View Full Version : replace the large_laserlockicon
HakunaMatata
12-06-2005, 02:14 PM
I want to change the ObjectTemplate.WarningHud.warningIcon Ingame\GeneralIcons\Action_Icons\large_laserlockic on.tga to ObjectTemplate.WarningHud.warningIcon Ingame\GeneralIcons\Action_Icons\large_laservarnin g.tga
I have placed the new icon in the same map as the orginal.
It has the same size and all. But as soon as someone trigger the laserwarning BF2 CTD.
Soo what do I do wrong :cry: ?
imported_Dingo
12-06-2005, 02:30 PM
rebuild the atlas, check the official forums of bf2 editor and search for atlas ;)
HakunaMatata
12-08-2005, 12:51 PM
Thx, working on it. But now everything looks like crap :D
and its still CTD:ing.
wolfi
12-08-2005, 01:58 PM
With the patch, they updated the altas files.
I noticed that but i didnt change the alpha channel on my atlas.
Thats what happened:
- http://photobucket.com/albums/c32/freepicspacehabenwoller/wtf/ :laugh:
So be sure to have the correct alpha channel.
And while saving in dds format, choose interpolated alpha, not explicit, no MipMaps.
imported_Dingo
12-08-2005, 04:26 PM
god we love those patches!
HakunaMatata
12-09-2005, 07:23 AM
This is how it ended up: http://web.telia.com/~u19119089/
Could you explain the alphachannel a bit please? :confused:
Im running on patch 1.03
I am wery much a modnovice (but a dedicated one)
wolfi
12-09-2005, 07:29 AM
Yea i guess its the alpha channel.
But sorry, i cant help you since english isnt my first language :(
Maybe you will get the information you need here:
- http://www.ypoart.com/tutorials/Alpha-about.htm
- http://graphicssoft.about.com/od/photoshop/l/bllps504h.htm
- http://www.dummies.com/WileyCDA/DummiesArticle/id-1616.html
Good luck
HakunaMatata
12-09-2005, 07:39 AM
Thx alot.
My english could also be alot better :-)
Do you knew if there is a way to get and show tha angle of the threat?
And how to get a warning when someone "paints" you with the targetdesignator (SIMRAD)?
wolfi
12-09-2005, 07:44 AM
Do you knew if there is a way to get and show tha angle of the threat?
um, i didnt understand this question, lol
Add this to a vehicle of your choice to get the warning:
rem ---BeginComp:WarningHud ---
ObjectTemplate.createComponent WarningHud
ObjectTemplate.WarningHud.firstWarningSound HUD_Laser_Track_Warning
ObjectTemplate.WarningHud.secondWarningSound HUD_Laser_Track_Warning
ObjectTemplate.WarningHud.warningIcon Ingame\GeneralIcons\Action_Icons\large_laserlockic on.tga
rem ---EndComp ---
And to make the vehicle visible for target systems such as the planes in bomb mode add this:
ObjectTemplate.addTemplate LaserTarget_vehicle
HakunaMatata
12-09-2005, 07:53 AM
Ill try to explain.
Is there a way for thetanker to knew if the guy with the "SRAW" is behind, in front or on the sides of the tank.
About the SIMRAB. I would like to get a warnig as son as it paints the tank. Not wait until the "bomb" is fired.
wolfi
12-09-2005, 08:08 AM
Hmm, never worked with the simrad.
And i doubt theres a way to show the tank driver who the guy with the AT missile is :/
I found something that looks like a missile indicator.
It has been removed from the game, for whatever reason..
HakunaMatata
12-09-2005, 08:22 AM
So has the simrad. The roumer is that it lagged the game. Its a funny tho. If you "paint" a guy, you get a targetlock on him every time he gets into a LaserTarget_vehicle :-) unless you "paint" something else.
Thank you for your help, its much appreciated. If you by accident solves my problems you knew were to find me.
Ill start working on the alphachannel stuff now. Have a nice weekend.
wolfi
12-09-2005, 08:24 AM
rgr, good luck ;)
HakunaMatata
12-09-2005, 09:32 AM
eee, sorry to disturb you again but: http://web.telia.com/~u19119089/ it works! :D
Unfortunate that image is too small. Is i possible to make it bigger? Or is the size defined in the sourcecode?
wolfi
12-09-2005, 11:13 AM
I think it can be bigger, but you will have to do it with the atlas tools.
I dont know how this works, i wish id know it but i dont.. :(
- http://developer.nvidia.com/object/texture_atlas_tools.html
- http://developer.nvidia.com/object/nv_texture_tools.html
HakunaMatata
12-09-2005, 12:42 PM
Then I hope I can learn to use it and maybe help you in the future :)
Thx!
grolsche
12-09-2005, 12:42 PM
About the warning direction thing, im not sure if it would work but couldnt you make 4 different huds warning systems with different sounds for each side of the tank or possibly 4 different laser targets. I doubt it would work but thats the only logical way I can think of.
HakunaMatata
12-09-2005, 12:51 PM
Hi Gro
Dont think that would work. I have added heat_Objects to the tanks and apc's. That works fine. The Iglas and stingers lock on fine :)
Ive have also added flares to the smokescreens (Modren smokescreens blocks the IR-signatures). The promblem is that you can only have ONE warningssystem (as far as I knew anyway).
I tried with the driver gets laserwarning and the guy in the turret to get the heatwarning. It did not work.
grolsche
12-09-2005, 02:42 PM
I said id doubt it would work. Adding heat objects is nothing new though but the hud is a lot more complex than bf42 and vietnam engines. I still doubt it can be done as I really havent had time to deal with the hud system.
And the names grolsche, not gro. Gro is like miracle-gro or something you put on your plants.
HakunaMatata
12-11-2005, 11:01 AM
Im sorry GrolscHe. I was lazy.
I think the vehicleobject in sourcecode is the limit. They (dice) has only implemented support for one warning.
I hope there still is a way to go round it.
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