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Battlefield Modding Tutorials BFMODS • View topic - My destroyable building won't show up.

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Mon Sep 07, 2009 3:55 am 
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PostPosted: Mon Sep 07, 2009 11:40 am 
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1) Edit your Battlefield 1942\mods\bf1942\settings\VideoDefault.con and change fullscreen 1 to fullscreen 0
2) Start Battlefield with the debugger (BF1942_r.exe). If you don't have it, google it. Easy to find
3) Load your map ingame and check all the error messages that should pop up during loading.

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PostPosted: Mon Sep 07, 2009 1:02 pm 
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debugger http://www.filefront.com/14147449/bf1942debugger.zip/


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PostPosted: Mon Sep 07, 2009 3:01 pm 
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Sorry about the late reply, I found out what the problem was, missing lines of codes telling the objects to run. Thanks anyway.


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PostPosted: Mon Sep 07, 2009 3:15 pm 
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run Forrest run!


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PostPosted: Mon Sep 07, 2009 4:34 pm 
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Lol...

I have a problem: the object works on my own on LAN, but on an internet server we can go right through it and it doesn't destroy itself. Also, it seems only nades and expacks can damage the house, tanks shells, bazooka rockets and natter rockets do nothing to it. The material ID I have it assigned to is 45 (Armor), is it possible to assign more than one material ID to the object?


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PostPosted: Mon Sep 07, 2009 5:41 pm 
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Yes. But you would have to have some 3DS Max/GMAX skills to do this. It involves importing the mesh files into 3DSMax/Gmax and then manually assigning different matIDs to the collision LOD faces. You can only have one matID defined for the PCO in the code by the way.

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PostPosted: Wed Sep 09, 2009 9:36 pm 
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How about the Internet issue?


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