Search found 115 matches
- Thu Jun 13, 2013 4:26 am
- Forum: 1942 Modding Discussion
- Topic: AI, pathmaps, aircraft, strategic areas....
- Replies: 45
- Views: 67410
Re: AI, pathmaps, aircraft, strategic areas....
To me raising the contrast would have more the effect of stark sharp edged cliffs and coast lines and rough rugged hills and country side to where lowering the contrast would have the opposite effect of smoothing things out. In the early days we created map heightmaps in Photoshop by terracing the t...
- Thu Jun 06, 2013 3:10 am
- Forum: 1942 Modding Discussion
- Topic: AI, pathmaps, aircraft, strategic areas....
- Replies: 45
- Views: 67410
Re: AI, pathmaps, aircraft, strategic areas....
The Y scale only controls how high the terrain can be, or put another way what percentage of the full heightmap scale, 0 to 255, you are using. If you want to use the full height you should have this set to 1 which will allow the terrain to be the full 255 height. The stock maps set this to .6, or 6...
- Sat May 11, 2013 12:13 am
- Forum: 1942 Modding Discussion
- Topic: AI, pathmaps, aircraft, strategic areas....
- Replies: 45
- Views: 67410
Re: AI, pathmaps, aircraft, strategic areas....
freddy, as Apache mentioned all those lines in the AIPathfinding.con file are for the creation of the pathmaps. The maxslope setting is the maximum slope a vehicle or bot can climb before stalling. In pathfinding this would be where it switches from black (do go) to white (no go). None of these sett...
- Thu May 09, 2013 9:53 pm
- Forum: 1942 Modding Discussion
- Topic: AI, pathmaps, aircraft, strategic areas....
- Replies: 45
- Views: 67410
Re: AI, pathmaps, aircraft, strategic areas....
He already has robotic spawners (the aircraft that spawn in air with a pilot), and you don't have to spawn a bot in the aircraft just use "AIenteronSpawn" in the con file for plane spawner. This way they spawn and immediately occupy the aircraft. Your trying to make it to complected swaffy...
- Thu May 09, 2013 3:56 pm
- Forum: 1942 Modding Discussion
- Topic: AI, pathmaps, aircraft, strategic areas....
- Replies: 45
- Views: 67410
Re: AI, pathmaps, aircraft, strategic areas....
The problem is that bots don't sense the terrain, hence the pathmaps. They use 3D mode only in aircraft via a sensor. If you have bots enter on spawn into the aircraft and fly themselves to the control point(s) then they should be able to sense the on coming mountain unless there might be a problem ...
- Mon Apr 29, 2013 1:42 am
- Forum: 1942 Modding Discussion
- Topic: AI, pathmaps, aircraft, strategic areas....
- Replies: 45
- Views: 67410
Re: AI, pathmaps, aircraft, strategic areas....
Howdy Fo0K and sorry for the delayed response as I got your message on the 23rd. I had a busy week at work, but more importantly I wanted to get my head around the situation so I can better suggest a possible solution. First let me say this, and that is that there is no way to script the bots to fol...
- Fri Feb 22, 2013 5:43 am
- Forum: 1942 Modding Discussion
- Topic: Battlefield 1942 Mod Tools
- Replies: 98
- Views: 1294339
Re: Battlefield 1942 Mod Tools
I got mine long ago from EA BF42 site. It comes with the versions you buy now (like the Anthology Edition which is a real bargain). I host them over at BFSP as a matter of convenience, and I see no problem, but an advantage hosting them here. By the way Apache the GUI packer that comes with the 2.75...
- Tue Jan 22, 2013 11:55 pm
- Forum: 1942 Modding Discussion
- Topic: Problem with Battlecraft
- Replies: 27
- Views: 38459
Re: Problem with Battlecraft
Yea that might have something to do with it.
- Tue Jan 22, 2013 12:34 am
- Forum: 1942 Modding Discussion
- Topic: Problem with Battlecraft
- Replies: 27
- Views: 38459
Re: Problem with Battlecraft
What are the boxes? If you click on them in object mode it should tell you. Are they the trees? If so like Swaffy said you need to download the converted tree meshes. To properly setup a "bfswdev" you have to remember it is a mod of bf42 therefore depends on many of its static objects. I s...
- Mon Jan 21, 2013 3:43 am
- Forum: 1942 Modding Discussion
- Topic: Problem with Battlecraft
- Replies: 27
- Views: 38459
Re: Problem with Battlecraft
Great news! I was going to upload everything for you tonight. Still will though for others. Remember that BC crashes when you have more than 7 control points, and I believe Eagle's Nest has 8. You will have to open it in ED42, or in the control points template rem out one of the CP's. Seems like 1 o...