Battlefield 2 mod tool
Also worth noting is that the current Battlefield 2 Dedicated Server files are not yet compatible with Mods. In the meantime, this will not prevent Mods from being tested over the Internet entirely. For testing purposes, Mod Teams can still create a non-dedicated server game through the regular in-game multiplayer interface that will allow anyone to connect to your game, either locally or over the net, provided that the rest of the team connects by IP.
In the days ahead we will be announcing the Official Battlefield 2 Mods home page, which I will be very proud to make my "home". Our intent for this page is to make it "the" place for mod teams and mappers and community members to gather and exchange help, problem reports and feature requests regarding all facets of BF2 Editing. The site will also host the BF2 Editor manual, my editing tutorials, and a repository for community editing guides. We are also excited to be able to offer a variety of forums for new or established modders, mod team showcases and support.
Believe it or not, a DICE studio uses this tool in production. Download: bf2lmdel. The code is MIT Licensed, which means you can freely use it in your own tools, as long as you provide this source code when you distribute yours. The code supports all Battlefield 2. If you are interested in parsing BF2. The included test program MeshMan.
BfMeshView A model viewer that has evolved to something more than just a viewer. You can adjust these settings here or individually in the editor itself. Its not possible to check the boxes next to Warnings. The window should now look like this:. Enter new Camera name You can label this anything you like. After this another window will pop up saying Util Completed Successfully!. Click on OK to continue. Note: These are the values based on the jeep.
They are just something to start with. You will most likely want to adjust them later. Note: This option is for wheels that are attached to the engine, like the drive wheels on a car. Since we had the checkboxes for all four wheels selected, this turns our car into a 4-wheel drive vehicle, which is fine for now. At this point we have technically set up everything we need to get the car into the game, but lets take it for a test drive before we go any further.
You have now toggled Control mode. The editor uses the default BF2 input scheme, so holding down W should make the car move forward, but it doesnt. The car doesnt move at all. This is because there are a few things we need to fix that the wizard doesnt get right. Note: You may also have to press the Free button on the right side of the screen in order to be able to move the camera around again. The reason we need to do this is because NewCar2 is a type of engine that was added to the game after the wizard was created.
By default the wizard sets the engine to NewCar or Car if you are using Max , which is no longer used by the game. Note: when working with the resource and Tweak bars, you may sometimes have to make them wider to get at the entries. You can do this by holding your cursor over the vertical edge of the window until it becomes a pair of horizontal arrows, then drag to make the window wider. In the above screenshot I've make the windows pretty wide so you can see the entries.
You may notice the car jump a bit. We do this to apply the changes we just made to the engine. This isnt always strictly necessary, but if you find youve made some changes and there doesnt seem to be any difference to your vehicle, try pressing this button to be sure all your changes were applied. The car move forwards and backwards now, but doesn't turn. That's because the wizard pretty much only sets options that are necessary to get the vehicle into the game. We still have to set up some rotation on the steering.
These are the rotational bundles that were set up in the modeling program for steering. The first two entries in this section are "MinRotation" and "MaxRotation". We will use these to set up the minimum and maximum that each wheel can turn to the left and right. Notice there are 3 separate entry fields labeled X, Y, and Z.
In almost all the Battlefield files, these three numbers stand for either translation or rotation. In this instance they are rotation and stand for Yaw, Pitch, and Roll, respectively. Yaw is basically turning left or right while Pitch is rotating up and down. Roll doesn't often get used.
We have now set up the Front-Left wheel to turn a maximum of 30 degrees to the left and right. There are more settings though, so lets continue. Since you are using a keyboard for input instead of a steering wheel, this is a way to simulate steering. Acceleration in this case is similar to the engine: the longer you hold down the key, the faster the wheel turns until it reaches its maximum setting.
You will have to play with these settings until you get them the way you like them.
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