Search found 33 matches

by Marshall_Nord
Sat Jan 01, 2011 12:27 am
Forum: 1942 Modding Discussion
Topic: Making a server version of a mod
Replies: 5
Views: 9149

Re: Making a server version of a mod

@Apache

I'll have to try leaving the menu.rfa out. I've seen this in other mods, so I assumed it was required.

I've run the DCGF server without the lexiconall.dat and haven't noticed any issues.
by Marshall_Nord
Fri Dec 31, 2010 11:20 pm
Forum: 1942 Modding Discussion
Topic: Making a server version of a mod
Replies: 5
Views: 9149

Re: Making a server version of a mod

Here you go:

init.con

animations.rfa
menu.rfa (with texture files removed)
objects.rfa
standardmesh.rfa

game.rfa

level.rfa's (with texture files removed)
by Marshall_Nord
Fri Dec 31, 2010 7:34 pm
Forum: General discussion & notices
Topic: 1942 Tutorials
Replies: 27
Views: 40730

Re: 1942 Tutorials

I was going to review one of your BF1942 animation tutorials on Youtube, and found they are all removed.

Any chance these could be reloaded; pending their replacement by newer versions? I found them quite useful.

Happy New Year
by Marshall_Nord
Wed Jun 16, 2010 3:50 pm
Forum: Make a Request!
Topic: Help tweaking/finishing map
Replies: 35
Views: 66834

Re: Help tweaking/finishing map

Here’s what I have so far: (Thumbnail) http://img.villagephotos.com/p/2007-3/1250907/tn_Map.jpg (Edited Map) http://www.gfmod.com/download/longodds.zip I fixed the “broken” mesh on the Memphis Belle. It appears that you renamed the vanilla B17 mesh files including the names inside the shader (*.rs) ...
by Marshall_Nord
Sun Jun 06, 2010 12:42 am
Forum: Make a Request!
Topic: Help tweaking/finishing map
Replies: 35
Views: 66834

Re: Help tweaking/finishing map

It’s possible to increase the heightmap without having to redo the entire map. I could use Photoshop to increase the heightmap to 4096x4096 and then recode the map to use the larger terrain file. This would prevent seeing the other base area from the edges of the map. I've done this with one of our ...
by Marshall_Nord
Sat Apr 03, 2010 1:29 pm
Forum: Desert Combat (All versions)
Topic: DC Global Front 0.2A beta
Replies: 1
Views: 18546

DC Global Front 0.2A beta

DC Global Front is a mini-mod for the legendary Desert Combat mod for Battlefield 1942. It adds new armies (faction), vehicles, hand weapons and maps to the DC core build. Some of the DC/vanilla 42 maps have been renamed and reworked to better suit the GF environment. Global Front features a series ...
by Marshall_Nord
Tue Mar 23, 2010 2:42 pm
Forum: Battlefield 2, 2142 and Vietnam Discussion
Topic: First mod for bad company 2..
Replies: 27
Views: 52822

Re: First mod for bad company 2..

I’m with Senshi on this one. Ever since Battlefield 1942 made its impact on the gaming community, there have been people trying to change it into a CounterStrike clone (infantry heavy). Why? In my opinion, Battlefield is about macro scale vehicle combat with infantry taking a secondary role. Why cha...
by Marshall_Nord
Fri Mar 19, 2010 2:12 pm
Forum: 1942 Modding Discussion
Topic: Vista
Replies: 15
Views: 23383

Re: Vista

My brother and friend have both Windows 7 & Vista, respectively, and play FH for BF1942 on the pixelfighter server with punkbuster. The only problem is hang-up during map change, which is resolved by hitting escape and reconnecting.
by Marshall_Nord
Thu Mar 18, 2010 5:21 pm
Forum: New here?
Topic: Hello All
Replies: 5
Views: 16126

Re: Hello All

Welcome to the site! Always willing to help out a new modder, but I warn you that it can get addictive. :)
by Marshall_Nord
Sun Mar 14, 2010 2:49 pm
Forum: 1942 Modding Discussion
Topic: CSM- Destructable Guard Towers
Replies: 2
Views: 6415

Re: CSM- Destructable Guard Towers

DCX’s destructible guard tower uses the vanilla static model mesh “guard tow_m1”. The COL02 mesh for this model has four material I.D.’s : 82, 85, 92 & 99. Doing a quick check in the T72 projectile’s damage system, all of these material I.D.’s have a zero damage modifier vs. this projectile: Mat...