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Post by Chavez on Oct 14, 2006 11:57:41 GMT -8
Now that the tools for editing have been released it will be of no surprise i have been the one that wrote the information in reguards to Editing with the new VC2 editor...
(Edited 7-3-2009)
I have been long away from this game, and the Editor. It would be a miracle if i can help. The wiki which was designed for editing VC2 was deleted by indiglow.co.uk
Additionally, most of my files were lost with a hard drive failure nearly a year ago. Due to the lack of players/servers i have literally abandoned VC2. There are several reasons for this: Buggy editor which requires "work-arounds" to get it to finalize your map. Lack of a stats server which updates the players rankiings. Servers overseas which have a ping kick set at 200 and above. Lack of support by Pterodon to combat the cheaters...
Rick (Chavez_US)
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cowboy
Private First Class
Posts: 3
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Post by cowboy on Oct 15, 2006 9:57:48 GMT -8
Is there a tutorial to "Porting" VC1 maps to VC2? Thanks
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Post by silentbob on Oct 16, 2006 2:51:07 GMT -8
Can you use the VC2 editor for VC1?
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Post by Chavez on Oct 16, 2006 5:10:10 GMT -8
@ cowboy - depending upon which editor you have,...the .bes collector helps in this process...just simply take the terrain.bes, skytop .bes, and the texture dds' set it up like the starter map files and you should be good to go...all the trees, bushes, logs that were on the VC1 map have to be collected...and also you would have to save everything as a .sce for it to remain exactly in its origianl place... also, Nix has a great tutorial on how to do this very thing... < www.oncency.com/vc/converting/convertingVC1maps.htm > @ silentbob - you could collect the .bes and textures for a VC2 terrain and port it to VC1 Editor...Additionally, i have never tried to edit maps for VC1 with the VC2 editor... Rick (Chavez_US)
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cowboy
Private First Class
Posts: 3
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Post by cowboy on Oct 20, 2006 16:28:21 GMT -8
Thanks! This is to cool. I see I'll be sleeping less this Winter.
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Post by mro on Sept 22, 2009 6:07:17 GMT -8
anybody fixed the problem of Ptero 3 engine collector? it collects only bes but no texture: also the tex list is empty
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Sept 22, 2009 8:13:30 GMT -8
Yeah i noticed that to..You have to delete them manually. For now
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Post by mro on Sept 23, 2009 0:47:27 GMT -8
WHILE I WAS TRYING TO STUDY HOW TO BETTER SET THE EDITOR I ENTERED IN EDITOR SETTING: JUST CHANGED FOLLOWING: GRID FROM 1m to 0.1m (manually) and ENABLE SELECTORS (flagged) WELL: THE EDITOR CHASHED AND NOW WHEN I TRY TO START CRASHES THE SYSTEM (pten.exe hungapp) THE WINDOW IS LOOKED AND ONLY CAN CLOSE WITH TASK MANAGER TRIED TO CANCEL AND OVERWRITE FILES (INI, DEV AND VC2EDITOR) BUT NOTHING: NOW VC2 WORKS AS GAME, BUT DIED AS EDITOR
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Zybero
Staff Sergeant
Posts: 81
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Post by Zybero on Sept 23, 2009 2:58:55 GMT -8
try to reinstall the editor, and if that don't work i only see one option. And that is to reinstall entire game...
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Post by mro on Sept 23, 2009 6:14:49 GMT -8
AAARGGGGHHH no! reinstalled ALL, but doesn't work! I reinstalled VC2, cancelling all log files from C dir, but crashes! What is unbeliavable: now stopped working ptero2 too: I only can play VC1 and VC2 but editors are off. Just changed some grid setting in Ptero3 and that was enough to lock both pteroengines. what happens is: in VC1 editor: loads all, at the end doesn't appear the white horizontal line and when you try to open a map it's locked in VC2 editor: loads, and stops at VODA3, then crashes. To lock both editors it means that must be something in registry, or in system32, but what?
