Search found 1163 matches
- Sun Dec 28, 2014 9:50 pm
- Forum: 1942 Modding Discussion
- Topic: has anyone tried this method for heightmap editing?
- Replies: 4
- Views: 9570
Re: has anyone tried this method for heightmap editing?
I believe you can. Just use higher resolution RAW files and set the terrain.con file correctly. Example: GeometryTemplate.create PatchTerrain patchGeometry GeometryTemplate.file bf1942\levels\Example\Heightmap GeometryTemplate.materialMap bf1942\levels\Example\Materialmap GeometryTemplate.materialSi...
- Fri Dec 26, 2014 1:02 am
- Forum: Battlefield 242
- Topic: Battlefield 2'42: Redux
- Replies: 33
- Views: 127739
Re: Battlefield 2'42: Redux
There are definitely some issues still present in this mod. Some of which BF242 mod originally had when I started working on it. (Remember, I did not create this mod. It was created by the SuperDC team). I just ported new vehicles from BF2 to replace the existing ones. The big difference however is ...
- Sun Oct 05, 2014 5:11 pm
- Forum: 1942 Modding Discussion
- Topic: Projectile: Allow Only One to Exist?
- Replies: 5
- Views: 12579
Re: Projectile: Allow Only One to Exist?
Recreate a copy of the exppack hand weapon and give it a ammo of 1. It might still allow two ammo projectiles on the map before it starts removing them however. I'm not entirely sure about that since I've never created a hand weapon like this with that few ammo count. The closest equilevent I have i...
- Sat Oct 04, 2014 9:48 pm
- Forum: 1942 Modding Discussion
- Topic: Projectile: Allow Only One to Exist?
- Replies: 5
- Views: 12579
Re: Projectile: Allow Only One to Exist?
This won't work with infinite ammo. You can add a network template to the projectile and the limit will be dictated by the mag size of the weapon that fires it. This also means the projectile disappears when the player dies and the kit that had the weapon that fired it vanishes from the map. If the ...
- Mon Sep 29, 2014 4:34 pm
- Forum: 1942 Modding Discussion
- Topic: Custom base flags aren't recognised in my mod on custom maps
- Replies: 6
- Views: 15168
Re: Custom base flags aren't recognised in my mod on custom
Duplicte AI Templates will always cause a CTD in singleplayer. You can either rename them or delete them and let the game use the vanilla ones. If you didn't change them, there's no need for them to be in your code. Usually if you edited the AI templates from the same folder locations in the RFAs th...
- Sat Sep 27, 2014 5:33 am
- Forum: 1942 Modding Discussion
- Topic: Custom base flags aren't recognised in my mod on custom maps
- Replies: 6
- Views: 15168
Re: Custom base flags aren't recognised in my mod on custom
A crash can be caused by many things. Missing object templates referenced in your code templates could be one cause. Run the game in windowed mode and see what error comes up. It will give you an indication where to look to fix the issue. You can run the game in window mode by changing the "ren...
- Fri Sep 26, 2014 4:42 am
- Forum: 1942 Modding Discussion
- Topic: Custom base flags aren't recognised in my mod on custom maps
- Replies: 6
- Views: 15168
Re: Custom base flags aren't recognised in my mod on custom
Sounds like you didn't update the game.setMapId command to the correct mod. This command is found in your map's Menu\Init.con file. Every map should have this command. The vanilla maps always have it set to BF1942. But must be changed to match the name of your custom mod if you are editing/creating ...
- Thu Sep 25, 2014 4:50 pm
- Forum: 1942 Modding Discussion
- Topic: Bridge made of defgun
- Replies: 7
- Views: 16776
Re: Bridge made of defgun
If it's a serverside mod it won't matter if your plane mesh has a visible mesh or not. The clients won't see it.
It's only the collision mesh they can interact with.
It's only the collision mesh they can interact with.
- Tue Sep 23, 2014 6:09 pm
- Forum: Mod Downloads
- Topic: 1080p user interface mod
- Replies: 22
- Views: 127232
Re: 1080p user interface mod
Some custom maps unfortunately have mipmaps generated for HUD textures and minimap. I have to play at lowest texture quality and those custom HUD icons are blurred and ugly. Fixed the menu textures, removing all mipmaps and exchanged some icons. Background.tga was downscaled to 1600x900, because it...
- Tue Sep 23, 2014 6:02 pm
- Forum: 1942 Modding Discussion
- Topic: Bridge made of defgun
- Replies: 7
- Views: 16776
Re: Bridge made of defgun
The game may be using the COL01 mesh instead of the COL02 mesh when vehicle interacts with the defguns. Soldiers always interact with the COL02 mesh when one is available. I haven't looked at this PCO personally as I've never customized one, so I don't know what the collision meshes look like. Also ...