Reality from your desktop shortcut in order for this modification to function correctly. </desc>
<url> Project Reality : Battlefield 2 Mod </url>
<logo> mod.png </logo>
<icon> mod_icon.png </icon>
<music> common/sound/menu/music/Alkali-Main_Menu.ogg </music>
<version> 0.85 </version>
</mod>

And this is the changed one with the us army officer, of course you can chose any kit or playermodel that is in the mod :)


change for pr_edit:
<mod>
<title> Project Reality </title>
<desc> Project Reality's goal is to become the most visceral virtual modern day combat experience possible. Realism has finally been deployed! Please note that you must run Project Reality from your desktop shortcut in order for this modification to function correctly. </desc>
<url> Project Reality : Battlefield 2 Mod </url>
<logo> mod.png </logo>
<icon> mod_icon.png </icon>
<music> common/sound/menu/music/Alkali-Main_Menu.ogg </music>
<version> 0.85 </version>
<default_soldier_template> pr_usa_soldier1 </default_soldier_template>
<default_soldier_kit_template> usa_officer </default_soldier_kit_template>

</mod>

have fun
Last edited by J.F.Leusch69 on 2009-02-07 21:58, edited 1 time in total.
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