Search found 1163 matches
- Fri Oct 30, 2009 3:11 am
- Forum: 1942 Modding Discussion
- Topic: Texturing in 3dsmax
- Replies: 17
- Views: 23673
Re: Texturing in 3dsmax
You can put the video anywhere in the game folder. But you can't use the ../ string or you will get a assertion error type crash. Here's how I pathed to a the BIKs used on my TV object: texture "mods/DC_UNAUTHORIZED/movies/video_for_meshes/tvset_video1" So it can be packaged in way that re...
- Thu Oct 29, 2009 2:24 am
- Forum: 1942 Modding Discussion
- Topic: How to make a good in car radio
- Replies: 6
- Views: 16052
Re: How to make a good in car radio
BFV uses a whole new object class to do music. I think the music for BFV used ingame is OGG files. Definitely something that can't be done in BF1942 in the same way BFV does it. I was thinking of attaching a spawner to the dash of your vehicle that spawns a special PCO with the music of your choice....
- Wed Oct 28, 2009 2:45 am
- Forum: Desert Combat (All versions)
- Topic: DC Unauthorized v3.3 ready for combat!
- Replies: 72
- Views: 243432
Re: DC Unauthorized v2.3 ready for combat!
For those who are having issues with the Sprites used on night maps extract Objects.rfa from this RAR file and replace the existing one: http://www.filefront.com/14810299/SpritePatch.rar This patch will disable the geometry and make the object invisible. This will rid the nightmaps of the headlight ...
- Wed Oct 28, 2009 2:39 am
- Forum: Mario Kart Mod
- Topic: GCN Mario Kart for BF1942!
- Replies: 22
- Views: 93220
Re: GCN Mario Kart for BF1942!
BC files? I never ued BC to make the maps. Editor42 all the way.
- Tue Oct 27, 2009 11:38 pm
- Forum: Mario Kart Mod
- Topic: GCN Mario Kart for BF1942!
- Replies: 22
- Views: 93220
GCN Mario Kart for BF1942!
I ported several Mario Kart levels including one working vehicle from the Gamcube console game "Mario Kart Double Dash". In this latest version I have finished, a host of new features are now available. To give you a perspective on this mod, I first created this mod back in 2006. This was ...
- Mon Oct 26, 2009 5:14 pm
- Forum: 1942 Modding Discussion
- Topic: making player invincible unless...
- Replies: 4
- Views: 12823
Re: making player invincible unless...
When the "is outside" command is turned off, the collision for the soldier when in the seat is turned off which means he can never take damage from explosions or projectiles. The vehicle in question still does though. So you should be able to rem it out. But this isn't something that can b...
- Mon Oct 26, 2009 6:04 am
- Forum: General Modding Tutorials
- Topic: SSM: Fix glitches for ALL buildings at once, not per map!
- Replies: 4
- Views: 10488
Re: SSM: Fix glitches for ALL buildings at once, not per map!
lol Yes. I was able to server side mod a MedicLocker to a PCO and enter it. BUT it was buggy. But at the same time (since I didn't addTemplate a camera to it) I was able to get a buggy "free camera" when in the MedicLocker. No, you wont' be able to use this method to make new static object...
- Sun Oct 25, 2009 4:42 pm
- Forum: General Modding Tutorials
- Topic: SSM: Fix glitches for ALL buildings at once, not per map!
- Replies: 4
- Views: 10488
Re: SSM: Fix glitches for ALL buildings at once, not per map!
Well you can simply make a entry recreating a simpleobject into a Bundle and this should be server side. I converted a staticobject to a PCO once server side. So a bundle isn't out of the question. Just copy the object code to your OST and change SimpleObject to Bundle. Then you addTemplate stuff to...
- Sat Oct 24, 2009 10:00 pm
- Forum: Desert Combat (All versions)
- Topic: DC Unauthorized v3.3 ready for combat!
- Replies: 72
- Views: 243432
Re: DC Unauthorized v2.3 ready for combat!
Here's the 2.4 update. It's a small update feature wise. It adds collision to some shell casing effects and a new low ticket sound effect. As for bug fixes, I fixed a issue I discovered when playing on your server. When playing on DC Sea Rigs, the Seagulls didn't rotate like they should. I found the...
- Sat Oct 24, 2009 5:42 am
- Forum: General Modding Tutorials
- Topic: Controlling the amount of damage a PCO does to another PCO.
- Replies: 1
- Views: 7037
Controlling the amount of damage a PCO does to another PCO.
The following should be both CSM and SSM compatible code. When I made bullet casings into Bundles and have collision physics, I discovered that they would destroy most aircraft from the collision with them. So this means I can kill a littlebird just by sitting next to it and letting my ejected shell...