Jump to content
Official BF Editor Forums


  • Content Count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About Interstate76

  • Rank

Recent Profile Visitors

2,634 profile views
  1. In case anyone else is searching for this, I found it! It doesn't have the action script, but it's easy enough to make one now that you can see the screenshots.
  2. Is there an updated tutorial for this? The PS action link is dead and the screenshots are worthless with the photobucket watermark.
  3. We really need someone that has knowledge of skinning BF2 statics. We have a couple statics that need to be skinned + some more work if you're interested!
  4. You're doing some awesome work, Ben.
  5. Thanks! And yes, each weapon is it's own object. Building weapons into the models would be counter-productive. Even the moth turret doesn't have any weapons modeled into it. Options are always a good thing.
  6. Thanks for the kind words! The vehicle textures are mostly done, just missing normal maps atm. If you want to view fullsize pics, you can view them here.
  7. Anybody know how to do this? We really need to figure it out by the weekend.
  8. We've started to test weekly. We could also use as many testers as we can get! Apply on isnitro.com
  9. Ok guys/gals: We're in dire need of someone that is efficient at making and skinning BF2 Statics. This is all our mod is really lacking atm and it would be a huge help.
  10. Glad to hear. It truly is one of the best and it's too bad nobody makes good car combat games anymore. Just a small update: We won't be able to release a patch before the new year unfortunately. We're currently aiming for early February for the patch. So another news update should be going out on the 15th of December. But of course that is subject to change, so no promises. To make up for the delay, here's one of the things we're trying to get finished(obviously not done, but close). I76 fans should appreciate it:
  11. Thanks for the kind words guys. We're going to have another news update on the 25th. The content of that news update though depends on what state the utility buildings are in.
  12. I've found alot of info on destructibles, but never found exactly what I was looking for. This tutorial shows you how to make Destructible Statics that can spawn off of any flag and still retain the static-mesh texturing(instead of converting to a bundledmesh). Here's the hierarchy of the static itself: Here's the hierarchy of the particles(debris): I exported my particles into objects/effects/impacts/destruction/*object_name* Please note that it is best to have EVERYTHING in one scene file, so when the object blows up it looks more realistic. The only reason why I posted it like this, is because the particles shown are from a bundled-mesh and I didn't want to confuse anyone. Here's a sample of the tweak file with particles: rem *** Generated with Bf2Editor.exe [created: 2006/5/15 11:52] GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 16 ObjectTemplate.activeSafe PlayerControlObject shed ObjectTemplate.creator QUAD:XETURA ObjectTemplate.modifiedByUser "xetura" ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.isDestructable 1 ObjectTemplate.castsDynamicShadow 1 rem ---BeginComp:Armor --- ObjectTemplate.createComponent Armor ObjectTemplate.armor.maxHitPoints 10000 ObjectTemplate.armor.hitPoints 10000 ObjectTemplate.armor.defaultMaterial 71 ObjectTemplate.armor.waterLevel -0.3 ObjectTemplate.armor.explosionForce 150 ObjectTemplate.armor.explosionForceMax 300 ObjectTemplate.armor.explosionDamage 300 ObjectTemplate.armor.explosionRadius 25 ObjectTemplate.armor.explosionMaterial 101 ObjectTemplate.armor.wreckHitPoints 50000 ObjectTemplate.armor.timeToStayAsWreck 1000 ObjectTemplate.armor.criticalDamage 1 ObjectTemplate.armor.alignLastEffectToHitDirection 1 ObjectTemplate.armor.addArmorEffect 50 e_dstate_land_lightsmoke -2.45524/1.1717/0 0/0/0 ObjectTemplate.armor.addArmorEffect 25 e_dstate_land_fire 0.141542/0.355849/-0.0352781 0/0/0 ObjectTemplate.armor.addArmorEffect 25 e_dstate_land_mediumSmoke -2.45524/1.1717/0 0/0/0 ObjectTemplate.armor.addArmorEffect 5 e_dstate_land_heavysmoke -2.45524/1.1717/0 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_chimney 1.45/2.84/1.708 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_front1 0.941/0.471/-1.691 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_front2 -0.236/0.909/-1.683 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_front3 -1.812/1.087/-1.674 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_front4 0.253/1.959/-1.685 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_leftcupboard 3.983/0.32/0.056 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_rightcupboard 4.01/0.32/0.994 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_roof1 -0.092/3.309/-0.101 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_roof2 1.563/3.309/-0.259 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_window1 1.342/1.228/-1.668 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_window2 0.984/1.29/-1.661 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_window3 1.24/1.225/-1.668 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_window4 0.379/1.661/-1.668 0/0/0 ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_nanjing 0.130765/0.200239/-0.0383998 0/0/0 ObjectTemplate.armor.addArmorEffectSpectacular 0 e_vexp_armoredcar_spec 0.135697/0.198566/-0.0321617 0/0/0 ObjectTemplate.armor.addArmorEffect -1 e_sAmb_wreckfire 0.141931/0.416871/-0.0415627 0/0/0 ObjectTemplate.armor.addArmorEffect -1 e_sAmb_wreckfire 0.135032/0.473701/-0.0351571 0/0/0 rem ---EndComp --- rem ---BeginComp:StrategicObject --- ObjectTemplate.createComponent StrategicObject ObjectTemplate.StrategicObject.strategicObjectName sheduav ObjectTemplate.StrategicObject.3dMapIcon 2 rem ---EndComp --- ObjectTemplate.geometry shed ObjectTemplate.setCollisionMesh shed ObjectTemplate.mapMaterial 0 wood 14 ObjectTemplate.mapMaterial 1 Wood 14 ObjectTemplate.mapMaterial 2 Glass 17 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh rem ------------------------------------- ObjectTemplate.addTemplate S_shed_Ambient ObjectTemplate.addTemplate S_shed_AmbientDamaged ObjectTemplate.addTemplate shed_SupplyObject ObjectTemplate.setPosition -0.353575/-0.603753/2.01787 rem ------------------------------------- ObjectTemplate.activeSafe Sound S_shed_Ambient ObjectTemplate.modifiedByUser "xetura" ObjectTemplate.activeSafe Sound S_shed_AmbientDamaged ObjectTemplate.modifiedByUser "xetura" ObjectTemplate.create SupplyObject shed_SupplyObject ObjectTemplate.modifiedByUser "xetura" ObjectTemplate.createdInEditor 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.team 1 ObjectTemplate.radius 7 ObjectTemplate.workOnVehicles 1 ObjectTemplate.refillAmmoSpeed 5
  13. We need statics and vehicles mainly right now. If we can get a good base of statics, then we can go crazy on the map making. We have a list of things that need to be done on our forums: www.isnitro.com If you applied there I can give you dev status and you'll have access to our list. Then just pick something that you'd like to do and I can mark your name on it.
  • Create New...