Search found 49 matches
- 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.
- 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:
I found game.drawDebug doing this but in fact it just makes a straight line in between the originator and the target:
- 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...
- 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.
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.
- 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...
- 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...
- 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.
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.
- 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
- 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?
- Wed Aug 06, 2014 10:40 pm
- Forum: 1942 Modding Discussion
- Topic: Randomizing soldier uniforms
- Replies: 14
- Views: 25896
Re: Randomizing soldier uniforms
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 onlySenshi wrote:As stated before, these uniforms will be distributed completely randomly and are NOT kit-associated