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BoneHead

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About BoneHead

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    Newbie
  • Birthday 05/07/1991

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    xboneheadx@hotmail.com
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    Hillerød, Denmark
  1. Here it is. The moment you've been waiting for. After countless sleepless nights, here it is. The release of slaughtermod version 0.39. It can currently be found on Filefront.com in both English and Danish: Filefront.com - Slaughtermod v0.39 Filefront.com - Slaughtermod v0.39 Danish version Moddb.com - Slaughtermod v0.39 Moddb.com - Slaughtermod v0.39 Danish version Obviously, you shouldn't download the Danish version unless you understand it or find it funny What's the meaning of this mod? Good question. The answer? I don't know. There is no meaning with it, other than to have fun with some bots or at a LAN party. It's just some random overly powered weapons, mostly handheld. This includes a very powerful laser "ball", extremely powerful .50 cal on tanks, miniguns on jeeps, teddy bears as c4, full-auto grenade launcher, G3A3 shooting HE sehlls and so on. Here are some screens. More can be found at the mod's website: If you enjoy the mod, feel free to add this userbar to your signature: Be sure to make it into a link to http://www.freewebs.com/slaughtermod/ Example for most forums: [url=http://www.freewebs.com/slaughtermod/][img=http://img142.imageshack.us/img142/1220/userbarslaughteruserwc2.png][/url] Have fun! //BoneHead EDIT: Moddb.com mirrors added
  2. BoneHead

    Flying Soldiers

    Sorry to revive an old topic, but acn anyone tell me how to add something similar to an afterburner to a soldier? E.g. if I wanted my soldiers to fly upwards when pressing shift, until they "run out of fuel".
  3. BoneHead

    New Effects For Materials

    Hi. I am working on making some gory effects when shooting soldiers. I have already done the regular bullets (pistols, miniguns etc.), just by changing the effects already there to look like blood. But now I'm having trouble with the larger guns like artillery and tank shells. They, unlike smaller calibers, didn't have any effects to start with, so I made my own (e_bhit_l_sold_arty, e_bhit_l_sold_tank). I then changed the projectiles' settigns in the material editor, and it looks like this now When someone takes a direct hit from a shell, there is no effect now (it still does damage). I have checked that the artillery projectile has the correct material (shell_artillery, number 44) What am I doing wrong here?
  4. BoneHead

    Roads

    I have this problem with my roads: They won't appear proberly ingame. It's just like the color is painted straight on to the ground, with the terrain detail showing through: It's a map in vanilla bf2, I've used vanilla bf2 roads, and I've pressed both build (all) final roads, and "Apply spline" with no luck. Btw, int he output it always says "TBM: Some polygones are probably not correctly clipt!" several times. Does that have anything to do with it?
  5. BoneHead

    Painting Heightmaps In Photoshop?

    trying... wil post results in a sec Edit: Great! My terrain is perfect now Thanks alot btw, is there a quick way to change the height difference on the heightmap? Like, if I have the right shapes and such, but want the hills to be higher/lower
  6. I want to edit HeightmapPrimary.raw in photoshop, so I open it with the settings: With: 1025 Height: 1025 Count: 1 Depth: 16 Bits Byte Order: IBM PC Size: 0 Bytes Whenever I try to paint with Brushtool or anything, It says "Could not use the brush tool because it does not work with 16 bit grayscale maps (convert image to 8 bit grayscale to edit)" If I load the heightmap in 8bit, it looks like cr*p... What should I do?
  7. BoneHead

    Longer Visibility For Statics?

    Thanks a lot!, I'll just remove it form bf2 then
  8. BoneHead

    Longer Visibility For Statics?

    What did you do to solve it?
  9. BoneHead

    Longer Visibility For Statics?

