Little questions about modding.

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Poow
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Re: Little questions about modding.

Post by Poow »

Any Ideas?
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Senshi
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Re: Little questions about modding.

Post by Senshi »

Only one: you probably messed up somewhere. Make sure you REALLY have all files in the correct folders. It's pretty simple in Ed42. If you have the correct files in the correct folders, it shows up. If you don't, it won't. You need to put the "custom map models" in the same bfdev dir where all the other files are, e.g. the maps' standardmesh go into bfdev\standardmesh, the maps' unique textures go in bfdev\texture etc. etc. .
Poow
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Re: Little questions about modding.

Post by Poow »

Okay my map is almost ready.
What are the next steps in BC42 to make the Ingame Map, shadows etc.
Which order is the right one & is there something tricky? I remember some problems with making this stuff in BC42 in the past.
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Senshi
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Re: Little questions about modding.

Post by Senshi »

You can do the ingame map with Ed42 too? And you have more options there.

For lightmaps etc., either use BC or use the debugger. Give it some commands and you are good to go :) .
Poow
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Re: Little questions about modding.

Post by Poow »

Senshi wrote: Give it some commands and you are good to go :) .
Is there a overview or a little tutorial for this?
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Poow
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Re: Little questions about modding.

Post by Poow »

Where can I reduce/increase the time to live of a wreck?
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fo0k
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Re: Little questions about modding.

Post by fo0k »

That should do it..

Code: Select all

ObjectTemplate.TimeToLiveAfterDeath 60
Poow
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Re: Little questions about modding.

Post by Poow »

Mh I cant find anything like this. Wich file?
Or is this command for an extra line if you want something ales than the standard time?
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tekk
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Re: Little questions about modding.

Post by tekk »

You can try this code, just add to your OST.con

Code: Select all

ObjectTemplate.Active "Vehicle" <-- Add vehicle you want to affect
ObjectTemplate.timetoliveafterdeath 60 <-- Adjust to how long you want it to remain
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