Search found 1163 matches
- 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...
- 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 ...
- 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...
- 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 ...
- 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 ...
- 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.
- 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, ...
- 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.
- 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...
- 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...