Search found 1163 matches
- Fri Nov 20, 2015 6:19 pm
- Forum: 1942 Modding Discussion
- Topic: My entire modding work uploaded...
- Replies: 16
- Views: 114850
Re: My entire modding work uploaded...
I have much better internet (had it for about a year now). But completely forgot about your request. I finally got around to uploading what I believe to be the last version of GFMod I worked on: DCGF_0_2D_client.rar Note I can't recall if I had personally made any alterations to the mod for this ver...
- Sun Sep 27, 2015 6:35 pm
- Forum: 1942 Modding Discussion
- Topic: Using barbedwire against vehicles?
- Replies: 13
- Views: 22543
Re: Using barbedwire against vehicles?
I just explained that in my previous post... My issue is ... where is the code for the death bubbles that the vanilla barb wire fences use? ObjectTemplate.create Obstacle stebarbwire_m1 ObjectTemplate.geometry stebarbwire_m1 ObjectTemplate.setHasCollisionPhysics 1 ObjectTemplate.addToCollisionGroup...
- Wed Sep 16, 2015 4:53 am
- Forum: Battlefield 242
- Topic: Battlefield 2'42: Redux
- Replies: 33
- Views: 126496
Re: Battlefield 2'42: Redux
It has been quite some time since I last worked on this mod. While browsing my hard-drive I came across the project files I had built up while doing the lightmapping process. A lot of my patented voodoo went in this. :P bf242_lightmapbasemaps_final.rar I had an older version of this uploaded, but it...
- Sun Aug 30, 2015 10:19 pm
- Forum: Modding/Mapping Tutorials
- Topic: Gunfire off center from crosshair.
- Replies: 23
- Views: 110333
Re: Gunfire off center from crosshair.
The slippage may be that the camera is not near the center of mass of the turret, so from certain directions, projectiles seem to fire further off from what you intended. There are two ways to fix this. First, you could simply attach the camera to the turret and move the camera forward/down/up until...
- Sun Aug 16, 2015 5:56 am
- Forum: Modding/Mapping Tutorials
- Topic: How to remove a video that autoplays at the end of a round.
- Replies: 2
- Views: 25914
Re: How to remove a video that autoplays at the end of a rou
I'm not familier with this mod, but it sounds like it loads a BIK file using a BIK node in the ingame menu meme file for the end round summery screen. Thus you'd have to remove it using MemeEditor and repack the menu.rfa. This is most likely not something you will know how to do. Not many people rea...
- Fri Apr 17, 2015 5:37 pm
- Forum: Mod Downloads
- Topic: Raised Fist v0.6 Full + 0.61 Patches
- Replies: 28
- Views: 157909
Re: Raised Fist v0.5 Beta
Was the map with 1300 statics lightmapped? I would bet the majority of the lag came from lightmaps. If you use DDS format lightmaps, it should remove lag issues.
- Wed Apr 15, 2015 5:19 pm
- Forum: General discussion & notices
- Topic: Battlefield Heroes and Play4Free will be retired.
- Replies: 2
- Views: 29843
Battlefield Heroes and Play4Free will be retired.
Some sad news to report. Looks like EA/Dice/Easy is finally putting old BFHeroes and Play4Free out to pasture: BFPlay4Free: Soldiers, we Salute you BFHeroes: War is over Heroes Looks like what ever current build of the games will be the last. On the positive side, both this game and Battlefield Hero...
- Wed Apr 15, 2015 5:06 pm
- Forum: Battlefield Heroes'42
- Topic: Battlefield Heroes mod for BF1942...
- Replies: 220
- Views: 582137
Re: Battlefield Heroes mod for BF1942...
Some sad news to report. But this was bound to happen. Battlefield Heroes will be shut down in July: War is over Heroes However the game will be immortalized in my mod for Battlefield 1942. I'm glad I had managed to put so much of this game into Battlefield 1942 and because BF1942 doesn't require on...
- Sat Feb 14, 2015 7:49 am
- Forum: 1942 Modding Discussion
- Topic: DC_Sea Rigs
- Replies: 3
- Views: 8002
Re: DC_Sea Rigs
Indeed I did have a version for my DCU mod. Might have made a stand-a-lone version for standard DesertCombat too. But just to let you know the original pathmap was provided by DACV. A guy who mods BFV and was nice enough to provide me the initial AI files. I've likely done a lot of changes to them a...
- Wed Dec 31, 2014 5:24 pm
- Forum: 1942 Modding Discussion
- Topic: has anyone tried this method for heightmap editing?
- Replies: 4
- Views: 9560
Re: has anyone tried this method for heightmap editing?
Yeah, that should do it. It has been awhile since i've worked on any BF1942 map. But that's how I expect it to work.