Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Forum: Tutorials and Guides   Topic: Damage to LODs tutorial

 Post subject: Re: Damage to LODs tutorial
Posted: Fri Feb 20, 2009 11:36 pm 

Replies: 26
Views: 13696


EDIT. I had an idea! just not have an LOD mesh that isn't a armor effect. if that makes any sense. so basically there's just wheels and them armor effects. that would work simply enough right? I hope that makes sense. just have an undamaged LOD at 100. then like you said previous effects disappear!...

 Forum: Tutorials and Guides   Topic: Damage to LODs tutorial

 Post subject: Re: Damage to LODs tutorial
Posted: Sat Feb 21, 2009 12:54 am 

Replies: 26
Views: 13696


It definetly works! I just wrote the code changes and edited the standardmeshes accordingly and now I have this: Original vehicle: http://img3.imagebanana.com/img/6jcok2a3/thumb/Achillesintakt1.jpg http://img3.imagebanana.com/img/ngqdwb3j/thumb/Achillesintakt2.jpg Damagestate 1: http://img3.imageban...

 Forum: Questions / Need Assistance   Topic: Allowing passengers to use class weapons

Posted: Sat Feb 21, 2009 1:00 am 

Replies: 12
Views: 5515


Simple, I just added some PCO seats ;) Example Tiger, all snippets are from tiger objects.con rem *** TigerComplex *** ObjectTemplate.create Bundle TigerComplex ObjectTemplate.geometry Tiger_Hull_M1 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.hasResponsePhys...

 Forum: Questions / Need Assistance   Topic: Allowing passengers to use class weapons

Posted: Sat Feb 21, 2009 1:34 am 

Replies: 12
Views: 5515


I mod BF42 regular, but use contents of FHSW (they allowed me to use their contents for our project :) ) and much is inspired by FH and BG, resulting in similar code. We play BF42 Vanilla in our campaign (see sig) instead of FH (we tried it for one or two campaigns) because it's more popular and mor...

 Forum: Tutorials and Guides   Topic: Damage to LODs tutorial

 Post subject: Re: Damage to LODs tutorial
Posted: Sat Feb 21, 2009 8:37 am 

Replies: 26
Views: 13696


No, this is 3D Editing, so only replacing skins would be just half the trick. There are changes to the standardmesh.rfa, objects.rfa and texture.rfa (only if you want custom textures, can also be put in texture_00x.rfa patchfile). Of course you could make different damage states and just use differe...

 Forum: General Discussion   Topic: BF1942 with new widescreen monitor

Posted: Sat Feb 21, 2009 8:53 am 

Replies: 40
Views: 26458


I just set up my custom resolution in the Video.con of my profiles used (I have 1680x1050), and added fieldofview 1.1 to videodefault.con Changing the video.con to the proper resolution makes the proportions working properly (no more fat guys etc. ;) ), but the way BF42 applies resolutions you get a...

 Forum: General Discussion   Topic: precache?

 Post subject: Re: precache?
Posted: Sat Feb 21, 2009 8:57 am 

Replies: 30
Views: 11115


Precache is not that important nowadays, as it was a measure to reduce lags on poor computers. Everytime a completely new object would enter their field of vision it would have to be loaded in that exact moment, causing a minifreeze/lag depending on the power of the computer this could be REALLY ann...

 Forum: Tutorials and Guides   Topic: Damage to LODs tutorial

 Post subject: Re: Damage to LODs tutorial
Posted: Sun Feb 22, 2009 9:04 am 

Replies: 26
Views: 13696


Effects are a completely different matter. There is no need to use effects for armoreffects, you can set the meshes/effects you want to use wherever you want, they can be simpleobjects or whatever. Didn't try PCOs yet, but I can't think of any good use for that. Discussing effects themselves should ...
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