    I have a feeling that it's the mod that's the problem, so I made a new one. While I'm testing if it woks, could you make sure that I've got the code right? =) rem *** Generated with Bf2Editor.exe [created: 2005/3/1 14:40] ObjectTemplate.CullRadiusScale 2 GeometryTemplate.setSubGeometryLodDistance 0 0 1000 GeometryTemplate.doNotGenerateLightmaps 0 GeometryTemplate.lightmapOverride 0 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe SimpleObject me_olive03 ObjectTemplate.creator JLU-1:jlu ObjectTemplate.modifiedByUser jlu ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.geometry me_olive03 ObjectTemplate.setCollisionMesh me_olive03 ObjectTemplate.mapMaterial 0 wood_col 93 ObjectTemplate.mapMaterial 1 leafCol 1007 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh Edit. Aw, bollocks! it's not the mod, but the map... *sigh* I made the map in vanilla bf2, but it doesnt work when I copy it to another mod?
  10. BoneHead

    Longer Visibility For Statics?

    Ok, i've done that, and copied the map to a mod, and packed the mod. When I open the editor now, i get millions of errors in the left corner Ignored Warnining[RendDX9] : Failed to lock vertex buffer Ignored Warnining[RendDX9] : Failed to lock vertex buffer Ignored Warnining[RendDX9] : Failed to lock vertex buffer Ignored Warnining[RendDX9] : Failed to lock vertex buffer Ignored Warnining[RendDX9] : Failed to lock vertex buffer etc. After a minute or so, it crashes
  11. BoneHead

    Longer Visibility For Statics?

    But how? By adding renderer.minCullDistance -Insert high number here- to each tree?
  12. BoneHead

    Longer Visibility For Statics?

    3,4GHz pentium 4 1Gb ram (came with the computer) GeForce 6800 128mb ram I've tried to run the map in both High, Medium and low graphics settings
  13. BoneHead

    Longer Visibility For Statics?

    I have tried to change renderer.globalStaticMeshLodDistanceScale and the others below to different numbers (like 0.1, 10, 3847 etc.), but it only affects when the trees change from Lod1 to Lod2 But the mian thing I added to the init.con, was renderer.minCullDistance 850 When I open the map in the editor, I can see trees and everything from far, far away, but when i pack and go ingame, it's the same as usual (I have checked, it is also in the init.con in Server.zip) And it's not my viewdistance that's the problem, because it is set to 850, and the trees disappear when I'm not very far away. I can see statics from further away (the hotel), and overgrowth too. And it's definately not the fog settings, because I can see the ground and everything when the trees disappear. I'll try to get a screenshot asap
  14. BoneHead

    Longer Visibility For Statics?

    So what would you suggest that I change it to? Edit: It doesn't look like that in the olive trees rem *** Generated with Bf2Editor.exe [created: 2005/3/1 14:40] GeometryTemplate.setSubGeometryLodDistance 0 0 1000 GeometryTemplate.doNotGenerateLightmaps 0 GeometryTemplate.lightmapOverride 0 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe SimpleObject me_olive03 ObjectTemplate.creator JLU-1:jlu ObjectTemplate.modifiedByUser jlu ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.geometry me_olive03 ObjectTemplate.setCollisionMesh me_olive03 ObjectTemplate.mapMaterial 0 wood_col 93 ObjectTemplate.mapMaterial 1 leafCol 1007 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh
  15. BoneHead

    Longer Visibility For Statics?

    The problem is not the viewdistance, because I've already done that, and it's not the terrain. Only statics. I'll try the other things when I get home. Edit: I've just set the minCullDistance to 850, will test if it works ingame in 2 secs Edit: Nope, Doesnt seem to work... I'll try to add it to the init.con... rem ----------------------------------------------------------------------------- renderer.globalStaticMeshLodDistanceScale 1 renderer.globalBundleMeshLodDistanceScale 2 renderer.globalSkinnedMeshLodDistanceScale 1 renderer.minCullDistance 850 (taken from the bottom of init.con) Edit2: Augh! Doesn't work either! It is perfect in the editor, but it's just like usual ingame (Yes, I have packed the map, and renderer.minCullDistance 850 also shows up in the init.con isnide server.zip). Looks like I have to try to edit the .con/.tweak settings for each object
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