Search found 49 matches

by Waldek
Mon Jan 19, 2015 9:33 pm
Forum: 1942 Modding Discussion
Topic: BF1942 console commands
Replies: 8
Views: 37831

Re: BF1942 console commands

In fact I had something different in my mind. I just want to know if I can visualise actuall path that a projectile follows.
by Waldek
Mon Jan 19, 2015 5:34 pm
Forum: 1942 Modding Discussion
Topic: BF1942 console commands
Replies: 8
Views: 37831

Re: BF1942 console commands

Is there any command that draws curved ballistic trajectory of a projectile?
I found game.drawDebug doing this but in fact it just makes a straight line in between the originator and the target:
Image
by Waldek
Wed Sep 17, 2014 8:08 pm
Forum: 1942 Modding Discussion
Topic: Lightmaps
Replies: 26
Views: 56192

Re: Lightmaps

You have to name the lightmapped texture what it is called in the Geometries.con of the vehicle. Example: instead of Bismarck_Turm_A use Bismarck_Turm_A_m1 I can't belive the solution was so simple. :shock: Both of you, exe and Apache Thunder, are extremely helpful as usually :) Thanks! Another bef...
by Waldek
Mon Sep 15, 2014 9:11 pm
Forum: 1942 Modding Discussion
Topic: Lightmaps
Replies: 26
Views: 56192

Re: Lightmaps

I left the HMS Hood. I tried working with it from scratch but still no result, the game doesn't accept the lightmap. Unknown reason.

I took another ship instead, the Bismarck, hull LMap works. However it appears that child objects like turrets can't be lightmapped, the game ignores their LMaps.
by Waldek
Sun Sep 14, 2014 6:40 pm
Forum: 1942 Modding Discussion
Topic: Lightmaps
Replies: 26
Views: 56192

Re: Lightmaps

Battle report: It seems like I can alter already existing ship lightmap files well, with very good results (look at the screenshots bellow). However I'm getting troubles with creating them for custom ships like these available in Forgotten Hope 0.7. I've chosen the HMS Hood as a guinea pig and tried...
by Waldek
Sat Sep 13, 2014 11:33 pm
Forum: 1942 Modding Discussion
Topic: Lightmaps
Replies: 26
Views: 56192

Re: Lightmaps

Hi Can I use light /shadow maps for vehicles either? I'm asking because I found additional subdirectory named ObjectLightMaps in vanilla's texture_001.rfa patch file, which contains shadow maps for hull of large vanilla ships. I imported one of these meshes into 3DS Max to check the 3rd UV channel b...
by Waldek
Fri Aug 29, 2014 10:07 am
Forum: 1942 Modding Discussion
Topic: Preparing your map within 3dMax
Replies: 16
Views: 40807

Re: Preparing your map within 3dMax

Hi
So I started using Rexman statics importer however it loads only 257 of 5000 objects. What do I need to do? 3Ds max 7 and 9

EDIT:
Nevermind. I removed 1 object from staticobjects.con that was broken apparently, so now all objects get loaded fine.
by Waldek
Wed Aug 13, 2014 8:34 pm
Forum: 1942 Modding Discussion
Topic: Randomizing soldier uniforms
Replies: 14
Views: 25896

Re: Randomizing soldier uniforms

OK thanks for the explanation
by Waldek
Thu Aug 07, 2014 8:17 pm
Forum: 1942 Modding Discussion
Topic: Randomizing soldier uniforms
Replies: 14
Views: 25896

Re: Randomizing soldier uniforms

Hmm I guess there is no option to download his mod?
by Waldek
Wed Aug 06, 2014 10:40 pm
Forum: 1942 Modding Discussion
Topic: Randomizing soldier uniforms
Replies: 14
Views: 25896

Re: Randomizing soldier uniforms

Senshi wrote:As stated before, these uniforms will be distributed completely randomly and are NOT kit-associated
I did read this topic and still I'm not sure if I can make them actually "kit-associated". Let's say I wanna make black uniforms for tanker class only