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Battlefield Modding Tutorials BFMODS • View topic - Washed out textures

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Tue Sep 27, 2005 1:58 am 
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Location: Mars
Why do you think Im fixing it?

Latetes update.. Trying to make night time sky. one problem so far, orange tint (sunset I presume).



Screen updated. I think the textures have been mostly fixed. The DPV is still a little bright though.

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PostPosted: Tue Sep 27, 2005 3:22 am 
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Location: Mars
any ideas on how to remove shadows? I know the building shadows are a part of the terain maps, but the vehicles ones are dynamic and still there though the sun is missing.

Any ideas how to remove vehicles shadows for just one map?

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PostPosted: Tue Sep 27, 2005 2:08 pm 
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Maybe you can try to add the ShadowManager.usedynamic shadows 0" command to your init.con? I dotn know if it work when you load a map tho.

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PostPosted: Tue Sep 27, 2005 3:58 pm 
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well that didnt work, but this did

ObjectTemplate.active jeep_faav
ObjectTemplate.castsDynamicShadow 0

but the drawback is I will have to do it for all vehicles on the map. Oh well. Unless a better way is found this will work.

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PostPosted: Tue Sep 27, 2005 5:57 pm 
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Stupid me, i rmebered the command wrong :oops:
Next time ill just alt tab ;)
Anyway, it had to be "shadowmanager.dynamicshadowsenabled 0". Maybe thatll do it.

Edit: whuile your at it:
"shadowmanager.dynamicStaticMeshShadowsEnabled 0"

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PostPosted: Tue Sep 27, 2005 6:23 pm 
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Location: Mars
shadowmanager.dynamicshadowsenabled 0
works good. Im not sure what
shadowmanager.dynamicStaticMeshShadowsEnabled 0
does though.

also disabling the dynamoc shadows seems to have made the textures a less washed out.

Side note/question, is there a way to overide textures on a per vehicle, per map basis? I would like to use the desert textures for most vehicles but I am thinking about using the woodland DPV and maybe vodnik/humvee if possible.

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PostPosted: Tue Sep 27, 2005 8:59 pm 
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Well the only way i can think of jsut to inclde the texture in the map in a seperate alternate texture path, called something else than woodland. I dont think you can use code to only add a partial alternative texure path, and if you want the object to look for a diffrent texture you need to edit the corresponding .bundlesmesh (and the likes) which is undoable

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PostPosted: Tue Sep 27, 2005 10:07 pm 
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I tired the alternate texture path, but it didnt work. I tired 2 mehtods:
1) make a texutre folder and put compelte path to Jeep_Faav to it and renamed a copy of the woodland texture to the regular

2)I made a fuzz suffix and did same thing with path and told the init to use fuzz suffix

both did nothing.

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