Search found 29 matches
- Tue Aug 26, 2014 8:41 pm
- Forum: Make a Request!
- Topic: GC Co-op
- Replies: 7
- Views: 74220
Re: GC Co-op
This Mod is nearly ready after 1,5 years. name: GC_Redux This is a standalone mod: You dont need the GCMOD! Including: - full Coop support including AiObjective mode on some maps - original GC5.3 Maps ( GC_Bonusrace only conquest) - the Mappack 2011 Maps ( GC_Podrace only conquest) - Bonusmaps GC_Ba...
- Sat Aug 16, 2014 6:51 pm
- Forum: 1942 Modding Discussion
- Topic: Having issues texturing custom meshes
- Replies: 4
- Views: 8459
Re: Having issues texturing custom meshes
Seems that your texture paths dont fit. Check your rs-file texture paths and the location of the corresponding texture in your texture.rfa. Are you sure you packed your texture.rfa a new including your new model textures? Cause for editor42 you seem to got it in the unpacked texture folder.
- Sun Jun 15, 2014 12:30 pm
- Forum: 1942 Modding Discussion
- Topic: terrain flickering
- Replies: 3
- Views: 7026
Re: terrain flickering
Yes, I already did that . here are my settings rem ********************************************* rem Created by Battlecraft 1942. Copyright (c)2003,2004 Digital Illusions CE rem ********************************************* GeometryTemplate.create PatchTerrain patchGeometry GeometryTemplate.file bf1...
- Sat Jun 14, 2014 2:19 pm
- Forum: 1942 Modding Discussion
- Topic: terrain flickering
- Replies: 3
- Views: 7026
terrain flickering
I got this annoying terrain flickering in my new Map. https://www.youtube.com/watch?v=QRFA7vv8XOk I already overworked the heightmap and repeated the material map+ surfacemap generating and terrain texturing several times. But i always get this. :( I am using BC. Other Maps work fine. Map size is 10...
- Fri Jun 07, 2013 5:37 pm
- Forum: 1942 Modding Discussion
- Topic: Adding Objective Mode maps to Single Player
- Replies: 14
- Views: 23794
Re: Adding Objective Mode maps to Single Player
you can tune your objectives.
you can add seats without exits plus a botonly spawnpoint.
So up to 6 bots will spawn inside your object, and the object will be attacked by enemys. that should work.
you can add seats without exits plus a botonly spawnpoint.
So up to 6 bots will spawn inside your object, and the object will be attacked by enemys. that should work.
- Fri Jun 07, 2013 5:24 pm
- Forum: 1942 Modding Discussion
- Topic: Dynamic Shadows for child objects.
- Replies: 2
- Views: 5735
Re: Dynamic Shadows for child objects.
that is great!
the missing shadows on vehicles like the ATAT and ATST in GC were always a manko.
thx a lot
the missing shadows on vehicles like the ATAT and ATST in GC were always a manko.
thx a lot
- Fri Apr 19, 2013 4:57 pm
- Forum: Anything else
- Topic: My in Laptop WLAN antenna down?
- Replies: 2
- Views: 27660
Re: My in Laptop WLAN antenna down?
hey Buschhans.
Laptops haben auch gerne mal einen kleinen schalter, hardware switch, vorne versteckt, der die Funkübertragungen abrupt an/aus schalten kann. guck mal in deinem manual. Zusätzlich ist es bei solchen problemen ein schlauer weg, einfach mal den Wlan treiber neu zu installieren.
Laptops haben auch gerne mal einen kleinen schalter, hardware switch, vorne versteckt, der die Funkübertragungen abrupt an/aus schalten kann. guck mal in deinem manual. Zusätzlich ist es bei solchen problemen ein schlauer weg, einfach mal den Wlan treiber neu zu installieren.
- Wed Mar 06, 2013 8:31 pm
- Forum: 1942 Modding Discussion
- Topic: Making a walking mecha?
- Replies: 14
- Views: 20757
Re: Making a walking mecha?
oh, you guys forgot the GCmod? The ATAT code was way better . A clever combination of over 20 rotationbundles for 4x3 segments gives it a smooth linear animation. It nearly took woodrow and me about 1 year to get it right. feel free to adapt it. http://www.youtube.com/watch?v=GD4fVcirvjA at 4:36 com...
- Mon Dec 17, 2012 8:03 pm
- Forum: 1942 Modding Discussion
- Topic: Annoying SoundEngine Problem
- Replies: 4
- Views: 6850
Re: Annoying SoundEngine Problem
I had the same problem when i tried to get three different versions of the ATAT ingame ( GCMOD). I had to do that cause they should act as mobile spawnpoints. When i fall back to just 2 Versions the error disappeared. Maybe it is caused by vehicles that include a bunch of sounds and soundcalculating...