Search found 1163 matches

by Apache Thunder
Tue Sep 23, 2014 4:47 am
Forum: 1942 Modding Discussion
Topic: Spawnable items?
Replies: 13
Views: 32652

Re: Spawnable items?

You need to attach a dummy engine to the kit before holdObject will work correctly on it. You can't add one directly to the kit but you can add a dummy engine to one of the kit parts and that will be enough. (You can create a dummy kitpart for this purpose if you need to. Just make sure you set up t...
by Apache Thunder
Mon Sep 22, 2014 3:21 am
Forum: 1942 Modding Discussion
Topic: BF1942 doesn't display LODs with multiple textures
Replies: 15
Views: 28628

Re: BF1942 doesn't display LODs with multiple textures

You can always create a simple sphere (or a cube, it doesn't really matter. :P ) and tessellate it until it has 100 or more vertices then slap an invisible material on to it. You won't even need a texture. Just give it it's own material and just delete all the settings in the material for in the RS ...
by Apache Thunder
Thu Sep 18, 2014 10:13 pm
Forum: New here?
Topic: hello everbody
Replies: 4
Views: 35404

Re: hello everbody

Wait what? You want to create a non snow version of Berlin? But one already exists. That map is a mod of an existing map. Unless what you are trying to do is replicate the layout of a similar mod where I "extend" the layout of the map beyond what the original map had but without the snow a...
by Apache Thunder
Wed Sep 17, 2014 6:22 pm
Forum: 1942 Modding Discussion
Topic: Battlefield 1942 Mod Tools
Replies: 98
Views: 1291614

Re: Battlefield 1942 Mod Tools

Are you trying to generate the lightmap UVs or do you have a map imported and trying to assign the correct filenames to all the objects upon lightmap baking? If you are trying to generate a lightmap uvmap, there is a way to do it without relying on the BF1942 scripts. If you are trying to setup the ...
by Apache Thunder
Tue Sep 16, 2014 9:42 pm
Forum: 1942 Modding Discussion
Topic: Lightmaps
Replies: 26
Views: 53281

Re: Lightmaps

PCOs are handled differently. If you created a custom copy of this ship, you most likely have a different name for the main hull's geometry template. The lightmaps in the main texture rfa for the mod (found in ObjectsLIghtMap folder just like on the map's folder) use just the geometry template name ...
by Apache Thunder
Tue Sep 16, 2014 9:37 pm
Forum: Battlefield server and client
Topic: Adding localplayer to server?
Replies: 2
Views: 27506

Re: Adding localplayer to server?

Yeah the current modified server exe's have this patched so I don't think you get it working even on the server end. You can use the retail build of the server exe, but of coarse that leaves you open to the exploits since clients using this command can crash the server.
by Apache Thunder
Sat Sep 13, 2014 1:06 am
Forum: 1942 Modding Discussion
Topic: Spawnable items?
Replies: 13
Views: 32652

Re: Spawnable items?

As a server side mod this will never work. However if that's not the issue, then you need to create PlayerControlObjects versions of them and use object spawners to spawn them. That is, if you had the intent of having them spawn on demand mid game. If they are normal objects that don't do anything, ...
by Apache Thunder
Sat Sep 06, 2014 5:09 pm
Forum: 1942 Modding Discussion
Topic: BC42 Crashes on object lightmap
Replies: 12
Views: 20502

Re: BC42 Crashes on object lightmap

Most vanilla objects do. But they don't come with the game. I think they come with the MDT Tools. It's been so long since i've used samples, that I forgot where one would find the official samples for the vanilla objects. :P
by Apache Thunder
Sat Sep 06, 2014 8:31 am
Forum: 1942 Modding Discussion
Topic: 256 Bots in Instant Battle Mode (no EXE hack required!)
Replies: 18
Views: 57962

Re: 256 Bots in Instant Battle Mode (no EXE hack required!)

It should work in BFV too as the meme files for the Instant Battle mode use the same nodes and such. But I have no plans on working on one for BFV. Someone else will need to edit them. There's only two nodes that need to be modified. If you can find the right ones, it's an easy tweak. The normal max...
by Apache Thunder
Sat Sep 06, 2014 8:09 am
Forum: 1942 Modding Discussion
Topic: BC42 Crashes on object lightmap
Replies: 12
Views: 20502

Re: BC42 Crashes on object lightmap

You'll need to create a couple con files that Battlecraft normally does for you. Also missing samples files will cause the game engine to skip objects that it can't find the samples files for. This would have occured in Battlecraft too and might be the source of your problems. Battlecraft won't gene...