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Post by Chavez on Sept 28, 2009 20:40:48 GMT -8
The editor is buggy, as you can see...
Sometimes when the editor crashes...i have to shut down my computer and clear the memory. Then when i restart my computer (4-5 minutes later) everything works fine again...
Also, there was a period when the editor would crash if i didnt select a .sco quick enough...i had to press the ~ "tilde" key, and then select the .sco...
-Rick (Chavez_US)
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Post by mro on Oct 9, 2009 2:05:17 GMT -8
:)at this point I've understood the 80% of its functions, just few of them are still unclear: - one is the THUMB, where I do exactly as you say, but doesn't work (so means that: or my structure is not correct, or I'm not doing the exact operations, even if it sounds strange, because checked many times) - other is parachute: I set the terrain, but it works just sometimes: many times the object falls under the surface line, or it intersect at half of surface.. just sometimes it stops on surface correctly.. shuld it mean that miss colisions for all wrong cases? (e.g.: when I parachute an house, and it goes below the surface, does it mean that is missing collision? I do either with "terrain name" and with "none")
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Post by Chavez on Oct 25, 2009 12:48:42 GMT -8
I had similar experinces with the editor (parachute) function. It all depends on if the object was centered in 3dsmax, and if the base is at the bottom, and not the middle of the object. Simply importing the .bes to 3dsmax, and fixing these problems isn't too hard to do...you can make a plane, center it at 0,0,0,...then attach your object to that plane, then delete the plane from the object, and save and export to PteroEditor...Now the object will be perfectly centered for rotation, and parachuted to your terrain...
-Rick
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Post by mro on Nov 2, 2009 14:49:55 GMT -8
another couple of points to discuss:
1) I still did not understand one point: in VC1 each AI_player must have its script, while in VC2 one script should be enough for 1, 2 thousands AI_player: but in best maps I see that they're used several scripts with same class, and quite each AI has its own, or maximum one script is valid for a small group. Could you pls. improve this point?
2) usable dynamic objects in VC2: of course script is different between VC1 and VC2, but not so much: in fact when you use some scripts for VC2 in VC1 they work: I refer to weapon scripts: a friend of mine is using VC2 weapons for VC1 and they work. This information could be helpful: I'm trying to do the reverse action: means to use VC1 scripts translating for VC2 (weapons, etc..): any tip? For VC1 there are many tests and samples, while for VC2 as we all know they're missing: to find the BASE RULES to change from VC1 to VC2 should be great way to follow.
3) time ago I found the weapon ID list either in VC1 and VC2: need to see the ID for weapon and !mwp weapons, either for their sound, name, etc.. but I can't find them again: pls. "where they are"? (eg. VC1 Besa is 39, etc..).
4) I of course agree that a *.SCR cannot be reloaded to *.C: once compiled we cannot go back. But in theory there should be the way (I guess): "running backward" all the compilation process.. to re-process backward spp.exe, scmp.exe, scc.exe, sasm.exe.. it must be a way: of ourse I don't know it.. but to go through the three compilation steps and running back.. right? Have you any idea?
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Post by Chavez on Nov 2, 2009 22:00:45 GMT -8
1) I only produced one map with Intruder for VC2 (StreamV2) and we used scripts for respawning groups of AI (basically we had 3 groups of respawning AI, and two or three more groups of regular AI)...some of these were for the purpsoe of the AI attire(clothes) they wore...the other reason was for grouping purposes. If one AI was shot, then the group was triggered from 180 meters away, so that their respawn wasn't seen by the human group...
2) from what i have heard, many of those dynamic objects were created for VC1, but not implemented. With VC2 newer game engine, it accepted those dynamic objects, but had to use different function calls for which we may never know (no SDK released for VC2)...
3) at the end of the SDK for VC1 is where you can find the numbers assigned to the weapons...im not sure where the sounds are located...In VC2 there are sounds listed in the dev folder somewhere...
4) seems like it could be possible, but i would have no idea how to do it...ill surf the net for anything related to this...
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