Search found 1163 matches

by Apache Thunder
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...
by Apache Thunder
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....
by Apache Thunder
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 ...
by Apache Thunder
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. :D
by Apache Thunder
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 ...
by Apache Thunder
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...
by Apache Thunder
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...
by Apache Thunder
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...
by Apache Thunder
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...
by Apache Thunder
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...