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rhysm_08

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Everything posted by rhysm_08

  1. I hope you release the Intervention, it would make a nice sniper for my mod. I made one a while ago but it wasn't as good as that one. That one looks nice! If you bake a normal map (however you do that) it would be simply perfect!
  2. I hope so! I learned my lesson after Euroforce and Armouredfury.
  3. Assets as in like UAV, Artillery? If so, whaaat? You would think this is still 2142, not a new BF2 game mode for 2142. My version of karkand (still in major development) had all objects bf2142 even the hotel (took ages to do). But this looks like they have simply ported over most of the bf2 objects and chucked in more trees and 2142 objects. At least, i hope it will be fun.
  4. Ya this looks really fun!
  5. This is very intresting! Thank you for the help, I do need TV Guided for my handheld Simrad artillery (to use as a ""Thermal"" with a negative HUD Blend node)
  6. Wow, from the looks of the screenshots it also looks like they are making APC's amphibious. I hope in the new patch they fix A) Wake Island The floating tree in Wake Island C) The Tree lod distance in Wake Island (turn to pyrimad-like to soon)
  7. Okay thanks for the help. I managed to fly it Somewhat reasonable up and down but not left/right. Currently the mass and drag are from the AH1z (like everything else). Thanks for the tips! And i think the collisoin from the minigun could be interfering with it, i disabled it and got very different physic settings.
  8. Allright i have copied the code from the AH1Z to the jetpack. Adding all the engines and wings though the editor. After positioning all the things closer to the jetpack, it still doesn't seem to work. I can only fly it upwards when i hit raise object. When I turn left or right (Roll) it does really quick spins. I can barely control It only seems to drop as well, no lift working unfortunetly. Moving the pivot upwards doesn't seem to do much as well. What sort of factors control the Pitch and roll? Could there be a way to tune that down simply? With the pivot, could i just do COl1? Or do I have to do the whole pivot? Changing the pivot causes more uncontrollable flips then the editor crashes for an extremely strange reason after about 10 seconds of flight time. Oh, im not sure if this makes a difference but i have attached a Minigun from the UH-60 Blackhawk. Would that interfer with the physics? Should I add the pyramid to COL1? Or attach to the object itself? EDIT: I looked at the AH1Z and the pyramid was attached to the COL1. This definetly changed it but it still uncontrollable . Could I please send the file it is getting really impossible to code, because you have the T-HAWK perhaps it would be easier to code.
  9. Ok thank you. I am really hoping this is possible!! Currently the Rotor is attached to the object (not an invisible object). Do you mean my whole jetpack be the rotor material? Okay i will create a physical rotor, and make it a glass-transaprent material once the physics are coded.
  10. I am currently in the process of creating a jetpack. I have indeed made it in 3d and got all the IK working and weapons. Where i struggle is coding the air physics. When I add an engine object to the jetpack, it just makes it do flips and random stuff. Currently i can move up and down using a force object but thats about it. I tried adding a tail engine towards the jetpack but it just made it do random front/side flips uncontrollably. Could someone please help steer me in the right direction? What sort of engines should be added and positioning/rotating if that makes a difference? Currently the jetpack has an engine that is disabled, attached to the engine are 4 springs so that it can float (not look bad if the soldier lands). EDIT: Here is a screenshot of it. Just to show you how small it is as well as to show that the jetpack looks are done just the physics are needed.
  11. Every time i need to animate something, it the animation importer only seems to work for 1 animation. After i export the animation that i imported, when i import another one it doesn't seem to work. The button doesn't seem to do anything at all. There is no movement with the hands or whatever. I am using the current Project Reality hands for 1p animation and i like having a 3d mesh to animate with. If i am going to animate it seems i have to import the 1p skeleton every time. Is this normal?
  12. I'm not entirely sure how it is done in Singleplayer as it would mess up the SAI?, but you can simply change the gameplayobject.con in multiplayer (gpm_cq) without any trouble!
  13. Hello, i have recently been experimenting with ironsighting bf2 weapons and animations and stuff. I have succesfully got M4 ironsights working (3d! and 2d!). I like the 3d ironsights because it looks cooler but the 2d ones look better because of the blurtexture. I reckon a blur effect added to the Ironsights could make it look way better than the 2d texture. Unfortunetly i do not know how i could do this. I have come up with two possible solutions (if there are more please say so!). 1) Create an image in photoshop and apply some sort of mask to make the ironsights blurtexture only the blur. Apply it to the lod1 and make it so the object zooms into lod 1. 2) some sort of tricky shader work, which i have no idea how to edit ect... to create a blur effect when zoomed in. I'm hoping this is possible in bf2. I hope 3d ironsights can be able to look goo Thank you for reading.
