Editable
By Dwip June 30, 2008, 7:23 pm Comments (3) RSS Feed for this post

Since I finally appear to have found a way to do this that is not ridiculous, here’s the proper way to get one’s textures to stop checkerboarding in the BF2 editor:

1. Go to the Texture tool in the terrain editor.
2. Go over and pick the texture you want, and select it’s layer over on the left.
3. Change your LowDetailMap to 0 in the tweak bar.
4. Go over to the editor bar on the right, and hit Set Low Detail Texture, select the default one, and generate.

Do this for each texture layer.


Now, having said that, I’m going to heap scorn upon the BF2 editor for a bit, because Jesus Christ, this is bad. It’s so bad I’m not even sure where to begin. It’s so bad, it makes the BFV editor and its attendent issues (and I refer you here for some of them) look great. The Oblivion editor, whatever its faults, and there are faults to that editor, pretty much glows and walks on water by comparison. It’s so bad, I am unable to recall an editor in my entire life which I have thought was worse.

Yeah, it’s really that bad.

To give it some credit, at least we’re not fucking around with RFA files like in the days of yore, or Oblivion’s BSA files, and we’re using straight .zip files. On the other hand, we’re still using RAW files for heightmaps, and we’re using them in such a way that apparently only Photoshop and a couple of fan-made utilities can even look at the things, much less attempt to edit them. For all the trouble you’re going through here you might as well just use greyscale bitmaps or .tif files or something and have done, but no. This inability to function makes terrain editing a lot harder, as I’m sure you can understand.

That aside, when they don’t inexplicably fail, the terrain editing tools are actually quite good for the most part. Certainly the Oblivion CS does a lot worse.

Placing objects, too, is pretty much shit, both because it’s inexplicably hard to find the object you want, considering how many objects this game really doesn’t have, because attempting to use the rotate tool requires some kind of arcane PhD, and did I mention the complete lack of objects? Like, oh, wow, we were totally too lazy to clone a Chinese city set. So, uh, no Chinese urban maps for you. Sorry. Oh, and forget trying to align anything properly.

The really criminal part of this editor, though, is how it takes pretty much every task imaginable, and adds about ten steps to it. And if you deviate from any of these, you are done. In all sorts of really simple ways it’s very easy to fuck up your map irrevocably. Take texturing, for instance. Back in the day, you popped open your terrain editor, selected a texture, and went for it. BF2 is smarter than that. Here you need to select a texture, select your low detail texture, make sure it’s in the right texture layer, and then do all that happy stuff I posted at the beginning, or else you wind up with a checkerboard. And all of that happy stuff I posted at the beginning? So far as I can tell, you have to do it exactly like that, meaning the inclusion of those settings is meaningless and pretty much only exists to fuck you. And it’s basically like that for every single thing in the whole editor. Roads? You don’t wanna know about roads.

I haven’t gotten that far, and I may not ever considering the level of pain involved, but I’m told that pathmapping for bots involves some amount of work with either 3DSMax or Gmax, which I’m sure is a whole new level of insanity.

It’s a real abortion of a system.


Computer Games - Battlefield Series Comments (3) RSS Feed for this post
Comments on Editable
avatar Comment by Samson #1
July 1, 2008 at 1:28 am

Wow. And here I was just cursing the Oblivion CS for being a fuckbot and ruining the idle animations for a mod I’m converting into an open city. Honestly have no idea how the CS managed it, but it did, and now everyone in the game drops to the ground and starts scratching their heads and acting like a dumbshit. I have no idea where that came from, but it’s annoying as hell. Especially since I’m now forced to resort to using 3rd party ESP editors to try and fix whatever happened. So yes, I can feel your pain. It flows through everything. However it sounds like the OB CS is nirvana compared to what you just described.

avatar Comment by Samson #2
July 1, 2008 at 1:34 am

Oh, and to be fair, BSA files are not that difficult to deal with. BSA commander to extract them, ye olde TES4Files utility to gather up needed resources and conveniently package them for you. Even makes a BSA if you want it to. Just don’t expect an esm file to care. Apparently they don’t work with BSAs :P

avatar Comment by Dwip #3
July 1, 2008 at 8:27 am

To be fair, the way the Oblivion CS does idles IS pretty fuckbottish. To say nothing of how painful scripting can be. But those are only brain exploding sometimes. As opposed to BF2, where…well, check out these tutorials and see what I mean.

http://bfeditor.org/forums/index.php?showtopic=7315

http://bfeditor.org/forums/index.php?showtopic=11740

The second one, in particular, showcases a lot of the insanity.

And it’s not so much that BSA files are hard, because they’re really not. It’s just that there are so many other commonly used archive formats that using them is essentially pointless, and makes me work a lot harder than I might otherwise have to.