Search found 173 matches
- Wed Feb 28, 2024 8:27 pm
- Forum: 1942 Modding Discussion
- Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
- Replies: 12
- Views: 13162
Re: Lightmapping a non-vanilla map in Battlecraft 1942?
Well well WELL... I got it working for Forgotten Hope Secret Weapon, too! I just made damn sure the "init.con" for BF1942 looked like this inside the "\Battlefield 1942\Mods\BF1942" folder BEFORE opening Battlecraft 1942:
- Wed Feb 28, 2024 8:10 pm
- Forum: 1942 Modding Discussion
- Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
- Replies: 12
- Views: 13162
Re: Lightmapping a non-vanilla map in Battlecraft 1942?
Got it working, finally! I made sure in Blender to add another UV map beside the already existing "textureMap", naming the secondary one "lightMap". Then, exporting the visible mesh, collision mesh and using the samplesmaker by "CoinCoin" to generate a samples for my ob...
- Wed Feb 28, 2024 7:44 pm
- Forum: 1942 Modding Discussion
- Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
- Replies: 12
- Views: 13162
Re: Lightmapping a non-vanilla map in Battlecraft 1942?
I've been sitting with this since yesterday... made a dummy cube in Blender and tried getting it to cast shadows on the ground the vanilla mod, no dice... My goal is to get a custom object casting shadows and getting lightmapped in Battlecraft 1942. But since a few hours back, this seems impossible....
- Tue Feb 27, 2024 11:56 pm
- Forum: 1942 Modding Discussion
- Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
- Replies: 12
- Views: 13162
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. Althoug...
- Sun Oct 22, 2023 12:30 pm
- Forum: 1942 Modding Discussion
- Topic: Unlimited objects in Battlecraft 1942
- Replies: 29
- Views: 78484
Re: Unlimited objects in Battlecraft 1942
Don't know what's going on, but when I port my custom map made from BC42 to ED42 in order to add more tree meshes which more than 8000 objects, then going back to BC42 to generate terrain shadows most of the objects disappear. :( Hi Al. Nowadays when I want to change or make maps with more objects ...
- Tue Feb 21, 2023 1:25 am
- Forum: General discussion & notices
- Topic: Is there a way to export Bf1942 models to blender 3d modeling software??
- Replies: 1
- Views: 5946
Re: Is there a way to export Bf1942 models to blender 3d modeling software??
Hello.
Download this: https://github.com/Ahrkylien/BF1942-Blender-add-on
Then, open up Blender and go into the preferences. Select Add-ons and install the zip (you don't need to extract it).
Happy modding!
Download this: https://github.com/Ahrkylien/BF1942-Blender-add-on
Then, open up Blender and go into the preferences. Select Add-ons and install the zip (you don't need to extract it).
Happy modding!
- Sat Feb 11, 2023 9:56 pm
- Forum: 1942 Modding Discussion
- Topic: .ske Tuts?
- Replies: 13
- Views: 26481
Re: .ske Tuts?
I solved it. It was the springs in the Physics.con that was adjusted wrong.
- Sat Feb 04, 2023 12:42 am
- Forum: 1942 Modding Discussion
- Topic: .ske Tuts?
- Replies: 13
- Views: 26481
Re: .ske Tuts?
Very sorry for bringing up a nine year old thread... but I'm facing a similar problem right now with my own tank. I'm trying to get it into Battlefield 1918, but I suspect that the ske and skn files aren't exported correctly...
The game simply crashes without any error message whatsoever.
The game simply crashes without any error message whatsoever.
- Sun Nov 20, 2022 9:46 pm
- Forum: 1942 Modding Discussion
- Topic: Renaming bots? (In the debugger)
- Replies: 9
- Views: 23383
Re: Renaming bots? (In the debugger)
I'm actually now facing the problem that the bots will spawn alright, but they won't move. EDIT: Solved now. Enter in the following order in the game console (don't know if this works in the vanilla executable, but if it doesn't use the debugger): 1. game.createAIPlayer ">>Bot name here<<"...
- Tue Jun 08, 2021 2:21 am
- Forum: 1942 Modding Discussion
- Topic: Making one vehicle indestructible for one particular map only? (SOLVED)
- Replies: 0
- Views: 5837
Making one vehicle indestructible for one particular map only? (SOLVED)
So, I have trouble with the "ObjectTemplate.HasArmor" command. It doesn't seem to be taken into account from the ObjectSpawnTemplates.con file, only in the Objects.rfa. Does anybody know if this is possible map-wise for one vehicle? Thanks in advance! EDIT: Nevermind, I solved it. If anybo...