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Re: [WIP] Bad Company 2 - 3D Map Editor

Posted: Wed Sep 23, 2015 12:47 pm
by powback
bfbc1 wrote:powback Thank you ! ;)

This is a shocking and surprise news
Thank you for production this software

But,Use Method Very complex
There are no instructional videos? Thanks !


You're welcome!

There is no tutorial yet because it's not ready to be used. I'm slowly getting more stuff done that will allow you to actually use the project.

Like I've said, once it's useable, I will make it more user-friendly.

gerdkr wrote:Hi,

puh cool stuff...

so i am waiting on wake island for bbc2 ;) ...
i have no experience to create maps for battlefield, but i think there is a lot of work to do.

gerd


Me too buddy, If I can get water working and find out how to properly export heightmaps it should be easy. We've got a lot of re-useable assets for Wake.

Re: [WIP] Bad Company 2 - 3D Map Editor

Posted: Thu Sep 24, 2015 1:54 pm
by -=V12-POWER=-
hey bro just a heads up, im on a break now for maybe 2 weeks or so, I don't have a PC where im going so can't make progress till I get back

Re: [WIP] Bad Company 2 - 3D Map Editor

Posted: Thu Sep 24, 2015 4:16 pm
by blueman24
No Prob m8 enjoy da breakz

Re: [WIP] Bad Company 2 - 3D Map Editor

Posted: Fri Sep 25, 2015 6:16 am
by powback
-=V12-POWER=- wrote:hey bro just a heads up, im on a break now for maybe 2 weeks or so, I don't have a PC where im going so can't make progress till I get back


No problem mate, I'm working on stuff that doesn't require textures for now :mrgreen:

Re: [WIP] Bad Company 2 - 3D Map Editor

Posted: Tue Oct 13, 2015 8:34 am
by powback
Update:
I finally solved the rotation problem. Turns out it was caused by a typo. Whoos.

I've also got water working, made it easier to edit values, allowed saving, fixed a lot, started to crack open the shaderdatabase, implemented road display, corrected havokentities, and I'm now working on automatically converting and importing the outer terrain.

I'll be ready to implement the easy-install method soon.

Once I feel like the editor has what it needs, I'll start working on cross-map importing.

I don't know what's serverside and what's clientside yet, but we'll find out soon enough. It should also tell you if a change requires you to mod the client too.

Re: [WIP] Bad Company 2 - 3D Map Editor

Posted: Fri Jan 08, 2016 8:45 pm
by Imposter
You're awesome dude. Great job, this is absolutely amazing. :shock: :shock: :shock: :shock:

Re: [WIP] Bad Company 2 - 3D Map Editor

Posted: Mon Feb 01, 2016 11:24 am
by bfbc1
the Mod tool , finished ?

Wait a long time..... ;)

Re: [WIP] Bad Company 2 - 3D Map Editor

Posted: Mon Feb 01, 2016 1:19 pm
by powback
bfbc1 wrote:the Mod tool , finished ?

Wait a long time..... ;)


Not yet. I have made some serious progress since the last update though. For example, model and texture loading is now done in-engine. This is the first step towards custom models and textures!

What's holding me back is that I can't run Battlefield on my laptop that's running OSX and Arch Linux. And I can't use my Windows desktop since I don't have any space for it at home.

However, I'm moving in March, and I'll get access to my desktop again, as well as internet. So development will begin more rapidly, as I will be able to do more actual tests instead of guessing what works and what doesn't.

Re: [WIP] Bad Company 2 - 3D Map Editor

Posted: Sat Feb 06, 2016 10:25 am
by Anthony817
Can't wait to see what you have in store for us. If anything I am sure most of us here are patient people. Going to love to see new maps and models. Maybe finally then somebody can rip the missing stuff from the 360 version of 1943 and set up some sick WW2 maps.

Re: [WIP] Bad Company 2 - 3D Map Editor

Posted: Sat Feb 06, 2016 9:34 pm
by powback
Anthony817 wrote:Can't wait to see what you have in store for us. If anything I am sure most of us here are patient people. Going to love to see new maps and models. Maybe finally then somebody can rip the missing stuff from the 360 version of 1943 and set up some sick WW2 maps.


I have actually been looking into the Xbox versions of Frostbite, and I think I'll be able to convert them with some time. I am able to load the BC1 main map files, but I haven't tried to convert the models yet. I believe I can accomplish this with only minor modifications to my converter.


The only major issue right now is that I need to completely re-write the fbrb exporter/importer to fix the issue when exporting the .terrain file, which always becomes corrupted. When/if that is fixed, we can get custom terrain very easily.

I'm currently working on resolving the issues caused by Linux's case-sensitive filesystem. I also managed to run BC2 + BC2 Server + a master server on Linux, so I can finally do development offline and on my main OS.

Stuff is still happening!