  14. Ah yes, well at least i said sorry. As for zoom factor, that is imported from the m16, it will be reanimated yay!
  15. Yep, I just noticed something which i didn't know what it meant. If you go in Materials and then choose either bf2 bundlemesh or staticmesh (After a Multi/sub-object). When you input the texture, you can just go Objects/Weapons/Handheld/weapon/textures/weapon_c.dds DON'T HIT ENTER, then click away to let it update and then in the BF2 Exporter setup, if you change the texture cut off path to mods/modname/ it will auto load the texture (if it is there). Unless you have Vista. If you have vista and 3ds max 9, you can install 3ds max SP2 and .dds will load (horray). Another thing skullterror is, do you have the latest tools? When you gave me the .max file of the animation, the textures didn't work (had to manually copy channel 9 to channel 1). That could be a problem.
  16. So someone asked me if I could place red dot sights on bf2 weapons. I thought sure that should be possible, after all the M4 has it. Then I was thinking, what would the M4 be like without the red dot scope. So, after a deleteing the scope, welding verticies and removing a strange box in the way of the sight itself, I got it to export. Although it still zoomed in to the scope. So I imported the M16 "Zoom" lod and used that as refrence to scale the M4. Then changed the M4 blurtexture to the M16 one (after scaling it). After lowering it (cause scope is higher than ironsights) I got it working yay. So the m4 doesn't have a scope anymore it has its true sights. Here is a gameplay video, it prefer it over that scope. Im thinking of doing the Scar-L next because that scope was rubbish as well.
  17. Someone asked me if I could place red dot sights on bf2 weapons. I thought sure that should be possible, after all the M4 has it. Then I was thinking, what would the M4 be like without the red dot scope. So, after a deleteing the scope, welding verticies and removing a strange box in the way of the sight itself, I got it to export. Although it still zoomed in to the scope. So I imported the M16 "Zoom" lod and used that as refrence to scale the M4. Then changed the M4 blurtexture to the M16 one (after scaling it). After lowering it (cause scope is higher than ironsights) I got it working yay. So the m4 doesn't have a scope anymore it has its true sights. Here is a gameplay video, it prefer it over that scope. Im thinking of doing the Scar-L next because that scope was rubbish as well. mscho:merged double thread
  18. Wow that is intense! I do agree though, some less bright colours? Just a little less and more high resoultion. I like the idea it is really cool!
  19. Yes you can use it in normal bf2. If you go to a maps folder, say Wake_Island_2007, open up server.zip in winrar, then go Gamemodes\gpm_cq\64\ In there you will find Gameplayobjects.con If you edit it and save, you will notice that it is Read only . However, a very handy tool (Notepad ++) can clear read only flags without having to save to MY documents and recompile it into the .zip again. Basically try find a vehicle you want to replace (humvee?) then find each line that says USJEP_HMMWV and replace it with the exact name of the musle car (xp2_musclecar???) try find out for sure. BUT... Don't replace bf2 files is you have your own mod. If you don't, then you should pack up the level's server.zip files One other thing, the AI can get a little messy when replacing vehicles. I remember trying to replace a jeep with a TANK, works in Multi of course but i can't get it to work in Singleplayer.
  20. I know in 2142 if you have the Zellar Advanced Sniper rifle, you can shoot C4 and make it explode (killing the c4 spammer and his teammates to die, often resulting in a kick towards him ) anyway, is it possible to make any weapon, shoot a c4 to make it explode? I hope its not some hardcoded thing like specific to 2142. How would you detonate using the materials for instance?
  21. Although this may work in MW2 due to its setup, I don't think "E" would work well as knife in battlefield as it would defeat the purpose of enter. "G" the purpose of pickup kit. Maybe have "1" pull out the weapon (with no startdelay) then change the Fire input to 1 as well? Possibly double tap 1 to knife?? I don't know it sounds like it won't work. If this method works, you coudl do 4 for grenade and 5 for flashbang using the same way.?
