Search found 76 matches

by reegad
Wed Feb 28, 2024 7:38 pm
Forum: 1942 Modding Discussion
Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
Replies: 12
Views: 12313

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...
by reegad
Wed Feb 07, 2024 11:09 am
Forum: 1942 Modding Discussion
Topic: Different playerskins for different classes
Replies: 2
Views: 694

Different playerskins for different classes

Hey

Has anyone had any success defining a player skin to a class and not the entire team?
by reegad
Mon Nov 08, 2021 8:45 pm
Forum: 1942 Modding Discussion
Topic: BFMDT 2.76 www.bfmods.com Development Thread
Replies: 60
Views: 423660

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...
by reegad
Thu Nov 19, 2020 2:02 pm
Forum: 1942 Modding Discussion
Topic: import/export object placement 3dsmax
Replies: 1
Views: 4574

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 ...
by reegad
Mon Oct 05, 2020 12:00 am
Forum: 1942 Modding Discussion
Topic: Reverse Turbo
Replies: 3
Views: 6605

Re: Reverse Turbo

rotating the engine 180 would work, dont recall what order X/Y/Z is in but it not XYZ.. :P
by reegad
Fri May 01, 2020 12:24 pm
Forum: 1942 Modding Discussion
Topic: Getting !nextmap to respond again
Replies: 2
Views: 6459

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.
by reegad
Tue Mar 24, 2020 9:07 am
Forum: 1942 Modding Discussion
Topic: Unlimited objects in Battlecraft 1942
Replies: 29
Views: 75630

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!
by reegad
Sun Sep 01, 2019 11:05 am
Forum: 1942 Modding Discussion
Topic: Export object placement (bf 3dsmax script)
Replies: 0
Views: 13362

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...
by reegad
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: 12465

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? ...
by reegad
Fri Dec 28, 2018 1:08 pm
Forum: 1942 Modding Discussion
Topic: Fog on large obejcts
Replies: 4
Views: 10445

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...