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Battlefield Modding Tutorials BFMODS • View topic - Why can't I destroy it??

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.  [ 49 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next
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PostPosted: Sun Feb 08, 2009 6:05 pm 
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Well....if you want super accuracy, you could modify each helmet and bullet to produce real results.

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PostPosted: Sun Feb 08, 2009 6:17 pm 
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All my bullets are realistic. Bullet drop over distance is exactly as it is in "real life" so as accuracy of each weapon, round of fire, etc.


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PostPosted: Wed Feb 11, 2009 1:36 am 
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help :(


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PostPosted: Wed Feb 11, 2009 12:20 pm 
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The last I remember the Helmets did not have a Collision Mesh or Bounding Box, it will be necessary to re-export the mesh using the helmet as both the Visible mesh, Collision Mesh (with modified materials) and the Bounding Box. If you notice in bf1942, bullets go through helmets, thus the helmet has no collision physics. So re-export the mesh with a collision mesh, either with a forced Mat ID or customized Mat Areas with different materials, and then find where the helmet is defined, somewhere in the Kits section of the Object.con, and type ObjectTemplate.hasCollisionPhysics 1, that should make helmets that work.


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PostPosted: Wed Feb 11, 2009 4:09 pm 
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I know where it's going at but I have no clue how to import/export stuff into Gmax, let along work the programm itself.


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PostPosted: Wed Feb 11, 2009 5:44 pm 
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Location: Charleston S.C.

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PostPosted: Thu Feb 12, 2009 8:09 pm 
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Oh great, now the helmets don't show up at all. Thanks a lot m8. That program Gmax is way to much of a hassle to figure out. Not anything consumer friendlier on the market?


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PostPosted: Thu Feb 12, 2009 9:15 pm 
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