  22. You mean like this C4 cannon, in this video the c4 cannon demonstration starts at 1:07 Well for that, I simply made a batch of 10 C4 replace the projectile of the USAPT_Predator. As for ammo, check out each weapon in the game in objects_server.zip and add this/replace this. One thing with bf2 is that some weapons do not have lines under the create ammo component (because its default so its not added) this is epecially evident on the usrif_m4. Anyway if you are doing ignore ammo try this ObjectTemplate.ammo.magSize -1 if that doesn't work try this ObjectTemplate.ammo.magSize 9999999999 If you want still reloads just unlimited magazines do this ObjectTemplate.ammo.nrOfMags -1 if that doesn't work try this ObjectTemplate.ammo.nrOfMags 999999999999999 As for the bridges open them up, for example wooden bridge, in Objects_server.zip\Objects\staticobjects\common\roads\wooden_bridge_segment. In the .tweak you should see this rem ---BeginComp:Armor --- ObjectTemplate.createComponent Armor ObjectTemplate.armor.maxHitPoints 1000 ObjectTemplate.armor.hitPoints 1000 ObjectTemplate.armor.defaultMaterial 112 ObjectTemplate.armor.waterLevel -0.3 ObjectTemplate.armor.explosionMaterial 98 ObjectTemplate.armor.wreckHitPoints 1000 ObjectTemplate.armor.timeToStayAsWreck -1 ObjectTemplate.armor.timeToStayAfterDestroyed -1 ObjectTemplate.armor.wreckDelay 0.15 ObjectTemplate.armor.canBeRepairedWhenWreck 1 ObjectTemplate.armor.canBeDestroyed 0 ObjectTemplate.armor.showDamageAsDirt 500 ObjectTemplate.armor.addArmorEffect 75 e_dstate_woodbridge_light 0/0/0 0/0/0 ObjectTemplate.armor.addArmorEffect 50 e_dstate_woodbridge_heavy 0/0/0 0/0/0 ObjectTemplate.armor.addArmorEffect 0 e_destruction_woodbridge 0/0/0 0/0/0 rem ---EndComp --- Just reduce the hitpoints and armour of the bridge. AND finally health and ammo kits Ammo has ability strength. Change that to a higher number rem ---BeginComp:ReplenishingAmmoComp --- ObjectTemplate.createComponent ReplenishingAmmoComp ObjectTemplate.ammo.magSize 1 ObjectTemplate.ammo.reloadTime 0.7 ObjectTemplate.ammo.minimumTimeUntilReload 0.6 ObjectTemplate.ammo.autoReload 1 ObjectTemplate.ammo.instantReloadOnEnable 1 ObjectTemplate.ammo.toggleWhenNoAmmo 1 ObjectTemplate.ammo.abilityDrain 0.05 ObjectTemplate.ammo.abilityRadius 4 ObjectTemplate.ammo.abilityStrength 5.3 ObjectTemplate.ammo.abilityCost 0.25 ObjectTemplate.ammo.abilityMaterial 91 ObjectTemplate.ammo.replenishingType RTAmmo rem ---EndComp --- Health has this rem ---BeginComp:ReplenishingAmmoComp --- ObjectTemplate.createComponent ReplenishingAmmoComp ObjectTemplate.ammo.magSize 1 ObjectTemplate.ammo.reloadTime 0.7 ObjectTemplate.ammo.minimumTimeUntilReload 0.6 ObjectTemplate.ammo.autoReload 1 ObjectTemplate.ammo.instantReloadOnEnable 1 ObjectTemplate.ammo.toggleWhenNoAmmo 1 ObjectTemplate.ammo.abilityDrain 0.05 ObjectTemplate.ammo.abilityRadius 4 ObjectTemplate.ammo.abilityStrength 5.3 ObjectTemplate.ammo.abilityCost 0.33 ObjectTemplate.ammo.abilityMaterial 73 ObjectTemplate.ammo.replenishingType RTHeal rem ---EndComp --- Do the same thing.
  23. Really!? that would be epic! Reload animations is absoluetly fine on the M82, it just the stand, walk and fire animations that need fixing. The rest is pretty good. Except for 3p. In 3p just deploy needs fixing.
  24. sweet, i will test it. Don't worry i will probably use it for a chopper war or something. I will tell you.
  25. I now see this is quite and old post, but does anybody still have the download link? Both pages give me and error
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