Search found 60 matches
- Mon Nov 28, 2016 9:06 pm
- Forum: 1942 Modding Discussion
- Topic: BUG - Deployable wz.30 machinegun
- Replies: 4
- Views: 13350
Re: BUG - Deployable wz.30 machinegun
The fix for this can be found here: viewtopic.php?f=6&t=1249&p=8706#p8706
- Sat Jan 23, 2016 7:38 pm
- Forum: 1942 Modding Discussion
- Topic: Submarine underwater speed
- Replies: 6
- Views: 18078
Re: Submarine underwater speed
This works and it's also very easy to do, thanks a lot. Thread marked as [SOLVED].Seth wrote:And if you want to increase your underwater speed you can have a second engine, c_ETShip, positioned above the water line when surfaced.
- Sat Dec 19, 2015 4:00 pm
- Forum: 1942 Modding Discussion
- Topic: Submarine underwater speed
- Replies: 6
- Views: 18078
Re: Submarine underwater speed
Thanks for your ideas, I'll try them.
- Thu Dec 17, 2015 10:36 pm
- Forum: 1942 Modding Discussion
- Topic: Submarine underwater speed
- Replies: 6
- Views: 18078
Submarine underwater speed
Hi,
I would like to change the submarine's underwater speed without changing its surface speed. I thought that would be an easy task but I can't find the correct line of code.
Thanks!
I would like to change the submarine's underwater speed without changing its surface speed. I thought that would be an easy task but I can't find the correct line of code.

Thanks!
- Tue Jan 27, 2015 9:56 pm
- Forum: 1942 Modding Discussion
- Topic: How do .ssc scripts work?
- Replies: 6
- Views: 13376
Re: How do .ssc scripts work?
In case you haven't seen it you can find a very good sound coding tutorial on this forum: viewtopic.php?f=43&t=1278
- Mon Sep 22, 2014 10:52 pm
- Forum: 1942 Modding Discussion
- Topic: BF1942 doesn't display LODs with multiple textures
- Replies: 15
- Views: 31151
Re: BF1942 doesn't display LODs with multiple textures
Nice idea and thanks for the elaborate answer. I see two problems though: 1) time/click intensive if you want to do it for a lot of models 2) doesn't work if you have a model with more than 1 material I have found a Hex Editor which has the ability to create quite powerful macros maybe I can build a...
- Sun Sep 21, 2014 2:53 pm
- Forum: 1942 Modding Discussion
- Topic: BF1942 doesn't display LODs with multiple textures
- Replies: 15
- Views: 31151
Re: BF1942 doesn't display LODs with multiple textures
Yea it's quite complicated so I don't expect many replies here. But I'll post my solution anyway also as a tutorial for myself. Here’s the information I have gathered from looking at .sm files with a Hex editor (lots of try & error was involved). http://i.imgur.com/qfCyP3Fl.png This is what you ...
- Sat Sep 20, 2014 3:47 pm
- Forum: 1942 Modding Discussion
- Topic: BF1942 doesn't display LODs with multiple textures
- Replies: 15
- Views: 31151
Re: BF1942 doesn't display LODs with multiple textures
I think I have found the cause but no solution. If the vertex count of one of the material groups of a certain LOD drops below 100 all LODs after that won't be shown. Why? I have no idea. :? As I have just found out this also applies to meshes with just one material assigned to them. But it usually ...
- Sun Sep 14, 2014 8:08 pm
- Forum: 1942 Modding Discussion
- Topic: Lightmaps
- Replies: 26
- Views: 58040
Re: Lightmaps
It probably works the same like it does for buildings. Did you create a channel 3 UV map with flattened UVs?
Also don't forget to check "Lightmapped" when exporting the model.
Looks pretty good btw.
Also don't forget to check "Lightmapped" when exporting the model.
Looks pretty good btw.
- Sun Sep 14, 2014 2:43 pm
- Forum: 1942 Modding Discussion
- Topic: Having issues creating a new RFA Folder in RFA Explorer
- Replies: 10
- Views: 24019
Re: Having issues creating a new RFA Folder in RFA Explorer
Maybe you have already tried it but run the program with admin rights.