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Battlefield Modding Tutorials BFMODS • View topic - Working solution to AP Mine

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Aug 23, 2009 3:28 am 
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PostPosted: Sun Aug 23, 2009 3:57 am 
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Yeah, my guess is its the landmine geometry..er, object. Whatever.

The problem might be that although you changed the mat id to something new, the landmine geometry is still constructed from one or two different materials. When I opened the landmine's collision in gmax, it had a material of 232. In objects.rfa it has a material of 230 with a material2 of 232.

I ran across material problems with tanks before. You can change the "base material" of a tank which can is defined in objects.rfa server-side, but you can't edit one tanks materials without affecting all of them. Off the top of my head I think the main hull of a tank is 50, the rear (weakest) is 51, and the treads/sides is 52...so lets say you make a zook that does zero damage to material 50, it can still side-shot or 1-shot the tank in the rear.

You might have to open the landmine and change its standardmesh material...


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PostPosted: Sun Aug 23, 2009 4:34 am 
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Ya thats what i was thinking Iced. Im not really good with the models & meshes aspects of the game. I try to get Mr. Pink to do those for me. Would i have to create a new model w/ proper collision meshes in this situation? Oh Mr. Pinky Balls... another request for you, maybe! ... This seems a bit odd to me. :?

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PostPosted: Sun Aug 23, 2009 8:04 pm 
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haha. Yeah he should be able to do it no problem.

All's you gotta do:

1) Open the landmine standardmesh in gmax
2) Change the material #
3) Save as ap_landmine or whatever
4) Make the ap_landmine handweapon, etc etc
5) ???
6) Profit!


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PostPosted: Sun Aug 23, 2009 9:48 pm 
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PostPosted: Mon Aug 24, 2009 3:14 am 
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PostPosted: Mon Aug 24, 2009 3:18 am 
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Trust me you'll be better off using 3dsmax. I'm not sure how to explain it, it's just...better. You don't need 3 grand either ;-) (pm pink, mrhowdoimod, or me)

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