Search found 1715 matches
- Sun Nov 04, 2018 5:37 pm
- Forum: 1942 Modding Discussion
- Topic: Custom Game Info bug
- Replies: 3
- Views: 18416
Custom Game Info bug
I'm having a bug with my mod where clicking on my mod in the Custom Game (mod) menu the URL and Description text does not show. It only shows when I start the game up into the mod, but once I click on other mods then back onto mine the text does not show up. game.CustomGameName "Swaffy's Mod&qu...
- Mon Aug 27, 2018 12:14 pm
- Forum: 1942 Modding Discussion
- Topic: SSM - Weapons Bunkers CTF
- Replies: 6
- Views: 21027
Re: SSM - Weapons Bunkers CTF
Save your effort and learn Ed'42, there is a reason we call it Battlecraptonawandares wrote:I've never really used Battlecraft but I suppose it isn't too late to learn.
- Sat Aug 25, 2018 3:37 am
- Forum: 1942 Modding Discussion
- Topic: SSM - Weapons Bunkers CTF
- Replies: 6
- Views: 21027
Re: SSM - Weapons Bunkers CTF
Also note Battlecraft loads Conquest so you may need to copy over some code, do your editing, then copy it back - replacing the CTF code while keeping the original Conquest code.GoodDayToDie!! wrote:Open the map in Battlecraft
- Mon Aug 13, 2018 5:44 pm
- Forum: 1942 Modding Discussion
- Topic: Add Vehicles to BF1942 map from another mod / BOB like map
- Replies: 21
- Views: 62251
Re: Add Vehicles to BF1942 map from another mod / BOB like m
Trying to think outside the box here. Lets start simple. - Make sure you are messing with the correct game type spawners. Battlecraft loads Conquest .con files (object templates, soldier spawns, bases) so if you are loading CoOp / Single Player then you will load a different spawner file - Try openi...
- Mon Aug 13, 2018 5:28 pm
- Forum: 1942 Modding Discussion
- Topic: [SOLVED]HeightMap Question
- Replies: 2
- Views: 8795
Re: HeightMap Question
I think I read someone using 3D modeling program to edit the heightmap (fook making holes in the ground, for example) might be worth searching for.
Textures are easy to copy over. And always keep a backup of the map in case something gets broken.
Textures are easy to copy over. And always keep a backup of the map in case something gets broken.
- Thu Jul 19, 2018 12:12 pm
- Forum: 1942 Modding Discussion
- Topic: Add Vehicles to BF1942 map from another mod / BOB like map
- Replies: 21
- Views: 62251
Re: Add Vehicles to BF1942 map from another mod / BOB like m
In 3DS Max 7 (or whichever one you use) Open your 3D model into the program using the BF1942 import tool. Do Ctrl+A to select all the models, then right-click and choose Convert To > Poly Under the editing tab you want to find Face then click on a face and scroll down the right side panel until you ...
- Fri Jul 13, 2018 12:07 pm
- Forum: 1942 Modding Discussion
- Topic: Add Vehicles to BF1942 map from another mod / BOB like map
- Replies: 21
- Views: 62251
Re: Add Vehicles to BF1942 map from another mod / BOB like m
Right, you want to bring the 3D models into 3ds Max or something and change the COL01 and COL02 mesh IDs that represent vanilla BF'42 planes. Since it's a B25 you may want to use the B17 or Ju 87A as a reference, you can also use this to help: 60 Planes: Mstng, Crsr, Sptfr, Yak9, Ju87, Bf109 (engine...
- Sat Jun 16, 2018 12:04 pm
- Forum: BF1942 (Vanilla)
- Topic: Strasbourg
- Replies: 27
- Views: 147140
Re: Strasbourg
Final build of the map, with object and terrain lightmaps It looks nice, if you want to improve it more then you may want to add some rubble near the broken buildings, and different ground texture (like rock or cement) under the buildings instead of straight "mud/grass" so the buildings l...
- Fri Jun 15, 2018 2:13 am
- Forum: 1942 Modding Discussion
- Topic: player.vehicleHp only works in multiplayer?
- Replies: 28
- Views: 53131
Re: player.vehicleHp only works in multiplayer?
My guess is that certain commands are server based and not client. Local server counting as that.
- Fri May 11, 2018 2:49 am
- Forum: 1942 Modding Discussion
- Topic: Mod Help
- Replies: 6
- Views: 13394
Re: Mod Help
Sorry I only play War Thunder (PC) and CoD WWII (Xbox 1)
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