Tunnels (Solved)
Moderator: Moderators
- RC-1207
- Private Second Class
- Posts: 63
- Joined: Thu Mar 26, 2009 11:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: BFII: [merc]_RC-1207[sniper]
Tunnels (Solved)
I have been trying to make some tunnels in a map I am working on. I am using the tunnels odf and msh from Hoth. Can someone tell me how to make it look like it does in Hoth.
RC-1207
RC-1207
Last edited by RC-1207 on Mon Apr 13, 2009 7:33 pm, edited 1 time in total.
-
Null_1138
- Jedi

- Posts: 1192
- Joined: Thu Oct 16, 2008 4:05 pm
Re: Tunnels
Please be more specific. What do you mean "make it look like it does in Hoth"? Are you missing textures? Want it to look professional?
- sampip
- General

- Posts: 792
- Joined: Mon Mar 16, 2009 12:08 pm
- Projects :: Something big. And exciting.
- xbox live or psn: masowner66
- Location: Zebra
Re: Tunnels
The tunnels already look like Hoth when you load them in to Zero Editor. If you want the terrain to look like snow, go to BF2_ModTools\assets\worlds\HOT\world1 and copy all of the files starting with "hoth_main_". They should all end in tga, or tga.option. Copy them into your world folder, and then in texture mode, in zero editor, you can load them from there, and put them on your map.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: Tunnels
The tunnels have no outside collision; that is, the way they are set up, you can walk through the wall into the tunnel from the outside. They are set up this way because they were meant to be used underground only. The tunnel entrances have built-in terrain cutters so that you can enter the tunnel. Note that these terrain cutters are only on the entrances, not the tunnel segments themselves.
- RC-1207
- Private Second Class
- Posts: 63
- Joined: Thu Mar 26, 2009 11:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: BFII: [merc]_RC-1207[sniper]
Re: Tunnels
I have managed to use the entrences, but I cannot get another segment lined up with it. The segments always go below the ground and I cannot make it attach to anythingFiodis wrote:The tunnels have no outside collision; that is, the way they are set up, you can walk through the wall into the tunnel from the outside. They are set up this way because they were meant to be used underground only. The tunnel entrances have built-in terrain cutters so that you can enter the tunnel. Note that these terrain cutters are only on the entrances, not the tunnel segments themselves.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: Tunnels
You have to fiddle around with it in ZE.
- RC-1207
- Private Second Class
- Posts: 63
- Joined: Thu Mar 26, 2009 11:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: BFII: [merc]_RC-1207[sniper]
Re: Tunnels
Is there a way I can raise the object?
-
Null_1138
- Jedi

- Posts: 1192
- Joined: Thu Oct 16, 2008 4:05 pm
Re: Tunnels
You mean height? Yes, when you select the object, hold down C and then the scroll wheel button, which will move it up and down.
- RC-1207
- Private Second Class
- Posts: 63
- Joined: Thu Mar 26, 2009 11:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: BFII: [merc]_RC-1207[sniper]
Re: Tunnels
Thanks, I'll try it out
EDIT
Okay. jeez, thanks a million Fiodis and Null, you guys helped a heckle of alot.
EDIT
Okay. jeez, thanks a million Fiodis and Null, you guys helped a heckle of alot.
-
Null_1138
- Jedi

- Posts: 1192
- Joined: Thu Oct 16, 2008 4:05 pm
Re: Tunnels (Solved)
Thank you come again. Be sure to read the documentation, too.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: Tunnels (Solved)
Makes it sound like McDonald's. But yes, ask if you have any questions; also check out the FAQ thread in this forum, I think you'll find it extremely helpful.Null_1138 wrote:Thank you come again.
-
Null_1138
- Jedi

- Posts: 1192
- Joined: Thu Oct 16, 2008 4:05 pm
Re: Tunnels (Solved)
I prefer to think of us as the Burger King to BF2 modding. FF is the McDonald's, lol.Fiodis wrote:Makes it sound like McDonald's.Null_1138 wrote:Thank you come again.
- RC-1207
- Private Second Class
- Posts: 63
- Joined: Thu Mar 26, 2009 11:54 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: BFII: [merc]_RC-1207[sniper]
Re: Tunnels (Solved)
Even though, I still prefer the way FF is set up for files, but Burger King, or emmm, GT all the way .Null_1138 wrote:I prefer to think of us as the Burger King to BF2 modding. FF is the McDonald's, lol.Fiodis wrote:Makes it sound like McDonald's.Null_1138 wrote:Thank you come again.
