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Battlefield Modding Tutorials BFMODS • View topic - Some of the stuff I've made...

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat Jan 03, 2009 7:55 pm 
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What is wrong with my computer!!! :(

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PostPosted: Fri Jan 09, 2009 10:52 pm 
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UPDATE: (1/23/09) I have reuploaded the entire mod so that you no longer have to deal with my messy patch file system to get to v11. Full download links below.

Download link: (NOT a direct link) (Client files)

http://files.filefront.com/PoE+Mini+Mod ... einfo.html

Server Files: (for server installations only)
http://files.filefront.com/PoE+Mini+Mod ... einfo.html


OLD:(v 10.0) http://www.megaupload.com/?d=620QDTMU

The v11 release adds the following features:

1. One new destructible static object. The Radar Bunker!

2. Reworked all the destructible static objects so that they will now be destructible in ALL mod enabled maps! (maps that have red/blue helmet icon). All future maps won't have to have the objects added, as this will change the non destructible versions in a way that the object will "spawn" the destructible version instead. If you are familiar with how the DC Armory objects work, then you should easily know how I did it.

3. Finally fixed the collision mesh bug on the rail road tracks in Golf of Oman. No longer will there be area near the track that will result in soldiers/vehicles floating in mid air. Driving over the tracks is now easier and much less likely to damage your vehicle. It seemed that the railroad objects used a object name/mesh name that conflicted with an existing object in the game and despite me redoing the collision mesh, the bug would still occur. Now that I renamed the object and it's mesh name as well, the bug no longer occurs.

4. Added/Changed map entries in the LexiconAll.dat file. Now all mod enabled maps will be listed before all other non mod enabled maps. This makes selecting a PoE Mini Mod map much quicker and easier.

5. Removed AI from all the destructible static objects. It appears the AI that was originally made for the static objects caused addition singleplayer lag when the static objects became PCO's. Removing the AI seemed to have a positive effect on my computer lag wise. Not sure what the AI code was for, since these objects were originally static objects. They may be needed when generating new pathmaps for a map, but have no effect on bot behavior on a finished map. Since I don't plan to make any new maps from scratch for this mod, I have removed the AI. I can easily restore the AI code if I ever do decide to redo pathmaps on a map.

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PostPosted: Sun May 24, 2009 1:50 am 
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How do you port stuff from a completely different game into Battlefield 1942? Is the process complicated?


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PostPosted: Sun May 24, 2009 6:51 am 
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Location: Charleston S.C.

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PostPosted: Tue Jun 02, 2009 3:05 am 
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For me it's easy since I'm a coding god for this game....Just kidding. But yes, for those new to modding, this will be a daunting task for them. :P

For doing BFV stuff, you'll need 3DSMax (version 7 recommended) (Gmax can't open most BFV native SM files!) and good coding abilities as you will need to convert the coding of the vehicle to work in BF42.

As for BF2 stuff, you'll need 3DSMax, modified version of Rexman's BF2 tools, DDS Converter 2 so you can convert vehicle textures without alpha, even better coding skills as you must code the stuff from scratch, and awareness on how BF2 works. :P

(on and don't forget WinRFA, Notepad, and the 3DSMax BF1942 tools found in the MDT! :P )

I can't tell you how to do it here as it will take hours for me to type it down and such and will take up a lot of posting space. :P

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