Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Forum: Tutorials and Guides   Topic: Secret Weapons Jetpack Rip Tutorial (Hope It Helps)

 Post subject: hard jetpack
Posted: Sun Jun 24, 2007 8:12 am 

Replies: 9
Views: 9882


Wow that was hard to rip! lol. You have to steal the geometries from the common folder of a kit in objects.rfa ************ GeometryTemplate.create StandardMesh GermanElite_rocketpack GeometryTemplate.file Rocketruppen_M1 GeometryTemplate.setLodDistance 0 0 GeometryTemplate.setLodDistance 1 30 Geome...

 Forum: Tutorials and Guides   Topic: How to use any object from any mod into any mod, map

Posted: Fri Jun 29, 2007 3:59 am 

Replies: 8
Views: 7838


I found this silly way to be able to use Road to Rome guns and jetpacks from SWW2 in Berlin without client needing a new map. The server justs hosts a server sidded map like berlin that has objects treated just like its mod. Make a backup first of init.con for other servers because content check tes...

 Forum: Vehicles and Weapons Modded   Topic: Soldier Super-Walk

 Post subject: Re: Soldier Super-Walk
Posted: Fri Jun 29, 2007 4:06 am 

Replies: 13
Views: 11173


ya transformer mod will teach and own all. It has super walk, super jump as active kits u can use. It even has spawning a jeep to jump into and dissappearing when u jump out as to not clutter server and crash it.
http://www.resemblesreality.com/TFMod/Downloads.asp

 Forum: Tutorials and Guides   Topic: How to use any object from any mod into any mod, map

 Post subject: I should clarrify
Posted: Fri Jun 29, 2007 4:12 am 

Replies: 8
Views: 7838


There's no downloads for client. The server needs the init.con addmodpath too. The switcher mainly makes a convenient way to have init.con changed with a click of the mouse on your comp. You could manually type it in and copy back a backup when yur done with that server. :D

 Forum: Maps You've Modded/Created   Topic: ripped Cassino for regular bf1942!!! see my ss

 Post subject: another version
Posted: Fri Jun 29, 2007 4:19 am 

Replies: 4
Views: 4699


This one my friend made. He is even closer to the actual one. He included the original sky, shiny rocks, water, and conquest. To be honest, I was lazy in not making it exact and the fact that the more u add, the bigger the file size.


http://rapidshare.com/files/39935676/cassino.rfa

 Forum: Tutorials and Guides   Topic: How to use any object from any mod into any mod, map

 Post subject: hi
Posted: Thu Jul 05, 2007 5:55 pm 

Replies: 8
Views: 7838


Yes, its good for people who enjoy modding vanilla bf1942. For me, for instance, it is really fun to play with people in Berlin and Stalingrad inf only server where we get to use all the cool guns from both Rome and Sww2 without having to download any large maps or mods, just a 100kb exe.

 Forum: Tutorials and Guides   Topic: How to use any object from any mod into any mod, map

 Post subject: more
Posted: Fri Jun 29, 2007 6:35 am 

Replies: 8
Views: 7838


your init.con in C:\Program Files\EA GAMES\Battlefield 1942\Mods\bf1942 should look like this and on server. You don't use XPACK2 if u don't have it. I had jetpacks and stens in my berlin with no modding except changing the kits. game.CustomGameName BF1942 game.addModPath Mods/BF1942/ game.setCustom...

 Forum: Tutorials and Guides   Topic: How to use any object from any mod into any mod, map

 Post subject: more
Posted: Thu Jul 05, 2007 5:03 am 

Replies: 8
Views: 7838


I did some more tests with both the client and server, and they have to have same addmodpaths that don't include or exclude from each other any mods. Obviously if the client doesn't have texture, sounds, meshes, of guns and vehicles, how could it know what to load? It needs the Xpack1 and/or Xpack2 ...
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