Search found 645 matches
- Tue Nov 10, 2009 9:00 am
- Forum: 1942 Modding Discussion
- Topic: Mod maps not showing in Dedicated Server
- Replies: 5
- Views: 15071
Re: Mod maps not showing in Dedicated Server
Doesn't even show in local dedicated server...the capitalized ARchives aren't a problem ;) . I think the problem lies somehow within the level files itself. If I copy a full map and then only change the MapID in it, it works. For some obscure reason it just doesn't read these map patchfiles...the bi...
- Tue Nov 10, 2009 12:30 am
- Forum: 1942 Modding Discussion
- Topic: Animations...again
- Replies: 9
- Views: 14961
Re: Animations...again
Well, problem solved. Had a small, but fatal typo in multishotweapons.inc .
- Tue Nov 10, 2009 12:29 am
- Forum: 1942 Modding Discussion
- Topic: Mod maps not showing in Dedicated Server
- Replies: 5
- Views: 15071
Re: Mod maps not showing in Dedicated Server
Never was a problem before for any other mod I made...IIRC many mods do it this way. It's not necessary to make _xxx because the files already are the very basis that is avaible. And they are loaded as patchfile because the Mods' init.con defines that the bg42_wgp mod is to be loaded last, thus over...
- Sun Nov 08, 2009 6:30 pm
- Forum: 1942 Modding Discussion
- Topic: Animations...again
- Replies: 9
- Views: 14961
Re: Animations...again
Nobody has any smart ideas about wtf went wrong? I now did an animation for the BG42 team, and everything again went smooth, but I seem to fail at coding animations somewhere, because I'm again unable to import it correctly... I added it so the weapon object.con calls upon the correct .ske, and set ...
- Sun Nov 08, 2009 6:29 pm
- Forum: 1942 Modding Discussion
- Topic: Mod maps not showing in Dedicated Server
- Replies: 5
- Views: 15071
- Sun Nov 08, 2009 2:43 pm
- Forum: General Modding Tutorials
- Topic: [CSM]Armoreffects/Damaged LOD's Tutorial
- Replies: 1
- Views: 6797
Re: [CSM]Armoreffects/Damaged LOD's Tutorial
Quick demo reel I made back then:
http://www.youtube.com/watch?v=N6eGMZ3nEAE
http://www.youtube.com/watch?v=N6eGMZ3nEAE
- Sat Nov 07, 2009 8:58 pm
- Forum: 1942 Modding Discussion
- Topic: Weapon or Ground Vehicle ?
- Replies: 16
- Views: 35747
Re: Weapon or Ground Vehicle ?
Use the BMDT tools for 3dsmax, then use "Vehicle Import". Then you get all the meshes arranged properly and can move them exactly where you need them. You even can then save it again (though you only can import from .rfa and export to .rfa, no "single files"). Though remember, in...
- Sat Nov 07, 2009 8:55 pm
- Forum: 1942 Modding Discussion
- Topic: Mod maps not showing in Dedicated Server
- Replies: 5
- Views: 15071
Re: Mod maps not showing in Dedicated Server
Nobody having a smart idea?
- Sat Nov 07, 2009 7:23 pm
- Forum: 1942 Modding Discussion
- Topic: Weapon or Ground Vehicle ?
- Replies: 16
- Views: 35747
Re: Weapon or Ground Vehicle ?
LodSelectorTemplate.create DistanceSelector SoapboxteeringSelector
Misses a "S" in "Steering"![Wink ;)](./images/smilies/icon_e_wink.gif)
That's what the error message tells ya, translated to proper English: lodSoapboxSteering is unable to find SoapboxSteeringSelector.
This usually are spelling mistakes.
Misses a "S" in "Steering"
![Wink ;)](./images/smilies/icon_e_wink.gif)
That's what the error message tells ya, translated to proper English: lodSoapboxSteering is unable to find SoapboxSteeringSelector.
This usually are spelling mistakes.
- Sat Nov 07, 2009 7:13 pm
- Forum: 1942 Modding Discussion
- Topic: Weapon or Ground Vehicle ?
- Replies: 16
- Views: 35747
Re: Weapon or Ground Vehicle ?
Just take a look at a LOD selector... Example: Bf109\Objects.con ObjectTemplate.create LodObject lodBF109 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.hasResponsePhysics 1 rem ------------------------------------- ObjectTemplate.addTemplate BF109Complex Objec...