Search found 31 matches

by mrhowdoimodClassic
Mon Nov 15, 2010 4:46 pm
Forum: 1942 Modding Discussion
Topic: Johnson Import Error
Replies: 9
Views: 13809

Re: Johnson Import Error

Did you accidentally put a space after either of the names? I did this once with a custom weapon and it took me ages to figure it out.
by mrhowdoimodClassic
Fri Nov 12, 2010 8:07 pm
Forum: General discussion & notices
Topic: Tutorials - Request?
Replies: 8
Views: 12417

Re: Tutorials - Request?

Ok, sounds good, I start off with some series of tutorials for a (not so complex) static object. perhaps something like a crate, and I can go over materials and polygon id's and that kind of thing as well. sounds good! So if anyone's reading this, here's the battle plan: First video: I'll explain th...
by mrhowdoimodClassic
Fri Nov 12, 2010 5:39 pm
Forum: General discussion & notices
Topic: Tutorials - Request?
Replies: 8
Views: 12417

Re: Tutorials - Request?

Then maybe I could start a mini series of tutorials? maybe like one every one to two weeks? Something that would cover all the basics, (proper poly modeling, making high/low poly meshes, how to make proper UV's, Lightmap/normals baking, then how to create good looking textures by hand in photoshop) ...
by mrhowdoimodClassic
Fri Nov 12, 2010 7:12 am
Forum: General discussion & notices
Topic: Tutorials - Request?
Replies: 8
Views: 12417

Tutorials - Request?

Hey guys, I'm here to see if the bf modding community would like any tutorials for 3d/animation stuff. Whether it's a simple static mesh for your mod or the process of creating a weapon completely from scratch and making it game ready, I'd love to contribute to the community. I found out there's few...
by mrhowdoimodClassic
Fri Nov 12, 2010 6:50 am
Forum: 1942 Modding Discussion
Topic: New here and need some help
Replies: 7
Views: 10238

Re: New here and need some help

Well AFAIK you can't export models for any battlefield game with anything below Max9 but I definitely could be wrong. But make sure (assuming you don't want to re-animate the entire thing) that you place and scale the m4 model to perfectly fit the BAR's clip and handle/trigger area to keep proper an...
by mrhowdoimodClassic
Wed Nov 10, 2010 4:45 am
Forum: 1942 Modding Discussion
Topic: Desert Combat Realism: The plan for a new release
Replies: 50
Views: 86255

Re: Desert Combat Realism: The plan for a new release

Arg. That's frustrating, I was really hoping that would work. If you're willing, could you send me a pm with the weapons code you've tested up till now? if you're worried about privacy I'll keep it all between us. But for some reason I'm determined to get this to work even though I never play bf42. ...
by mrhowdoimodClassic
Sat Nov 06, 2010 2:38 am
Forum: General discussion & notices
Topic: I need some critiques!
Replies: 6
Views: 15414

Anyone Interested in this?

Sorry pal, I'm really only interested in bf2 mods, especially single player ones. Well I'm here with an update on the ACR and since the admins/mods never responded to where I can (or even if I can have) make a post with the ongoing content that's going into my mod I guess I'll just continue here. I'...
by mrhowdoimodClassic
Fri Nov 05, 2010 4:42 pm
Forum: General discussion & notices
Topic: Battlefield Play4free
Replies: 3
Views: 7525

Re: Battlefield Play4free

This looks silly and pointless. It's just bf2 pink blood.
by mrhowdoimodClassic
Wed Nov 03, 2010 2:19 am
Forum: 1942 Modding Discussion
Topic: Desert Combat Realism: The plan for a new release
Replies: 50
Views: 86255

Re: Desert Combat Realism: The plan for a new release

Well I'm assuming it would make a difference, however I'd just make the thing a PCO, and see if it works, If you haven't already. But I'll go ahead and make that mesh for you just incase you need it. Get back to me if changing it to a PCO works, thanks.
by mrhowdoimodClassic
Wed Nov 03, 2010 1:46 am
Forum: 1942 Modding Discussion
Topic: Desert Combat Realism: The plan for a new release
Replies: 50
Views: 86255

Re: Desert Combat Realism: The plan for a new release

Perhaps it needs a PCO for it to die upon collision. The bundle works fine for exploding when the criticaldamage brings it to 0 (or the timetolive does it). I was killing myself consistently when I had the emitter release it at speed 10. Then it would sit on the ground and kill me when it timed out...