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Battlefield Modding Tutorials BFMODS • View topic - Help with making Type38 child PCO its own vehicle(NOT SSM)

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 42 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
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PostPosted: Sun Oct 26, 2008 1:01 am 
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PostPosted: Sun Oct 26, 2008 11:29 pm 
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Anyone else?


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PostPosted: Sun Oct 26, 2008 11:55 pm 
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lol ok i take a look at it ;-)


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PostPosted: Mon Oct 27, 2008 12:33 am 
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THANK GOD someone else will look at it. lol. It was like a dead animal that everyone kept ignoring, hoping it would go away...

Freddy I may have changed the texture paths in a couple of the .rs files...but ignoring that, SOMETHING should appear. The plane is all grey.


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PostPosted: Mon Oct 27, 2008 1:11 am 
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couldnt find LOD_MB_H.dds

im still on it lol.

edit: this may be it :?

edit2: nope thats not it lol


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PostPosted: Mon Oct 27, 2008 2:19 am 
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I added the LOD file for it but the 'wreck" mesh doesn't render untill the object gets blown up anyway.

Most probably the reason why the Memphisbelle is not rendering it's texture may be due to an improper .dds format. ( should be dxt5 .dds format for proper texture rendering in game )

I have been making custom maps, mods, 3D models and custom skin texture files for years now and this particular file that you made may have some problems that I am still investigating.

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PostPosted: Mon Oct 27, 2008 2:35 am 
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thats kinda what i thought it may be...invalid texture format. I don't think I did anything to it though, just downloaded...maybe the owner converted to the wrong format.


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PostPosted: Tue Oct 28, 2008 3:22 pm 
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The most important factor you must remember, is that all mesh DDS textures MUST have mipmaps! If you use DDS Converter to convert your source textures to DDS, be sure the mipmaps is turned on in the options screen. (something similar goes when using GIMP)

The textures don't need to be compressed, but they must have mipmaps and must be in a resolution that is in a power of 2. (if DDS converter doesn't convert because of that, then you must resize the texture) GIMP has the option of not compressing them, so unlike DDS converter, GIMP can make DDS files that don't have a resolution that conforms to BF1942. So watch out!

If the original texture files were already DDS format, try using DDS Converter to convert them to TGA, then back to DDS (if the DDS file has transparency, be sure to enable the alpa channel as well) again with the mipmaps on, just incase. If you have GIMP, you can tell whether or not a DDS file has mipmaps. Just open one up and if it has like 2 or more layers, then it has mipmaps. If it only has one then it doesn't. Generally, menu graphics don't need mipmaps. But mesh textures always do.

If you want I can take a look at the textures for you. Just package them all up and upload them somewhere, and I can check for proper resolution and mipmaps.

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