Search found 29 matches

by Django
Tue Aug 26, 2014 8:41 pm
Forum: Make a Request!
Topic: GC Co-op
Replies: 7
Views: 73695

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...
by Django
Sat Aug 16, 2014 6:51 pm
Forum: 1942 Modding Discussion
Topic: Having issues texturing custom meshes
Replies: 4
Views: 8457

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.
by Django
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...
by Django
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...
by Django
Fri Jun 07, 2013 5:37 pm
Forum: 1942 Modding Discussion
Topic: Adding Objective Mode maps to Single Player
Replies: 14
Views: 23789

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.
by Django
Fri Jun 07, 2013 5:24 pm
Forum: 1942 Modding Discussion
Topic: Dynamic Shadows for child objects.
Replies: 2
Views: 5734

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
by Django
Fri Apr 19, 2013 4:57 pm
Forum: Anything else
Topic: My in Laptop WLAN antenna down?
Replies: 2
Views: 27464

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.
by Django
Wed Mar 06, 2013 8:31 pm
Forum: 1942 Modding Discussion
Topic: Making a walking mecha?
Replies: 14
Views: 20756

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...
by Django
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...