Search found 60 matches
- Thu Sep 11, 2014 4:32 pm
- Forum: General Modding Tutorials
- Topic: SSC - Sound Scripting | An elaborate explanation
- Replies: 3
- Views: 22419
Re: SSC - Sound Scripting | An elaborate explanation
[...] randomStartPitch<min/max> : With this command, you may set the sound to be played at a randomly selected pitch every time it is used. The first parameter is the minimum pitch value, the second is the maximum pitch value. It is difficult to explain the mathematics of the pitch parameters, as e...
- Sun Sep 07, 2014 10:54 pm
- Forum: 1942 Modding Discussion
- Topic: BF1942 doesn't display LODs with multiple textures
- Replies: 15
- Views: 28617
Re: BF1942 doesn't display LODs with multiple textures
Okay thanks freddy, so it's not just me. Just today I noticed that the Stuka in FH displays at least 4 LODs properly so there's hope maybe. Is it possible to get some more information about what's wrong via looking at the file with a Hex editor? I tried to compare the Vanilla Stuka with the one from...
- Sat Sep 06, 2014 10:55 pm
- Forum: 1942 Modding Discussion
- Topic: BF1942 doesn't display LODs with multiple textures
- Replies: 15
- Views: 28617
Re: BF1942 doesn't display LODs with multiple textures
I know the Bf109 vanishes before it reaches the view distance limit in some maps, i dont like to use it in coral sea because of that. It doesnt have the objectTemplate.cullRadiusScale 5 that the other planes have Thanks for your help. Yes this defines when the object vanishes but I don't think it h...
- Fri Sep 05, 2014 5:41 pm
- Forum: 1942 Modding Discussion
- Topic: BC42 Crashes on object lightmap
- Replies: 12
- Views: 20500
Re: BC42 Crashes on object lightmap
Lightmapping with the .exe takes a couple of steps. You can either use this tutorial by Senshi: http://bfmods.com/viewtopic.php?f=43&t=125 Or mine which is a bit more in-depth and easier to understand for beginners (hopefully :) ): http://fhsw-europ.ucoz.de/forum/35-356-1 Whenever I mention FHSW...
- Fri Sep 05, 2014 11:44 am
- Forum: 1942 Modding Discussion
- Topic: BF1942 doesn't display LODs with multiple textures
- Replies: 15
- Views: 28617
Re: BF1942 doesn't display LODs with multiple textures
Hmm but how would you explain that LODs of models with just one texture work properly. But here's my VideoDefault.con, haven't done any changes. renderer.setFullScreen 1 renderer.fieldOfView 1 renderer.globalLodRadius 1 renderer.globalLodRadiusScaleFactor 5 console.showStats 0 renderer.allowAllRefre...
- Thu Sep 04, 2014 6:04 pm
- Forum: 1942 Modding Discussion
- Topic: BF1942 doesn't display LODs with multiple textures
- Replies: 15
- Views: 28617
Re: BF1942 doesn't display LODs with multiple textures
All LODs use the same textures. Another simpler example: Check the Vanilla Bf109 it only uses two textures, you won't see any changes of the model over distance (besides disappearing rudder, flaps, ailerons). Again all LODs except 01 are just ignored. It doesn't work and nobody every noticed it? :sh...
- Thu Sep 04, 2014 2:51 pm
- Forum: 1942 Modding Discussion
- Topic: BF1942 doesn't display LODs with multiple textures
- Replies: 15
- Views: 28617
BF1942 doesn't display LODs with multiple textures
Hi, I have noticed that when I create LODs with several materials/textures LOD02 and up are not shown ingame. Is that a known issue? Any ideas how to fix it? See here for an example with the Vanilla Yamato: http://imgur.com/a/zaQrw The only changes I did code-wise to the model: Objects.con: rem *** ...
- Sun Mar 30, 2014 7:56 pm
- Forum: 1942 Modding Discussion
- Topic: BF 1942: Modding: first train made!
- Replies: 34
- Views: 72182
Re: BF 1942: Modding: first train made!
Although I said differently I decided to take a second look at the train and fixed/changed a lot of things. Everything has been tested on a dedicated server (though only with 2 ppl and for about 1/2 hour). Overall a lot less glitches and jitter Switches are usable now, change direction with A/D, a v...
- Wed Mar 12, 2014 10:01 am
- Forum: 1942 Modding Discussion
- Topic: .ske Tuts?
- Replies: 13
- Views: 28869
Re: .ske Tuts?
These two helped me a lot:
http://www.camelnele.info/NorRes/Andrew ... torial.htm
http://www.camelnele.info/NorRes/tank-tracks.htm
http://www.camelnele.info/NorRes/Andrew ... torial.htm
http://www.camelnele.info/NorRes/tank-tracks.htm
- Thu Feb 27, 2014 10:35 pm
- Forum: 1942 Modding Discussion
- Topic: Exporting from 3ds max i get no .sm file. Clues?
- Replies: 3
- Views: 6640
Re: Exporting from 3ds max i get no .sm file. Clues?
I had this problem when I first started using 3ds max, see my topic here: http://bfmods.com/viewtopic.php?f=6&t=1234&p=8604#p8604
Solution on 2nd page.
Solution on 2nd page.