Search found 29 matches

by Django
Thu Dec 24, 2015 4:59 pm
Forum: 1942 Modding Discussion
Topic: Modeller needed
Replies: 5
Views: 11476

Re: Modeller needed

You should really get familar with the search function in this forum. You will find all the information you need!
by Django
Thu Dec 24, 2015 1:45 am
Forum: 1942 Modding Discussion
Topic: Modeller needed
Replies: 5
Views: 11476

Re: Modeller needed

This is cheap! Only 1$ per Hour! You must know that modelling such a weapon plus the texturing and Coding job needs a lot of time. 50 Hours for a game ready weapon seems realistic. Maybe you can search the net and get some free modells or you can buy some cheap ones. But doing all the code and anima...
by Django
Mon Nov 30, 2015 11:23 am
Forum: 1942 Modding Discussion
Topic: Soldier: secondary weapon on altfire?
Replies: 4
Views: 12460

Re: Soldier: secondary weapon on altfire?

Nice video!
Yes, that is the tweak I've been looking for. But therefor I have to get rid of the Scope and set the fov factor to 0.
Thx!
by Django
Mon Nov 30, 2015 11:18 am
Forum: 1942 Modding Discussion
Topic: Change stories
Replies: 3
Views: 8172

Re: Change stories

If you want to change the the screen that appears when the Map is loaded,
then you just edit the Mapname/Menu/init.con
by Django
Sun Nov 22, 2015 2:15 pm
Forum: 1942 Modding Discussion
Topic: Soldier: secondary weapon on altfire?
Replies: 4
Views: 12460

Soldier: secondary weapon on altfire?

I like to give a soldier a secondary weapon on altfire. This should be a very simple projectile fired once. A kind of shield (a simple vertical plane).
I know the only "secondary weapon" used by bf1942 is the ObjectTemplate.Projectile2Template for the Binoculars .
Any ideas?
Django
by Django
Sun Nov 08, 2015 1:53 am
Forum: Mod Downloads
Topic: Galactic Conquest Redux 0.96
Replies: 6
Views: 20463

Re: Galactic Conquest Redux 0.96

The Django_tree7 I used on Dagobah is still static. I found no way to fix that treemesh export issue. The billboard isnt the problem. The sprites export bug in the mdt is the problem. If you compare a just re exported treemesh with a original one within a HexEditor you will notice many difference., ...
by Django
Sat Nov 07, 2015 5:28 pm
Forum: Mod Downloads
Topic: Galactic Conquest Redux 0.96
Replies: 6
Views: 20463

Re: Galactic Conquest Redux 0.96

I've done a little patch: GC-Redux Patch 0.96a /07.11.2015 GC_SwampsOfDagobah: - Django_Tree7_M1 collision and texture fix (static) pathmap fixes GC_Endor_Speederbikes: - CTF with bots - tuned pathmaps GC_Mustafar: - revised AI - IASP tuning GC_Moncal: collision fixes -MC_dock_outside -MC_dock_insid...
by Django
Mon Oct 26, 2015 6:58 pm
Forum: 1942 Modding Discussion
Topic: bots on conquest
Replies: 9
Views: 22401

Re: bots on conquest

http://www.bf-games.net/forum/topic/26580-bots-in-tdm-hinzuf%C3%BCgen/ This is for tdm but you will get the idea. You can also add bots to objective mode. I've done that in 3 Maps. You will have to work very exact in your code. The tiniest error will cause a ctd. I spent a lot of time with that. The...
by Django
Mon Oct 05, 2015 9:52 pm
Forum: Make a Request!
Topic: Trees with collision.
Replies: 11
Views: 67575

Re: Trees with collision.

Ok, so the treemeshExport via the MDT has a bug. I can't get it to work. The trunks and collision export the right but the spritesystem don't. Tried a lot around with it. Compared tm files with a hexeditor to find understandable differences between before and after exporting. But no solution yet. So...
by Django
Wed Sep 23, 2015 5:41 pm
Forum: Make a Request!
Topic: Trees with collision.
Replies: 11
Views: 67575

Re: Trees with collision.

First aid could be here to activate collision in the corresponding object file (e.g. objects/vegetation/common/Jungle_tree7_M1/objects.con ) ;) I see you want to use my revised Swamps of Dagobah Map (original from Dnamro). I put there a lot of Jungle_tree7's into it, scaled up a lot. I am still work...