Search found 89 matches
- Fri Oct 12, 2012 3:46 am
- Forum: 1942 Modding Discussion
- Topic: Cloud system successfully revived!
- Replies: 36
- Views: 70090
Re: Cloud system successfully revived!
I just wanted to say thanks on another great discovery! It has certainly added an extra dimension to some of my moodier maps. I tried it in BFV as well, but it looks like they ripped out that subsystem entirely.
- Fri Oct 12, 2012 3:40 am
- Forum: General Modding Tutorials
- Topic: Smallones
- Replies: 48
- Views: 128754
Re: Smallones
I wanted to show that example as a way to keep the bots from taking shortcuts off the roads, but with that in mind, i find myself using dots and dashs at keypoints to discourage bots from taking certain routes. Given a choice, bots usually will select a wider path.
- Fri Oct 12, 2012 3:35 am
- Forum: 1942 Modding Discussion
- Topic: Create "holes" in the Heightmap for tunnels?
- Replies: 14
- Views: 37446
Re: Create "holes" in the Heightmap for tunnels?
"so does that tunnel object come with the terrain above as part of the model?" None of the BFV tunnels had terrain above because they could be buried beneath the heightmap. I just included that to show that i had reused the Eagles nest tunnel top over the trench which housed the tunnel in ...
- Thu Oct 11, 2012 3:45 am
- Forum: 1942 Modding Discussion
- Topic: question about animation
- Replies: 9
- Views: 14679
Re: question about animation
Double check your code, or better, run the debugger if you have it. For starters, it appears you are defining both of these twice: AnimationStateMachine.createState Ub_Cruch2Hatch AnimationStateMachine.createState Lb_Cruch2Hatch My guess is you are not calling either of those seat objects (TigerPass...
- Thu Oct 11, 2012 3:36 am
- Forum: 1942 Modding Discussion
- Topic: Create "holes" in the Heightmap for tunnels?
- Replies: 14
- Views: 37446
Re: Create "holes" in the Heightmap for tunnels?
Yeah, it wasn't as noticeable at ground level. Haha. Shows you where my priorities are at.
- Thu Oct 11, 2012 3:33 am
- Forum: General Modding Tutorials
- Topic: Smallones
- Replies: 48
- Views: 128754
Re: Smallones
I know what you mean. I find myself streaking the pathmaps when i want to keep them on the roadways:
- Wed Oct 10, 2012 4:15 am
- Forum: 1942 Modding Discussion
- Topic: Create "holes" in the Heightmap for tunnels?
- Replies: 14
- Views: 37446
Re: Create "holes" in the Heightmap for tunnels?
"Your best bet would be to use the Eagle's Nest tunnel objects and retexture them accordingly to the surrounding terrain." I did just that when adding an unused BFV tunnel to Iwo Jima. Pathed out for the bots, it adds extra spice to the map: http://i921.photobucket.com/albums/ad51/mattsoti...
- Wed Oct 10, 2012 3:31 am
- Forum: General Modding Tutorials
- Topic: Smallones
- Replies: 48
- Views: 128754
Re: Smallones
There really is no need providing you can get your pathmaps into Ed42 one way or another (using BFSPC, etc) to touch them up. As long as your paths are a minimun of 2-3 pixels wide, the SA's will be connected in the smallones files when you covert the textures back to pathmaps. You can double check ...
- Wed Oct 10, 2012 3:17 am
- Forum: 1942 Modding Discussion
- Topic: question about animation
- Replies: 9
- Views: 14679
Re: question about animation
The 'no looping' is highlighted in Red below: ObjectTemplate.create SeatObject M10GunnerSeat ObjectTemplate.seatFlags c_SeatShowFullBodySoldier rem ObjectTemplate.seatFlags c_SeatIsOutside ObjectTemplate.seatAnimationUpperBody Ub_GoInTankHatch ObjectTemplate.seatAnimationLowerBody Lb_GoInTankHatch A...
- Tue Oct 09, 2012 11:44 pm
- Forum: 1942 Modding Discussion
- Topic: question about animation
- Replies: 9
- Views: 14679
Re: question about animation
I added this to my mod a couple of years ago when FoOK posted this discovery. It doesn't loop, but does go through the motion once upon pressing F9-F12 or the <C>amera key. My only complaint with it is that it is subject to splash damage from grenades and the like. I'd be happy to post what i did fo...