gray textures ?
Sounds like you saved the .dds files without mipmaps ! For textures without alpha channels you use DXT1 (no alpha) and for textures with alpha channel you save them as DXT3. And remember to tick the mipmaps option.
Search found 25 matches
- Sun Aug 17, 2014 9:17 am
- Forum: 1942 Modding Discussion
- Topic: Having issues texturing custom meshes
- Replies: 4
- Views: 8486
- Wed Jul 23, 2014 9:49 am
- Forum: 1942 Modding Discussion
- Topic: Community release of Battlefield 1942 patch/update 1.7.0 ??
- Replies: 9
- Views: 29082
Re: Community release of "Battlefield 1942 patch/update 1.7.
Well, as tempting as this may sound, i think it's impossible to do. The fact that EA seems to have "abandoned" Bf1942 doesn't mean that they and DICE are no longer the owners of the source code and the other content of 1942. Making a real patch that fixes bugs, improves the technology etc....
- Sat Mar 22, 2014 12:10 am
- Forum: 1942 Modding Discussion
- Topic: 3DS Max 7: Freeze/Unresponsive Issue (AMD Radeon HD 5770)
- Replies: 13
- Views: 22366
Re: 3DS Max 7: Freeze/Unresponsive Issue (AMD Radeon HD 5770
Well, even with the latest AMD driver max7 won't work. I tried installing max7 on a FRESH Windows 8.1 64bit installation, with only the latest AMD driver installed, and got exactly the same problem as with Windows 7. Freezes right at the first sight of the viewport. So it definetly is a driver issue...
- Wed Jan 22, 2014 3:00 pm
- Forum: 1942 Modding Discussion
- Topic: BF1942 transmission gear ratios, for those who care
- Replies: 11
- Views: 20620
Re: BF1942 transmission gear ratios, for those who care
ALL wheels have 37, no exception. At least none that i know of. In vanilla and all the mods (including ours) i checked so far the mat was always 37.
- Wed Jan 22, 2014 2:24 pm
- Forum: 1942 Modding Discussion
- Topic: BF1942 transmission gear ratios, for those who care
- Replies: 11
- Views: 20620
Re: BF1942 transmission gear ratios, for those who care
The material for all wheels is 37, including tank road wheels. Tracks don't have any COL mesh at all. The speed and behaviour of the vehicle is managed by the engine type in physics.con ObjectTemplate.setEngineType c_ETCar = wheeled vehicles like cars, trucks etc. ObjectTemplate.setEngineType c_ETTa...
- Fri Jan 03, 2014 10:19 am
- Forum: 1942 Modding Discussion
- Topic: 3DS Max 7: Freeze/Unresponsive Issue (AMD Radeon HD 5770)
- Replies: 13
- Views: 22366
Re: 3DS Max 7: Freeze/Unresponsive Issue (AMD Radeon HD 5770
quote "Make sure you're running Windows 7 Professional, Enterprise, or Ultimate"
That counts me out, i'm using Home Edition
That counts me out, i'm using Home Edition
- Thu Jan 02, 2014 9:46 am
- Forum: 1942 Modding Discussion
- Topic: 3DS Max 7: Freeze/Unresponsive Issue (AMD Radeon HD 5770)
- Replies: 13
- Views: 22366
Re: 3DS Max 7: Freeze/Unresponsive Issue (AMD Radeon HD 5770
Which OS are you using ? If you're using Win 7 64 bit, you got the same problem as i do. It's got to be a driver related problem, let me try to explain: In December of 2012, i had to re-install my entire system. I used the then current AMD driver and max 7 DID work flawlessly (although officially un...
- Sat Nov 30, 2013 12:42 am
- Forum: 1942 Modding Discussion
- Topic: Moving Center of Mass for a Vehicle
- Replies: 15
- Views: 27757
Re: Moving Center of Mass for a Vehicle
You only need the main mesh of the vehicle, since all of its additional parts like turret, gunbase, flaps, rudder or whatever it has have their own positioning for proper rotation etc. So if you want to change the center of a tank for example, you only need to import its hull mesh, move it to where ...
- Fri Nov 29, 2013 9:56 am
- Forum: 1942 Modding Discussion
- Topic: Moving Center of Mass for a Vehicle
- Replies: 15
- Views: 27757
Re: Moving Center of Mass for a Vehicle
The only proper way to change the center is to move the mesh inside 3ds max and re-export it (which entails a re-coding of the vehicle). I did that for a lot of our own vehicles and of course the vanilla vehicles, because they tipped over too easily. The higher the mesh is positioned in max, the LOW...
- Tue Nov 19, 2013 10:28 am
- Forum: 1942 Modding Discussion
- Topic: WeaponTemplate.indirect [0/1]
- Replies: 7
- Views: 10711
Re: WeaponTemplate.indirect [0/1]
It's plain simple: indirect means that bots can fire OVER obstacles, so it's a must for any artillery piece and ship guns which are to be used as artillery pcos (with the proper coding of course !). It doesn't make any sense to give a straight shooting weapon like a rifle, tank gun etc. an indirect ...