Search found 1163 matches
- Sat Jun 14, 2014 4:28 pm
- Forum: 1942 Modding Discussion
- Topic: terrain flickering
- Replies: 3
- Views: 7078
Re: terrain flickering
Did you try increasing the GeometryTemplate.lodDistance command for the PatchGeometry template in the map's Terrain.con file? If the map's view distance is set high but the lodDistance value for the terrain is too low, you might get that issue.
- Sat Jun 14, 2014 7:02 am
- Forum: 1942 Modding Discussion
- Topic: Modding Bf3?
- Replies: 10
- Views: 17529
Re: Modding Bf3?
Why would one need this for flashlights? If its an effect bundle you have tied to the flashlight "handweapon". It doesn't have to fire anything at all. Just code the effect template so that it always activates on creation. Thus it won't need the fire key for it work. Merely selecting the f...
- Sat Jun 14, 2014 3:05 am
- Forum: 1942 Modding Discussion
- Topic: Editor '42: Loading StandardMesh for Pick-up Kits?
- Replies: 3
- Views: 6721
Re: Editor '42: Loading StandardMesh for Pick-up Kits?
Yeah, if you alter object resources with the editor still active on a map, you have to reload the map for any changes to show up. Same goes for stuff like terrain textures. If you changed terrain textures externally while the editor had the map open, you'd have to reload the map to see the changes.
- Sat Jun 14, 2014 3:01 am
- Forum: General discussion & notices
- Topic: Death of GFMod domain....
- Replies: 21
- Views: 54134
Re: Death of GFMod domain....
December was only about 6 months ago and the forum has been slow in activity between that and in March when it went offline. So I don't think much was lost as a result of the domain/filehost expiration. (so really only a time scale of 3 to 4 months was lost and all the useful information was posted ...
- Fri Jun 13, 2014 8:22 pm
- Forum: 1942 Modding Discussion
- Topic: Editor '42: Loading StandardMesh for Pick-up Kits?
- Replies: 3
- Views: 6721
Re: Editor '42: Loading StandardMesh for Pick-up Kits?
You can create dummy objects with the same name as the spawners and have those use the geometries the kits use (just be sure to remove/rename the spawner templates on the map so Ed42 uses the dummies instead. Change them back once done). They should then show in the editor correctly. Just be sure to...
- Fri Jun 13, 2014 5:27 pm
- Forum: Battlefield 242
- Topic: Battlefield 2'42: Redux
- Replies: 33
- Views: 129627
Re: Battlefield 2'42: Redux
Thanks. :D Dalian Plant is almost done. Here's a link to the image album since I'm too lazy to make IMG tags. :P http://imgur.com/a/xoyf6/embed All that's left to do for this map is make TDM and CTF game modes. I already got bots working on the map. I took the old pathmaps from the old version of th...
- Fri Jun 13, 2014 4:44 pm
- Forum: General discussion & notices
- Topic: Death of GFMod domain....
- Replies: 21
- Views: 54134
Re: Death of GFMod domain....
I was contacted the other day by Marshall Nord that he allowed the domain to expire since the filehosting and such was no longer affordable to him. But he does have a late December 2013 back up I believe and has said he's willing to pass those on to me. I've yet to hear from him again, but just lett...
- Fri Jun 13, 2014 4:41 pm
- Forum: 1942 Modding Discussion
- Topic: Modding Bf3?
- Replies: 10
- Views: 17529
Re: Modding Bf3?
The FrostBIte engine is an unholy clusterf***k that not only became a buggy monster with the introduction of BF4, the engine is so convoluted you practically have to recompile the whole damn game just to make a new map. Even if the engine had mod tools, I wouldn't touch it with a 9 foot pole...
- Fri Jun 13, 2014 12:48 am
- Forum: 1942 Modding Discussion
- Topic: 256 Bots in Instant Battle Mode (no EXE hack required!)
- Replies: 18
- Views: 58627
Re: 256 Bots in Instant Battle Mode (no EXE hack required!)
Cool. Good to see it working. I'll edit my threads to suggest remming it out instead of trying to edit them.
- Thu Jun 12, 2014 7:36 pm
- Forum: 1942 Modding Discussion
- Topic: 256 Bots in Instant Battle Mode (no EXE hack required!)
- Replies: 18
- Views: 58627
Re: 256 Bots in Instant Battle Mode (no EXE hack required!)
Just tried it in vanilla on the retail exe. After creating a patch rfa for El Alamein to remove the max player count from the singleplayerAllied.con and SingleplayerAxis.con files, the mod worked correctly. There's something your not doing right with your mod. What mod are you doing this on? Does th...