Search found 1163 matches

by Apache Thunder
Sun Dec 28, 2014 9:50 pm
Forum: 1942 Modding Discussion
Topic: has anyone tried this method for heightmap editing?
Replies: 4
Views: 9460

Re: has anyone tried this method for heightmap editing?

I believe you can. Just use higher resolution RAW files and set the terrain.con file correctly. Example: GeometryTemplate.create PatchTerrain patchGeometry GeometryTemplate.file bf1942\levels\Example\Heightmap GeometryTemplate.materialMap bf1942\levels\Example\Materialmap GeometryTemplate.materialSi...
by Apache Thunder
Fri Dec 26, 2014 1:02 am
Forum: Battlefield 242
Topic: Battlefield 2'42: Redux
Replies: 33
Views: 113996

Re: Battlefield 2'42: Redux

There are definitely some issues still present in this mod. Some of which BF242 mod originally had when I started working on it. (Remember, I did not create this mod. It was created by the SuperDC team). I just ported new vehicles from BF2 to replace the existing ones. The big difference however is ...
by Apache Thunder
Sun Oct 05, 2014 5:11 pm
Forum: 1942 Modding Discussion
Topic: Projectile: Allow Only One to Exist?
Replies: 5
Views: 12519

Re: Projectile: Allow Only One to Exist?

Recreate a copy of the exppack hand weapon and give it a ammo of 1. It might still allow two ammo projectiles on the map before it starts removing them however. I'm not entirely sure about that since I've never created a hand weapon like this with that few ammo count. The closest equilevent I have i...
by Apache Thunder
Sat Oct 04, 2014 9:48 pm
Forum: 1942 Modding Discussion
Topic: Projectile: Allow Only One to Exist?
Replies: 5
Views: 12519

Re: Projectile: Allow Only One to Exist?

This won't work with infinite ammo. You can add a network template to the projectile and the limit will be dictated by the mag size of the weapon that fires it. This also means the projectile disappears when the player dies and the kit that had the weapon that fired it vanishes from the map. If the ...
by Apache Thunder
Mon Sep 29, 2014 4:34 pm
Forum: 1942 Modding Discussion
Topic: Custom base flags aren't recognised in my mod on custom maps
Replies: 6
Views: 15084

Re: Custom base flags aren't recognised in my mod on custom

Duplicte AI Templates will always cause a CTD in singleplayer. You can either rename them or delete them and let the game use the vanilla ones. If you didn't change them, there's no need for them to be in your code. Usually if you edited the AI templates from the same folder locations in the RFAs th...
by Apache Thunder
Sat Sep 27, 2014 5:33 am
Forum: 1942 Modding Discussion
Topic: Custom base flags aren't recognised in my mod on custom maps
Replies: 6
Views: 15084

Re: Custom base flags aren't recognised in my mod on custom

A crash can be caused by many things. Missing object templates referenced in your code templates could be one cause. Run the game in windowed mode and see what error comes up. It will give you an indication where to look to fix the issue. You can run the game in window mode by changing the "ren...
by Apache Thunder
Fri Sep 26, 2014 4:42 am
Forum: 1942 Modding Discussion
Topic: Custom base flags aren't recognised in my mod on custom maps
Replies: 6
Views: 15084

Re: Custom base flags aren't recognised in my mod on custom

Sounds like you didn't update the game.setMapId command to the correct mod. This command is found in your map's Menu\Init.con file. Every map should have this command. The vanilla maps always have it set to BF1942. But must be changed to match the name of your custom mod if you are editing/creating ...
by Apache Thunder
Thu Sep 25, 2014 4:50 pm
Forum: 1942 Modding Discussion
Topic: Bridge made of defgun
Replies: 7
Views: 16688

Re: Bridge made of defgun

If it's a serverside mod it won't matter if your plane mesh has a visible mesh or not. The clients won't see it. ;)

It's only the collision mesh they can interact with.
by Apache Thunder
Tue Sep 23, 2014 6:09 pm
Forum: Mod Downloads
Topic: 1080p user interface mod
Replies: 22
Views: 113309

Re: 1080p user interface mod

Some custom maps unfortunately have mipmaps generated for HUD textures and minimap. I have to play at lowest texture quality and those custom HUD icons are blurred and ugly. Fixed the menu textures, removing all mipmaps and exchanged some icons. Background.tga was downscaled to 1600x900, because it...
by Apache Thunder
Tue Sep 23, 2014 6:02 pm
Forum: 1942 Modding Discussion
Topic: Bridge made of defgun
Replies: 7
Views: 16688

Re: Bridge made of defgun

The game may be using the COL01 mesh instead of the COL02 mesh when vehicle interacts with the defguns. Soldiers always interact with the COL02 mesh when one is available. I haven't looked at this PCO personally as I've never customized one, so I don't know what the collision meshes look like. Also ...