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Battlefield Modding Tutorials BFMODS • Search

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Forum: Questions / Need Assistance   Topic: Why can't I destroy it??

Posted: Sun Feb 08, 2009 5:02 pm 

Replies: 48
Views: 17259


A "widened" collision mesh can quickly result in unwanted bugs, e.g. a shot visually clearly misses the head, but because of the big COL mesh it's counted as a hit and cause damage. Not really the point of helmets to cause a bigger target, isn't it? I'd do some extensive testing with the &...

 Forum: Questions / Need Assistance   Topic: Why can't I destroy it??

Posted: Thu Feb 12, 2009 10:12 pm 

Replies: 48
Views: 17259


Gmax is very confusing in the beginning, that's true (started 3D modeling myself not long ago), but if you work through some few tutorials you get the grip pretty fast. And then you quickly notice that modeling goes pretty fluent. Especially if it's not really modelling but enhancing existing models...

 Forum: Questions / Need Assistance   Topic: BC42_2.1 Trouble

 Post subject: Re: BC42_2.1 Trouble
Posted: Fri Feb 13, 2009 2:11 pm 

Replies: 7
Views: 2953


Simply never use WinRFA to edit files in the rfa...extract, edit, pack is way safer...and if you made some batchfiles using the console RFA tools things go even quicker than using WinRFA....

 Forum: General Discussion   Topic: Battlefield 1943

 Post subject: Re: Battlefield 1943
Posted: Fri Feb 13, 2009 9:39 pm 

Replies: 53
Views: 18851


Sometimes or rather often developers put modability not on the priority list, which makes developing the engine way easier. BF42 and its engine (includes Vietnam and even BF2/2412, as their engine only is a (major) updated BF42 one) is very special, one of the most modfocused engines floating around...

 Forum: Questions / Need Assistance   Topic: Object Spawns Problem

 Post subject: Re: Object Spawns Problem
Posted: Thu Feb 19, 2009 11:15 am 

Replies: 3
Views: 2200


Simply a result of Battlecraft logic. If setting up a OS, you can choose the OSId it should belong to and the "team", initally thought to be used on map launch if somehow BF misses to read out the OSId in time. That would result in objects not appearing initially on first launch and perhap...

 Forum: Tutorials and Guides   Topic: Damage to LODs tutorial

 Post subject: Re: Damage to LODs tutorial
Posted: Thu Feb 19, 2009 11:34 am 

Replies: 26
Views: 13697


Awesome idea. Pretty simple to accomplish, but having the idea to use the armoreffects for something like this...cool :) Just one question (didn't try it out yet): Doesn't this only "add" the geometry to the existing mesh, as usually the armor effects also are only added effects, not repla...

 Forum: Vehicles and Weapons Modded   Topic: objectTemplate.noCollisionAsDestroyed

Posted: Fri Feb 20, 2009 5:01 pm 

Replies: 25
Views: 49015


 Forum: Tutorials and Guides   Topic: Damage to LODs tutorial

 Post subject: Re: Damage to LODs tutorial
Posted: Thu Feb 19, 2009 7:12 pm 

Replies: 26
Views: 13697


Just tested this method and encountered the problem I assumed before. Edited a M10 mesh and dented and "splintered" some armor parts, then set it up to show simultaneously with the "smoke" effect to check proper appearance. Well, The transformed mesh does appear, but it really is...
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