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Battlefield Modding Tutorials BFMODS • View topic - battlecrafts crazy mirror?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Tue Mar 25, 2008 9:10 am 
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Posts: 9
I have been trying to add vehicles to carriers in DC Wake. For this I am loading wake bf, then wake dc and spawning a carrier. then vehicles ontop of it, to get relative coordinates for RAF editing. ANYWAY
I spawn a Nimitz in battlecraft and the carrier is reversed. as in, the control tower and 3 landing pads run down the left side of the carrier and the runway is on the rhs of them. The hole in the carrier (launch ramp for aircraft i guess is what it is) is on the right side rather than the left. Is this something to do with a bug in bc or my standardmesh file or my dc.lst and .cfg files or what. It makes it very difficult to plot vehicles. Im getting the coordinates, going into the game and the helicopters are at the right height, the right distance back, but the complete wrong side of the carrier =\. Anyone else getting this trouble is there some obvious 'view as mirror' switch in battlecraft or what
cheers for any help.
Version is 2.1 if it helps
Cheers everyone
Josh


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PostPosted: Tue Mar 25, 2008 12:26 pm 
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hah! I know what you mean. Did you try placing it as a static object? I think its not mirrored then, only when its spawned..


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PostPosted: Wed Mar 26, 2008 4:03 am 
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Posts: 9
Haha yeh that does work. I made it a cached object because I can't add objects under static objects. Im not that experienced user with battlecraft all i use it for is coordinates in RAF files. Anyway that works. Except I can only see the carrier in wireframe mode. If i put it into full textured mode i can see the some of the deck. holes where the 3 pads are, no tower, and about 1 third of the front is missing. But oh well I can deal with wireframe mode I suppose lol.
If anyones got any ideas why it doesnt show the whole thing thatd be sweet to fix too ;)
Cheers heaps Iced Earth (cool name too ;)) Gotta love a quick solution
Cheers all


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PostPosted: Wed Mar 26, 2008 5:31 am 
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Posts: 9
Also while Im here... Can someone please explain how ObjectTemplate.Active works?
And..
When im adding vehicles as a whole (Objects.con) can I only add vehicles to team 2, since all of the ObjectTemplate.team 2 are like that?
Why does the code have an ObjectTemplate.setObjectTemplate 1 and 2 if only 1 can be used at the bottom?
I am use to adding vehicles to normal maps and here you would say
Object.setTeam 1 or 2 and it would define which vehicle but you obviously can't do that in this?
Thanks everyone:)


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PostPosted: Wed Mar 26, 2008 7:51 pm 
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