Search found 76 matches
- Wed Feb 28, 2024 7:38 pm
- Forum: 1942 Modding Discussion
- Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
- Replies: 12
- Views: 23074
Re: Lightmapping a non-vanilla map in Battlecraft 1942?
Two years later, I'm onto this again. Shadow generation works fine for Forgotten Hope Secret Weapon. In fact, it all works, except for object lightmappnig... I have been sitting with this all day, no result. I have been checking the init.con for "BF1942", it adds FHSW, as expected. Althou...
- Wed Feb 07, 2024 11:09 am
- Forum: 1942 Modding Discussion
- Topic: Different playerskins for different classes
- Replies: 2
- Views: 3401
Different playerskins for different classes
Hey
Has anyone had any success defining a player skin to a class and not the entire team?
Has anyone had any success defining a player skin to a class and not the entire team?
- Mon Nov 08, 2021 8:45 pm
- Forum: 1942 Modding Discussion
- Topic: BFMDT 2.76 www.bfmods.com Development Thread
- Replies: 60
- Views: 472962
Re: BFMDT 2.76 www.bfmods.com Development Thread
Anyone found a workaround for the rs material shader? Found that it only happens when the materials are set to battlefield_Rs / BfRsShader If you change the material to a standard scanline bitmap for instance, it will export properly with the correct names ignoring the material-names in 3dsmax. When...
- Thu Nov 19, 2020 2:02 pm
- Forum: 1942 Modding Discussion
- Topic: import/export object placement 3dsmax
- Replies: 1
- Views: 4831
import/export object placement 3dsmax
Hey Anyone been able to get this to work properly with an later release of 3dsmax? I have tried in max 2018, but the placement is not imported correctly. in 3dsmax 9 it works as it should, so i can go go from max9 to 2018, but i would like to eliminate the need to use an older 3dsmax. For exporting ...
- Mon Oct 05, 2020 12:00 am
- Forum: 1942 Modding Discussion
- Topic: Reverse Turbo
- Replies: 3
- Views: 6917
Re: Reverse Turbo
rotating the engine 180 would work, dont recall what order X/Y/Z is in but it not XYZ..
- Fri May 01, 2020 12:24 pm
- Forum: 1942 Modding Discussion
- Topic: Getting !nextmap to respond again
- Replies: 2
- Views: 6703
Re: Getting !nextmap to respond again
i would suggest a fresh BFSM as well, i think the nextmap command is coded in there? not something you could change in a config file.
- Tue Mar 24, 2020 9:07 am
- Forum: 1942 Modding Discussion
- Topic: Unlimited objects in Battlecraft 1942
- Replies: 29
- Views: 87229
Re: Unlimited objects in Battlecraft 1942
Great!
Gonna try this later today, I asked Tuia to look in to a sollution like this some time ago.
Great to see that someone else has already made a fix!
Gonna try this later today, I asked Tuia to look in to a sollution like this some time ago.
Great to see that someone else has already made a fix!
- Sun Sep 01, 2019 11:05 am
- Forum: 1942 Modding Discussion
- Topic: Export object placement (bf 3dsmax script)
- Replies: 0
- Views: 13914
Export object placement (bf 3dsmax script)
Trying to export some object placements, i get the position and rotation but the name of the object does not show. Anyone ran in to this problem? Object.create Object.absolutePosition 45.1857/0.0/-23.8778 Object.rotation 0.0/0.0/0.0 This is the code from the objectPlacing,ms script, on objsButton pr...
- Sat Aug 31, 2019 11:17 pm
- Forum: 1942 Modding Discussion
- Topic: more than 10 materials in 3dsmax messes up the order?
- Replies: 0
- Views: 12957
more than 10 materials in 3dsmax messes up the order?
Hey Just wondering if anyone has run in to this problem before with the MDT (tried the original one and the latest 2.76 bfmods edition) When importing a mesh with 10+ materials, it will put the 10 in the spot of material 2, 11 in spot of 3 etc. https://i.imgur.com/oDKU202.png Anyone ran in to this? ...
- Fri Dec 28, 2018 1:08 pm
- Forum: 1942 Modding Discussion
- Topic: Fog on large obejcts
- Replies: 4
- Views: 10939
Re: Fog on large obejcts
Thanks, these are not the same? Renderer.FogLinearStart Renderer.FogLinearEnd ///////////////// Renderer.FogStart Renderer.FogEnd It does not seem to do anything different. In the screenshot below, you can see the fog appearing on the large object, however the edge of the object is not "covered...