Search found 25 matches
- Mon Nov 11, 2013 9:42 pm
- Forum: 1942 Modding Discussion
- Topic: BFMDT 2.76 www.bfmods.com Development Thread
- Replies: 60
- Views: 467015
Re: BFMDT 2.76 www.bfmods.com Development Thread
As a matter of fact, the files i have are exactly the original ones from the normal 2.75 tools, no changes were made to them. They always worked except this stupid screwed up sm/rs import/export function
- Sun Nov 10, 2013 6:29 pm
- Forum: 1942 Modding Discussion
- Topic: BFMDT 2.76 www.bfmods.com Development Thread
- Replies: 60
- Views: 467015
Re: BFMDT 2.76 www.bfmods.com Development Thread
I was talking to Senshi about the tools the other day, and actually the "only" thing that needs to be fixed for max version 8 is the mesh import/export function, everything else works just as intended with the original 2.75 tools in max8. The 2.75 tools in max8 open EMPTY rs files with the...
- Wed Oct 23, 2013 9:53 am
- Forum: 1942 Modding Discussion
- Topic: Debugger Error
- Replies: 15
- Views: 20598
Re: Debugger Error
This is a typical error if you pack maps using the wrong path. If you pack a map using winrfa, the path in "Base Path" has to look like this: bf1942\levels\mapname If you forget to add "bf1942\levels\" in front of the map name, the result will be this "flat archive". So...
- Tue Oct 08, 2013 7:49 pm
- Forum: Off Topic
- Topic: (German) Shreck or Schreck?
- Replies: 4
- Views: 29639
Re: (German) Shreck or Schreck?
It's Panzerschreck, shreck is wrong
- Mon Jun 24, 2013 9:01 am
- Forum: 1942 Modding Discussion
- Topic: Real Midway mod error (Please help!)
- Replies: 13
- Views: 19229
Re: Real Midway mod error (Please help!)
This error message means that at least one bot is trying to use equipment which doesn't have ai templates, which results in a game crash in Coop. This can only be fixed by adding custom-tailored ai templates to the object in question. Additionally, the object itself has to be properly coded to be us...
- Fri Apr 26, 2013 11:03 pm
- Forum: 1942 Modding Discussion
- Topic: .wav file requirements?
- Replies: 12
- Views: 28088
Re: .wav file requirements?
I don't know exactly what your problem is with the files, but maybe this helps:
I use "GoldWave" as sound editor, and wave files have to be saved in this format:
Wave PCM signed 16 bit, 44100Hz, stereo (or mono).
The sampling rate depends on the folder they are going in.
I use "GoldWave" as sound editor, and wave files have to be saved in this format:
Wave PCM signed 16 bit, 44100Hz, stereo (or mono).
The sampling rate depends on the folder they are going in.
- Mon Apr 01, 2013 3:39 pm
- Forum: 1942 Modding Discussion
- Topic: Clipping errors after increasing the view distance
- Replies: 5
- Views: 11275
Re: Clipping errors after increasing the view distance
While working on BG42 1.8 final, i also noticed that the engine seems to be having problems with loddistance settings higher than 900 in the terrain.con. On some maps, which should have a large view distance, i set the viewdistance to 1100 and the loddistance to 1150, resulting in exactly those clip...
- Wed Feb 20, 2013 7:37 pm
- Forum: Make a Request!
- Topic: Vehicle rips
- Replies: 12
- Views: 28892
Re: Vehicle rips
If you had read my text properly, you should have noticed that i personally have no problem with someone looking at my code to learn from it or use it in his own, not to be distributed mod. I just said that i have to keep my promises, and if someone tells me "BG42 only" than this is were i...
- Wed Feb 20, 2013 10:01 am
- Forum: Make a Request!
- Topic: Vehicle rips
- Replies: 12
- Views: 28892
Re: Vehicle rips
Now, i hope that nobody feels offended by what i wrote, i only passed on what those devs told me. As someone who has a lot of responsibility for a giant project like BG42, i need to keep everybody satisfied, most of all the devs who created the models, textures, sounds etc. When they asked me to not...
- Tue Feb 19, 2013 4:58 pm
- Forum: Make a Request!
- Topic: Vehicle rips
- Replies: 12
- Views: 28892
Re: Vehicle rips
Ripping any content out of BG42, be it for personal use or for a new mod, is forbidden. This content was made solely for BG42, and every single developer made it clear that NONE of their content is to be used outside of BG42, with one exception: A while ago, BG42 and FHSW made a trade agreement, und...