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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc. |
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#1
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Viewing the mission files from campain and questions
Hello there everyone,
It has been a long time since I wrote here, and I can truly say that BHD has got my attention again. I've been learning the Editor for years now and it has come to a point that I personally believe that the designers used another editor to create the official campain maps (such as a 3D editor). Well, of course I can't be sure however by viewing the mission files (.mis) with a text editor (I downloaded the maps from the "all missions pack") there was a comment on top saying: Code:
// Created by the =BSS= BHDBMS2MIS MAKER(v1.14) saved on 02/03/2004 21:30 // Programming By Col. Pappy. Check out our web site at www.novasheep.com // This version is for Delta Force Black Hawk Down ONLY I know that .bms is the mission file exported, and I also have the converter too, but let's just look on the other side. They must have used another program, as they converted the file to be compatible with the game. Make sure to leave your reply on what you think below! |
#2
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It was a mission made by extracting an original nova bms file then converted to mis for modification and saved with that metadata inserted.
It is not an original NL mission - Rather, if it is, it has been modified by the MEd but converted for editing by the BHDBMS2MIS |
#3
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I see your point, indeed these comments might have been added from the converter.
Is there any way that they used like another editor? |
#4
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The mis files are never included with the game.
All NL games are bms MEd based. There are no NL missions made with the NILE. It's likely the editor they used is basically the same as the supplied versions but with certain features "unlocked" (as in later releases) and other developer tweaks like embedded game variables but that's about it. They would have needed other tools to create the assets for the game but mission design is the same. The very fact that they have given over boolean script access to the game also points to giving us all there is to give without handing it over completely. What you have there in the way of creative possibilities is enough to keep you experimenting for a lifetime. EDIT Or the best part of it. |
#5
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Seems convincing, but how would you explain their accuracy on building placement, heights, item attributes (attack distance) and generally how they place foliage on the perfect position.
I mean, I am wow'ed. I could never create such an accurate mission, in terms of the map structure while 3D wireframe is not accurate enough to have a real 3D view on your map? |
#6
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MEd 3D wireframe is as accurate as any program available on the market.
How else can you do it? I just takes skill and patience. |
#7
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Seems convenient, all right.
Well then, my questions were answered :P. |
#8
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To fellow mappers
Please do not be discouraged. We need vision. |
#9
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Just as a heads up...
If you look closely you will see that you can set and place any object precisely. Volumetric calculations are not necessary, the MEd does it all for you. |
#10
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#11
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Wait, really?
3D wireframe? |
#12
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Yes, all done with the MEd in 3D wireframe with a playable interior and multiple access points.
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#13
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#14
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One More
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#15
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Sry they were the AW2 and DFX2 this is a build I did in the BHD MEd.
Bushtown Ruins Inside The Base |
#16
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Holy moly! Nice job there.
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#17
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You can download the BHD map in the NHQ map DB
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#18
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STOMPEM: Which map has the space ship?
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#19
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Not published yet.
Made in AW2 MEd. I don't think the BHD MEd is capable of doing some of the angles of the landing struts but it should do the saucer OK. IE BHD MEd Coordinate Axis Params X, Y, deltaZ, Pitch DFX MEd Coordinate Axis Params X, Y, deltaZ, Pitch, ROLL You could try the NILE I think it can make BHD maps????? Wireframe viewport is essential IMO. I seriously doubt it can be done in the NILE 3D view without using wireframe at some stage. Each slab has to be offset, you can't just array them around, if you do they will blink in and out of view because of the many collisions in a panning array. Level of difficulty: Extreme You can see why here: NOTE: A central Waypoint is used to set/view constraints. Here is the map for you, it should also open in JOE DFX and DFX2 MEd, make sure you set Absolute Height before transfer or terrain change. Last edited by Guest001; 02-28-2014 at 04:14 PM. |
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