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[BFME1] Worldbuilder / Fence & scorch marks


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#1 Goldtouch

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Posted 08 December 2012 - 05:08 PM

Anyone able to add "fences" to the game... Or in a way make use of this tool.

Same for scorche marks.. Anyone able to add custom images to the default list.
To illustrate what I have in mind see below(source:Starcraft 2).


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Edited by THORONGlL, 08 December 2012 - 05:48 PM.


#2 seemann

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Posted 08 December 2012 - 05:38 PM

...you know this is a screenshot from starcraft 2, right?
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#3 Goldtouch

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Posted 14 December 2012 - 12:30 PM

...you know this is a screenshot from starcraft 2, right?

I am aware of that... I've played around with the sc2 map editor before. The "d
oodads tool" is a similar tool to our scorch tool. Most are 3D objects but some are just textures like craters or colored shapes...


So, Nobody ever tried adding Fences...

Edited by THORONGlL, 14 December 2012 - 12:35 PM.


#4 _Haldir_

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Posted 14 December 2012 - 11:47 PM

You probably could edit the scorchmark textures to add in custom images. There's a limit to how many scorch marks objects are rendered by the map though, somewhere around the 200 mark if i remember right (which might sound a lot, but isn't really once you start to cover an entire map). The reason nobody's experimented much is probably because it's far easier and less problematic to either use terrain/texturing for a crater/crevasse/cracked look, or to create either a new texture, flat 2d object, or road set if you're trying to create some interesting floor features.

As for the fence tool, i've never seen it used. It's one of those obsolete tools left over from CnC, so i'm not sure if you'd be able to get it to work for BFME. You might have to look at CnC Worldbuilder/code and see. Again though, it's a lot of effort to try and make fences work, when you could just make a custom object (or set of objects).

Something that might be worth looking at is the road tool though, there's a Bridges subset containing a walkable click-and-drag type bridge object (TEST_EuropeanBridgeWide). I've always wondered whether you could substitute the bridge for other 3d objects (eg. fencing, walls, other bridges etc).

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#5 Goldtouch

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Posted 15 December 2012 - 12:45 AM

....

Something that might be worth looking at is the road tool though, there's a Bridges subset containing a walkable click-and-drag type bridge object (TEST_EuropeanBridgeWide). I've always wondered whether you could substitute the bridge for other 3d objects (eg. fencing, walls, other bridges etc).


Thats a golden comment thanks!.
I've done some researching.

You can easly add your own bridges by duplicating inside road.ini the TEST_EuropeanBridgeWide and rename it to your willings..

Change the scale or texture...

Now for the w3d it has 3 mesh parts:
a NameOfFile.BRIDGE_LEFT & NameOfFile.BRIDGE_RIGHT part plus a part named NameOfFile.BRIDGE_SPAN
(span gets duplicated when dragging one point to the other of the bridge in the map editor. Also if the length of the bridge does not meet the length of the span part everything stretches out)

So in other words you can make more bridges, fences, walls, aquaducts, etc

I enclosed a zip file containing the texture and the model of the TEST bridge
Attached File  TEST_EuropeanBridge.zip   123.47KB   52 downloads

When comparing to Generals I found a possible way to enable you to let it take any damage..

Bridge Concrete
BridgeScale = 0.85
RadarColor = R:192 G:192 B:192
BridgeModelName = CBBridgeSt
Texture = CBBridgeSt.tga
BridgeModelNameDamaged = CBBridgeSt_d
TextureDamaged = CBBridgeSt_d.tga
BridgeModelNameReallyDamaged = CBBridgeSt_e
TextureReallyDamaged = CBBridgeSt_e.tga
BridgeModelNameBroken = CBBridgeSt_r
TextureBroken = CBBridgeSt_r.tga
TowerObjectNameFromLeft = BridgeTowerConcreteLeft01
TowerObjectNameFromRight = BridgeTowerConcreteLeft02
TowerObjectNameToLeft = BridgeTowerConcreteRight01
TowerObjectNameToRight = BridgeTowerConcreteRight02
ScaffoldObjectName = BridgeScaffold01
ScaffoldSupportObjectName = BridgeScaffoldSupport01

TransitionEffectsHeight = 0.0 ;height max to play FX over surface area
NumFXPerType = 32
DamagedToSound = BridgeDamaged
RepairedToSound = BridgeRepaired
TransitionToOCL = Transition:Damage ToState:DAMAGED EffectNum:1 OCL:OCL_BridgeDamaged01
TransitionToFX = Transition:Damage ToState:DAMAGED EffectNum:1 FX:FX_BridgeDamaged01
TransitionToOCL = Transition:Damage ToState:REALLYDAMAGED EffectNum:1 OCL:OCL_BridgeDamaged01
TransitionToFX = Transition:Damage ToState:REALLYDAMAGED EffectNum:1 FX:FX_BridgeDamaged01
TransitionToOCL = Transition:Damage ToState:RUBBLE EffectNum:1 OCL:OCL_BridgeDamaged01
TransitionToFX = Transition:Damage ToState:RUBBLE EffectNum:1 FX:FX_BridgeDamaged01
TransitionToOCL = Transition:Repair ToState:PRISTINE EffectNum:1 OCL:OCL_BridgeRepaired01
TransitionToFX = Transition:Repair ToState:PRISTINE EffectNum:1 FX:FX_BridgeRepaired01
TransitionToOCL = Transition:Repair ToState:DAMAGED EffectNum:1 OCL:OCL_BridgeRepaired01
TransitionToFX = Transition:Repair ToState:DAMAGED EffectNum:1 FX:FX_BridgeRepaired01
TransitionToOCL = Transition:Repair ToState:REALLYDAMAGED EffectNum:1 OCL:OCL_BridgeRepaired01
TransitionToFX = Transition:Repair ToState:REALLYDAMAGED EffectNum:1 FX:FX_BridgeRepaired01

End

Edited by THORONGlL, 15 December 2012 - 01:13 AM.


#6 MattTheLegoman

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Posted 15 December 2012 - 01:33 AM

Command and Conquer 3: Center spans are destroyable. Right and left pieces are capturable and when captured they fully repair the entire bridge.

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