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Battlefield Modding Tutorials BFMODS • View topic - pics of weps too

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: pics of weps too
PostPosted: Wed Dec 22, 2004 10:31 pm 
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PostPosted: Wed Dec 22, 2004 11:20 pm 
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Location: 1.80m above the ground
*Harry was already on it:D
expect a few tomorrow


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PostPosted: Sun Dec 26, 2004 7:24 pm 
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Location: 1.80m above the ground
Ok i fixed soe images for the BF42 weapons. i think its all 28 of em.
Specially for Delta :D

Pics:


Its a big one, and the image size is a little bigger than 350x150, but i didnt awnt to make em too small.
Can u place em at the right locations Silversound/Toolazy(/or Whoever does that stuff)?


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PostPosted: Sun Dec 26, 2004 8:31 pm 
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posted: http://toolazy2p.com/modules.php?name=S ... nkits.html

thanks for the pics Harry

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PostPosted: Sun Dec 26, 2004 8:35 pm 
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Lol i thaught making em 350x150 would deform em too mch. guess not:D
Ill see if i can do DC too...


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PostPosted: Sun Dec 26, 2004 9:07 pm 
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try and get some DC-FInal ones :D :D :D


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PostPosted: Wed Dec 29, 2004 11:51 am 
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Oops, ive been doing the DC weapons in DCFinal, whick gives some unexpected error :D
Guess ill make a database of 3:
DC in DCF
DC in DC
DCF in DCF ;)

Seems its gonna take a lil longer than expected
Hmm other tht new textures for skorpion i think and te ability to actually use both types of mortar, thers no diff in dc final and dc


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PostPosted: Wed Dec 29, 2004 6:02 pm 
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Ok im posting the fiel with the pics of all the weapons in DC with cause no crashes when selected ;)
Ill add a sidenotice because some of em have soem strange behaviour, and are not recommended to use :D

Pics:



This is whats so special:
Some weapons are improved in DCF, like the scorpion, and the sandbag.
Ive added them seperatly from the original ones.
Also, some weapons have no models, nor animations, but the hands are there. Thats because the hands take place of where the previous animation left off, this gives sometimes some funny effects.
These weapons are listed, but do not function correctly, or not at all:
Mortar
Sandbag ( you can see the model, causes crash)
RPG (this is the rocket fired, not a weapon)
MP5SD (no animations, the model is there, no sound (its SD ;) )

In dcf:
AK47_nogp30 (this is not finished as stated in objects.rfa, the grenadelauncher is still visible, animations do not work)
Barbedwire_deploy (theres no model present, the weapon itself works perfectly (you can actually place working barbedwire)
IEDPAck (wrong model, you see an old (bf42) exppack, it does drop ammo perfectly, i love it)
Mortar
Mortar_deploy (this one explodes almost directly after placed)
Sandbag (you can see model, causes crash)
Sandbag_deploy (no model, no animtion, but it does drop a perfect sandbag which stops bullets, it can flip over tho if ur not carefull, great for *cough* campers */cough*)
RPG
Sniperbush_deploy (no model, no animation, but it does drop some bushed to hide in)
MP5SD (theres sound now, but still no animation)

In DCF the skorpion has been given a way ncer looking model, its worth to check it out. SO are the beta weapons too.
If i made some mistakes or forgot something, correct me ;)
Thats it for so far i think, Delta cna be happy if the pics are uploaded. There are some blacksides, but thats because i didnt want to deform em, you can still see the weapon good enough ;)

Also, in DC mortar_deploy has only one, mortor_weap has 4 to place, both have 15 grenades i think

Pffffff i thin i screened the lot of em, weaps vehicles n stuff. Want the ships of DC done too?

Oops i forgot, some of the new weapons spawnnames are different than names in objects.rfa...
Spawnname:________ |Object name:

Wiredeploy _________ |Barbedwire_deploy
Sandbag____________|SandBag
Sandbagdeploy______ |Sandbag_deploy
Bush_deploy________ |SniperBush_deploy
(sigh why doesnt it accept tabs?)


Last edited by Harry on Fri Dec 31, 2004 1:57 pm, edited 1 time in total.

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