Search found 59 matches
- Wed Apr 27, 2011 5:19 pm
- Forum: Make a Request!
- Topic: Animations Editing Tutorial[s]
- Replies: 36
- Views: 74868
Re: Animations Editing Tutorial[s]
I guess theres a tutorial about basic changing of an animation in this "battlefield 1942 modding guide" they provide at the battlefield singleplayer website. I already posted a link somewhere, but i forgot where it was...fOok was asking for the bf1942 light.exe thing there...
- Sun Apr 24, 2011 6:10 pm
- Forum: 1942 Modding Discussion
- Topic: Preparing your map within 3dMax
- Replies: 16
- Views: 39198
Re: Preparing your map within 3dMax
Well...i don't understand a word you say (bout the lightmaps) a step by step tut would be grat if you find the time someday. Right now I'm far from creating any new maps, since all the old ones I did years ago need more or less retouching plus we need tons of new stuff that needs to be modeled and s...
- Sun Apr 24, 2011 5:31 am
- Forum: 1942 Modding Discussion
- Topic: Anyone got BF42 Light.exe? or help me with terrain lightmaps
- Replies: 4
- Views: 6786
Re: Anyone got BF42 Light.exe? or help me with terrain light
Just stumbled across this post. I case anyone will seach anything like the BF42 light.exe or anything else.It can be found here: http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=6860 at bf singleplayer website. Dnamro put together a nice "offline modding guide" with tons of...
- Sun Apr 24, 2011 5:22 am
- Forum: 1942 Modding Discussion
- Topic: Preparing your map within 3dMax
- Replies: 16
- Views: 39198
Re: Preparing your map within 3dMax
Somehow i was having a lot of issues using the rexman tools in Max8 (maybe i've put them in the wrong directory...didn't have the time to figure that out, yet). Well after i found the plugin "autorun" at startup, forceing me to close 10 windows it worked almost perfectly. The units scalein...
- Sat Apr 23, 2011 12:03 pm
- Forum: 1942 Modding Discussion
- Topic: Preparing your map within 3dMax
- Replies: 16
- Views: 39198
Re: Preparing your map within 3dMax
Freaking awesome...I mean both...the rexman tools and the Heroes port. Unfortunately I can't enjoy YouTube Vids, cause i run a UMTS webstick with low bandwith...but i watched the first few seconds. Looking great.
- Thu Apr 21, 2011 2:53 pm
- Forum: 1942 Modding Discussion
- Topic: Preparing your map within 3dMax
- Replies: 16
- Views: 39198
Re: Preparing your map within 3dMax
Oh Wow! I was just asking myself, where I did ask that question. *lol* That doesn't sound too hard, but very resource consuming. And will i be able to generate lightmaps for multiple lightsources then? Since i saw it on some pics...not sure if it was apache thunder who posted them...from that Battle...
- Thu Apr 21, 2011 2:38 pm
- Forum: Make a Request!
- Topic: Animations Editing Tutorial[s]
- Replies: 36
- Views: 74868
Re: Animations Editing Tutorial[s]
I would be interested in some animation tuts too. Basicly to change weapons animations (and to add a middlefinger gesture to empty weapon slots *lol*) and to make bots fit into vehicles taht need new animation or positions. I got basic animation knwoledge in 3DsMax (invert kinematics 'n stuff) I jus...
- Thu Apr 21, 2011 2:30 pm
- Forum: Make a Request!
- Topic: More a suggestion...
- Replies: 8
- Views: 22094
Re: More a suggestion...
Wow! That's a cool idea hehe! I need to think about that for a while...actually I'm not really sure if it will look as great as it sounds. Maybe the rules should be definated more significunt (speaking of Britney now *lol*). The 1st problem I see is the skybox. Like a snowmap part wouldn't really lo...
- Mon Apr 18, 2011 12:49 pm
- Forum: Modding/Mapping Tutorials
- Topic: Texturing maps with photoshop without tga splitter
- Replies: 0
- Views: 9426
Texturing maps with photoshop without tga splitter
Well...i was just taking a shower...5 Liters coffee running through my guts, when i got hit by some kind of weird lightnin....and had an idea. This tutorial is all about texturing or better re-texturing your BF42 map with Photoshop, making it look a little better and exporting the textures without t...
- Mon Apr 18, 2011 11:44 am
- Forum: 1942 Modding Discussion
- Topic: Properly Creating a BF 1942 Levels Terrain, textures
- Replies: 9
- Views: 11923
Re: Properly Creating a BF 1942 Levels Terrain, textures
*lol* Thanks!
I just figured something new...don't miss the tuts corner!
I just figured something new...don't miss the tuts corner!