Search found 645 matches

by Senshi
Sun Jun 09, 2013 11:38 am
Forum: 1942 Modding Discussion
Topic: [Tool]Snip'n'Stitch v4
Replies: 24
Views: 44812

Re: [Tool]Snip'n'Stitch v3

That's all what I needed for motivation to get this done, Pigau...someone actually having a use for the Stitch feature...

Version 4 is released. Download either via the auto-updater or the link in the first post. Changelog can be found in the first post as well.
by Senshi
Sun Jun 09, 2013 4:59 am
Forum: General discussion & notices
Topic: The News area on the homepage
Replies: 5
Views: 12284

Re: The News area on the homepage

Swaffy wrote:
Senshi wrote:I like the "promote important/cool stuff" idea. Btw. my MDT is in version 2.762.
Then update your signature, Sherlock. X|
Burned :) . You are obviously correct...
by Senshi
Sat Jun 08, 2013 10:00 am
Forum: General discussion & notices
Topic: The News area on the homepage
Replies: 5
Views: 12284

Re: The News area on the homepage

Yes, Swaffy, sure is possible.

As with everything, it's easy with a bit of Javascript:

http://stackoverflow.com/questions/1948 ... ts-looping

I like the "promote important/cool stuff" idea. Btw. my MDT is in version 2.762.
by Senshi
Mon May 27, 2013 8:10 pm
Forum: 1942 Modding Discussion
Topic: BFMDT 2.76 www.bfmods.com Development Thread
Replies: 60
Views: 419683

Re: BFMDT 2.76 www.bfmods.com Developement Thread

Check line 387 of _SM_Export.ms:
tmpName:(prjName + "_Material" + ((matIDList - 1) as string)) \

That's where the material name is compiled. Removing the "prjName + " part should lead to your desired result, I assume.
by Senshi
Mon May 27, 2013 10:02 am
Forum: 1942 Modding Discussion
Topic: BFMDT 2.76 www.bfmods.com Development Thread
Replies: 60
Views: 419683

Re: BFMDT 2.76 www.bfmods.com Developement Thread

The scripts are one of the most horrid pieces of code I have ever worked with...

The material stuff should all be in the RSShader sub scripts. Naming should be "fairly" easy to find, it's just combined strings after all. But I don't know where exactly this'd be right now, sorry.
by Senshi
Mon May 27, 2013 7:43 am
Forum: 1942 Modding Discussion
Topic: BFMDT 2.76 www.bfmods.com Development Thread
Replies: 60
Views: 419683

Re: BFMDT 2.76 www.bfmods.com Developement Thread

Unless it's very small issues, I doubt I'll get to put considerable amount of work in the BFMDT anytime soon. There still is some critical bugs in the Max12/13 version like the 10+ Materials FUBAR that I haven't tracked down yet. So yeah, I'll only even consider expanding compatibility if you consid...
by Senshi
Tue Apr 09, 2013 7:26 pm
Forum: 1942 Modding Discussion
Topic: Mesh changing at a distance
Replies: 10
Views: 15460

Re: Mesh changing at a distance

cullradius is irrelevant for LODs. cullradius describes the distance after which objects get entirely culled out (no longer rendered/"invisible"). By increasing the radiusscale you can practically remove the annoying "object gets invisible all of a sudden at a certain distance". ...
by Senshi
Sat Apr 06, 2013 10:55 am
Forum: 1942 Modding Discussion
Topic: Clipping errors after increasing the view distance
Replies: 5
Views: 11224

Re: Clipping errors after increasing the view distance

Odd. I often used insanely high terrain lod distances and didn't notice any perfomance hit or visual errors with the terrain. Then again I didn't have a mod the size of BG42 ;) .
by Senshi
Thu Apr 04, 2013 10:04 pm
Forum: 1942 Modding Discussion
Topic: Battlefield 1942 Mod Tools
Replies: 98
Views: 1105958

Re: Battlefield 1942 Mod Tools

One of us mods/admins will probably add it to the main list if you give good stuff ;) .
by Senshi
Thu Apr 04, 2013 10:18 am
Forum: 1942 Modding Discussion
Topic: Animation partner
Replies: 3
Views: 5674

Re: Animation partner

Alas, it's unlikely people will "just do" that kind of huge work...animating is not difficult to understand, but difficult to master. And it requires big amounts of time and is one of the most unrewarding jobs regarding BF42 modding. That's probably why only few mods feature "proper&q...