BattleCraft Tips

Started by Raze · 12 posts · 1,493 views

  1. #1
    Thanks to Lou for telling me the page up/down to raise/lower water. I didn't know that. Well I was wondering if there were some other nifty trick in BF42/V that is really useful. While creating BattleAxe Wetlands, when I would change to the terrain editing, my objects stayed visible. This was EXTREMELY helpful. I don't know what I did, and was wondering what I may have done to do this?
  2. #2
    Answered my own question... and the answer is.... TAB. You know that oh so refreshing soft drink


    Diet Coke before Diet Coke...
  3. #3
    Yup Tab is the answer. 100 points to you!!

    Some things I use are:

    1. When lowering things to the same height, for example Building Facade. Use the X / Y / Z numbers to get perfect results. I had been moving everything by hand, when Scott told me about using the numbers. Now I have perfectly level sidewalks running down my beach.

    2. Hot keys to be aware of. Just mouse-over the tool your about to click and see what keyboard button is used. It really saved me time learning some hotkeys. Like, Instead of clicking the select arrow, just hit your space bar.

    3. ALWAYS Remeber to fix your Shadow color. Even though most people do not use them, the default is a bright blue, and there are no shadows that are blue.

    4. If your are placing a large number of trees, and they all are a bit above the ground when you first place them, Just go to your object list on the left, click the name of that tree, and Hit the unlock button on the top toolbar. This will have selected all of those trees. Now just click the Raise/Lower tool, and lower all your trees at once!!! This works for any object, but I have only done it with trees.

    5. You can also delete using that same tip. Just hit delete instead of the Raise/Lower tool.

    If I can think of anything else I'll post. :twisted:
  4. #4
    Another tip I can think of, is be sure you deselect any objects in the current view before going to another point in the map or you will be pestered with that Item being listed on every item you select until go go back and reselect and deselect that object.
  5. #5
    I have a question, Ticketing. I've read other forums about how to get good ticketing countdowns by using the area values around flags and the total areas on the flags must equal 100 or greater. This works fine but when one side takes all the flags, the countdown doesn't accellerate to end the level? Any Ideas? This could be that I test them with one person. I don't know, because when I don't monkey with the ticketing it always ends the level when the flags are all taken.
  6. #6
    The only map that I have seen that kills the tickets fast is Coral Sea... All other maps, the accelorated ticket count down is after the flags have been taken and the last NME has been killed... [Just an observation]
  7. #7
    This is a good topic that would benefit everyone. Moved it to our public Custom Map forum.
  8. #8
    Something I posted at PBF a while back...

    To get the temple pieces to work in your map.

    Just do what I did, edit bfv.lst in your battlecraft vietnam folder. (be sure you don't have battlecraft v open before you try this) Find the templepieces under the stuctures section and add the _M1 to each like,

    O_TemplePiece01_M1=StandardMesh(O_TemplePiece01_M1)
    O_TemplePiece02_M1=StandardMesh(O_TemplePiece02_M1)
    O_TemplePiece03_M1=StandardMesh(O_TemplePiece03_M1)
    O_TemplePiece04_M1=StandardMesh(O_TemplePiece04_M1)
    O_TemplePiece05_M1=StandardMesh(O_TemplePiece05_M1)
    O_TemplePiece06_M1=StandardMesh(O_TemplePiece06_M1)
    O_TempRuin01_M1=StandardMesh(O_TempRuin01_m1)
    O_TempRuin02_M1=StandardMesh(O_TempRuin02_m1)

    and you'll never have to edit a con file again to make them work. BTW, this works on the tempruins as well.
  9. #9
    Hah! I just saw that post on PB forums last night. I already started doing that on my system. I wish I had known earlier, the temple ruin I originally wanted to use in my current map would'nt work and I ended up sneaking in a whole one and burying most of it. It came out good though. Thanks for the tip, that's a big help.
  10. #10
    Yeah, Same here. If you look at Assault Island You will notice I had to use the full temple piece. I was mad at first, but it ended up fitting so perfect with the Emperial Palace, that I couldnt have planned it better.
  11. #11
    Wll I'm giving shadowing another try. I'm processing this on my 3ghz machine and I am now 4 hrs into a "low quality" render and i'm only about 1/2 way through. I wish they would superimpose the map inside the select boxes so I can narrow down the selected squares better. I don't want to shadow half the ocean floor... SO I guess. We'll see what happens. The first time I did this on a different computer it just repainted everyting black.

    <crossing fingers>

    FYI, I just installed Longhorn Client Preview 2 on my test machine and battlefield ROCKS on that machine. It is a 1.9mhz with 512 mem and I think it out performs my 3ghz with 1g mem. Finally a MS promise looking like it could happen, at least until the next vulnerability.
  12. #12
    Heh... I heard that Longhorn was supposed to be a system hog. Hope what your seeing is more the real deal