Hey, does anyone have a good reference or documentation or tutorial for coding animations? I'm unable to find any, even the MDT only has very very few entries..
And there are quite some values there I'd be interested in figuring out for enhancing animations...
Search found 645 matches
- Sat Nov 21, 2009 3:13 pm
- Forum: 1942 Modding Discussion
- Topic: Animation coding
- Replies: 2
- Views: 7640
- Sat Nov 21, 2009 10:32 am
- Forum: General discussion & notices
- Topic: Avatars and Forum Sections
- Replies: 13
- Views: 25664
Re: Avatars and Forum Sections
I'm fine with the avatar on the right stuff by now. Required some getting used to, but makes more sense actually.
- Wed Nov 18, 2009 10:55 pm
- Forum: 1942 Modding Discussion
- Topic: High Definition Dynamic Shadows..
- Replies: 23
- Views: 46655
Re: High Definition Dynamic Shadows..
ObjectTemplate.minNrToTakeControl
Is code that makes it necessary for multiple players to be in flag radius to actually cap the flag. (e.g. if set to 5, 5 players must be in flag range to cap it).
Is code that makes it necessary for multiple players to be in flag radius to actually cap the flag. (e.g. if set to 5, 5 players must be in flag range to cap it).
- Tue Nov 17, 2009 7:09 pm
- Forum: 1942 Modding Discussion
- Topic: High Definition Dynamic Shadows..
- Replies: 23
- Views: 46655
Re: High Definition Dynamic Shadows..
How do you want to make the projectile being attached to the vehicle after it's been fired? As simple attaching doesn't work, that would be the question which would need solving...but I doubt there's anything like that in BF42. Perhaps in BFV one could use the sticky code, but for BF42 I don't think...
- Tue Nov 17, 2009 1:10 pm
- Forum: 1942 Modding Discussion
- Topic: High Definition Dynamic Shadows..
- Replies: 23
- Views: 46655
Re: High Definition Dynamic Shadows..
That would be the only way I can think of. But how would you attach a projectile to a PCO? I thought you can't spawn/addtemplate projectils, only "fire" them.
- Mon Nov 16, 2009 6:55 pm
- Forum: 1942 Modding Discussion
- Topic: High Definition Dynamic Shadows..
- Replies: 23
- Views: 46655
Re: High Definition Dynamic Shadows..
Checked today. Shadow quality is hardcoded, but differently so for each type of objects. Projectiles get HD shadows, soldiers and PCOs don't. Easy to verify: Just check the exppack and the landmine, they get HD shadows too when dropped. High res heightmaps don't solve this issue, I'm afraid. At leas...
- Sun Nov 15, 2009 12:04 pm
- Forum: General discussion & notices
- Topic: Pac Man Prank
- Replies: 5
- Views: 11807
Re: Pac Man Prank
But it's also more ancient than my great grandma .
Still, always good for a laugh
Still, always good for a laugh
- Sat Nov 14, 2009 12:47 am
- Forum: 1942 Modding Discussion
- Topic: zomg zomg zomg hns update
- Replies: 12
- Views: 21419
Re: zomg zomg zomg hns update
I think hardly anybody heard of the idea of the hns mod...
- Fri Nov 13, 2009 10:55 am
- Forum: 1942 Modding Discussion
- Topic: I modded the BF theme tune..
- Replies: 11
- Views: 16724
Re: I modded the BF theme tune..
Don't you need a MIDI version to edit in Reason4? If so, where did you get a MIDI of the BF theme tune? Have been looking for sth. like that.
Oh yeah, nice remix, but you knew my opinion anyway .
Oh yeah, nice remix, but you knew my opinion anyway .
- Tue Nov 10, 2009 10:40 pm
- Forum: 1942 Modding Discussion
- Topic: Animations...again
- Replies: 9
- Views: 14964
Re: Animations...again
I hereby declare myself lord of animations. Thanks to the great tutorial videos of Archimonday and huge loads of sweat, anger (especially that) and sheer willpower, I finally managed to master the high art of animating soldiers in Battlefield 42. I have set up a skeleton for a custom weapon and anim...