Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Forum: General Discussion   Topic: 3dsmax

 Post subject: Re: 3dsmax
Posted: Fri Mar 06, 2009 1:14 pm 

Replies: 13
Views: 6048


With the BMDT Tools? I would be very interested in knowing how you did that, as this would require some very heavy editing to the tools...

Getting BF meshes imported itself is a pain in the ass with max 9, but possible with some 3rd party plugins and export/import tools.

 Forum: Questions / Need Assistance   Topic: Ed42 problem (again)

 Post subject: Re: Ed42 problem (again)
Posted: Sat Mar 07, 2009 9:45 am 

Replies: 28
Views: 9224


Uhm, you also could just have reimported the original heightmap from the .rfa archive and overwritten the one in your bfdev folder. Voila, problem solved. But as you have not saved, there's not much use for that, you probably have to start from scratch again if you don't have backups. Oh yeah, anoth...

 Forum: Questions / Need Assistance   Topic: Mod-Help

 Post subject: Re: Mod-Help
Posted: Sat Mar 07, 2009 9:46 am 

Replies: 1
Views: 2128


tutorial.php

 Forum: General Discussion   Topic: 3dsmax

 Post subject: Re: 3dsmax
Posted: Sat Mar 07, 2009 10:42 pm 

Replies: 13
Views: 6048


Hm, I tried that method too but the few things I tried caused some sever screwups in 3ds max 9. Basic stuff like importing meshes, editing, reexporting. Or editing vehicles via the BMDT menu... Perhaps a language problem with my german version? I don't know... Well, doesn't matter. 3ds Max7 has real...

 Forum: Questions / Need Assistance   Topic: Hmm:S Read This Ship Modders

Posted: Mon Mar 09, 2009 3:07 pm 

Replies: 14
Views: 4914


You really expected to simply make same heavy changes to your CORE objects.rfa and then still be able to play on servers??? :roll:

Really, just read the basic tutorials for starters....
tutorial.php

Always make backups before you change anything.

 Forum: Questions / Need Assistance   Topic: I Can´t Replace...

 Post subject: Re: I Can´t Replace...
Posted: Mon Mar 09, 2009 7:43 pm 

Replies: 11
Views: 5095


What??? How is the defgun "the same" as the Pak40?

Completely independent objects, there is not a single line of code these objects share.

 Forum: Questions / Need Assistance   Topic: exploasion code?

 Post subject: Re: exploasion code?
Posted: Sat Oct 17, 2009 9:59 pm 

Replies: 9
Views: 8703


Oh, you want the vehicle to explode, but not damage the vehicle itself? that's a bit different, but definitely possibly, at least CSM. Easiest way: Create a new bomb projectile (copy the existing one) and just change the weapon material to a new one. Then you can code this material so it damages all...

 Forum: Questions / Need Assistance   Topic: atombomb

 Post subject: Re: atombomb
Posted: Sun Oct 18, 2009 3:11 pm 

Replies: 3
Views: 4835


Please, please try to use proper language, man...or get some program to help you correct your immense spelling errors -_- . if you want 2 bazookas, why don't you just code them yourselves? We are no "ask for whatever you want and we provide the code"-community, we're a "learning& ...
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