That's all what I needed for motivation to get this done, Pigau...someone actually having a use for the Stitch feature...
Version 4 is released. Download either via the auto-updater or the link in the first post. Changelog can be found in the first post as well.
Search found 645 matches
- Sun Jun 09, 2013 11:38 am
- Forum: 1942 Modding Discussion
- Topic: [Tool]Snip'n'Stitch v4
- Replies: 24
- Views: 45989
- Sun Jun 09, 2013 4:59 am
- Forum: General discussion & notices
- Topic: The News area on the homepage
- Replies: 5
- Views: 12597
Re: The News area on the homepage
Burned . You are obviously correct...Swaffy wrote:Then update your signature, Sherlock. X|Senshi wrote:I like the "promote important/cool stuff" idea. Btw. my MDT is in version 2.762.
- Sat Jun 08, 2013 10:00 am
- Forum: General discussion & notices
- Topic: The News area on the homepage
- Replies: 5
- Views: 12597
Re: The News area on the homepage
Yes, Swaffy, sure is possible.
As with everything, it's easy with a bit of Javascript:
http://stackoverflow.com/questions/1948 ... ts-looping
I like the "promote important/cool stuff" idea. Btw. my MDT is in version 2.762.
As with everything, it's easy with a bit of Javascript:
http://stackoverflow.com/questions/1948 ... ts-looping
I like the "promote important/cool stuff" idea. Btw. my MDT is in version 2.762.
- Mon May 27, 2013 8:10 pm
- Forum: 1942 Modding Discussion
- Topic: BFMDT 2.76 www.bfmods.com Development Thread
- Replies: 60
- Views: 475354
Re: BFMDT 2.76 www.bfmods.com Developement Thread
Check line 387 of _SM_Export.ms:
tmpName:(prjName + "_Material" + ((matIDList - 1) as string)) \
That's where the material name is compiled. Removing the "prjName + " part should lead to your desired result, I assume.
tmpName:(prjName + "_Material" + ((matIDList - 1) as string)) \
That's where the material name is compiled. Removing the "prjName + " part should lead to your desired result, I assume.
- Mon May 27, 2013 10:02 am
- Forum: 1942 Modding Discussion
- Topic: BFMDT 2.76 www.bfmods.com Development Thread
- Replies: 60
- Views: 475354
Re: BFMDT 2.76 www.bfmods.com Developement Thread
The scripts are one of the most horrid pieces of code I have ever worked with...
The material stuff should all be in the RSShader sub scripts. Naming should be "fairly" easy to find, it's just combined strings after all. But I don't know where exactly this'd be right now, sorry.
The material stuff should all be in the RSShader sub scripts. Naming should be "fairly" easy to find, it's just combined strings after all. But I don't know where exactly this'd be right now, sorry.
- Mon May 27, 2013 7:43 am
- Forum: 1942 Modding Discussion
- Topic: BFMDT 2.76 www.bfmods.com Development Thread
- Replies: 60
- Views: 475354
Re: BFMDT 2.76 www.bfmods.com Developement Thread
Unless it's very small issues, I doubt I'll get to put considerable amount of work in the BFMDT anytime soon. There still is some critical bugs in the Max12/13 version like the 10+ Materials FUBAR that I haven't tracked down yet. So yeah, I'll only even consider expanding compatibility if you consid...
- Tue Apr 09, 2013 7:26 pm
- Forum: 1942 Modding Discussion
- Topic: Mesh changing at a distance
- Replies: 10
- Views: 15576
Re: Mesh changing at a distance
cullradius is irrelevant for LODs. cullradius describes the distance after which objects get entirely culled out (no longer rendered/"invisible"). By increasing the radiusscale you can practically remove the annoying "object gets invisible all of a sudden at a certain distance". ...
- Sat Apr 06, 2013 10:55 am
- Forum: 1942 Modding Discussion
- Topic: Clipping errors after increasing the view distance
- Replies: 5
- Views: 11310
Re: Clipping errors after increasing the view distance
Odd. I often used insanely high terrain lod distances and didn't notice any perfomance hit or visual errors with the terrain. Then again I didn't have a mod the size of BG42 .
- Thu Apr 04, 2013 10:04 pm
- Forum: 1942 Modding Discussion
- Topic: Battlefield 1942 Mod Tools
- Replies: 98
- Views: 1288757
Re: Battlefield 1942 Mod Tools
One of us mods/admins will probably add it to the main list if you give good stuff .
- Thu Apr 04, 2013 10:18 am
- Forum: 1942 Modding Discussion
- Topic: Animation partner
- Replies: 3
- Views: 5728
Re: Animation partner
Alas, it's unlikely people will "just do" that kind of huge work...animating is not difficult to understand, but difficult to master. And it requires big amounts of time and is one of the most unrewarding jobs regarding BF42 modding. That's probably why only few mods feature "proper&q...