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kano

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Posts posted by kano


  1. ADD TO YOUR INIT.CON

    rem -----------------------------------------------------------------------------
    gameLogic.setTeamDropVehicle 1 "LightJeep"
    gameLogic.setTeamDropVehicle 2 LightJeep"
    rem -----------------------------------------------------------------------------

    ADD TO YOUR GAMEPLAYOBJECTS.CON

    rem ********** Object Spawner **********
    rem [ObjectSpawnerTemplate: CPNAME_YOURLEVEL_LightJeep_2]
    ObjectTemplate.create ObjectSpawner CPNAME_YOURLEVEL_LightJeep_2
    ObjectTemplate.activeSafe ObjectSpawner CPNAME_YOURLEVEL_LightJeep_2
    ObjectTemplate.modifiedByUser "Dickie"
    ObjectTemplate.isNotSaveable 1
    ObjectTemplate.hasMobilePhysics 0
    ObjectTemplate.setObjectTemplate 1 ExpQuadRotor
    ObjectTemplate.setObjectTemplate 2 MQ27

    if v_arg1 == host

       rem [ObjectSpawner: CPNAME_YOURLEVEL_LightJeep_2]
       Object.create CPNAME_YOURLEVEL_LightJeep_2
       Object.absolutePosition -310.369/25.421/-237.073
       Object.rotation 26.482/0.000/0.000
       Object.setControlPointId 1
       Object.layer 1


  2. we need a couple of tracked vehicles and boats put in game,

    Unfortunately our team has shrunk to only a couple of people,

    also we have cloned several vehicles that need their factions changing to their new allegiance!

    So if you can export vehicles in max or have skills in Photoshop we need you!

    If you can help contact me here or on Facebook!

    Nations At War on Facebook Nations At War on Mewe Nations At War on YouTube Nations At War on Moddb
    Nations At War on discord

    screen039.1.png

    screen038.1.png

    screen000.png

    screen001.png

    screen002.png


  3. anyone have any ideas why my pyramid lightmaps are getting all messed up during generating?

    the pyramid meshes were exported by me so wondered if its a export issue, unwrap issue or a texture issue.  

    image 1 before lightmaps:

    image 2 after lightmaps:

    image 3 models pre export:

    Screenshot 2019-08-08 23.06.45.png

    Screenshot 2019-08-14 21.02.09.png

    Screenshot 2019-08-09 21.59.13.png


  4. we ended up resizing all the 4096x4096 textures in Nations At War to 3072x3072,

    which halved the file size with no discernible difference in quality.

    we also change the the 4096x2048 textures to 3072x1536.

    The only problem is the textures turn up black in bfmeshviewer...

    but they are fine in-game can this be fixed?

    1536x1536, 3072x3072, 3072x1536,

    are the sizes we need to work in bfmeshviewer.


  5. On 4/21/2017 at 8:38 AM, Bad_santa12345 said:

    Only thing modified in the RFX.exe compared to vBF2.exe is the import address table so that the first thing it does is load the RFX.dll. The IAT modification can be done to any .exe. I used CFF Explorer to do it.

    yeah we did the exe, just need what ever is left to release.

    have you had time to do any more work on this?


  6. On 4/21/2017 at 8:38 AM, Bad_santa12345 said:

    Only thing modified in the RFX.exe compared to vBF2.exe is the import address table so that the first thing it does is load the RFX.dll. The IAT modification can be done to any .exe. I used CFF Explorer to do it.

    cheers m8!


  7. Quote

    now i assume rfx.exe isn't launching bf2.exe it's replacing it hence the error, it can't connect to our asp 3.0.

    can your code in your RFX.exe be added to our exe? or would it be easier to add our master server info to your exe?


  8. had to add this to get it to work in shortcut target!  "C:\Program Files (x86)\Nations At War\RFX.exe" +menu 1 +fullscreen 0 +szx 1900+szy 1020 +modPath mods/NAW.

     

    now i assume rfx.exe isn't launching bf2.exe it's replacing it hence the error, it can't connect to our asp 3.0.

    only problem was this was with a offline account so it wasn't connecting to our asp!

     

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