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Dogbox

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About Dogbox

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  • Birthday 07/12/1994

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    http://www.ismod.org/
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  • Gender
    Male
  • Location
    South-Africa
  • Interests
    Pizza,a lot of coffee,gym,bf2,Empire Earth 2,TV,GTA San Andreas, <br />Cartoons and the History Channel.<br /><br />What, that ain't good enough for you?
  1. Dogbox

    Creating Windows?

    I tried them and they really worked very well! That will help me allot in creating ruins! Thanks allot man. And I'll try that shell modifier out when I get time . I'm working on a big building right now. Thanks everybody!
  2. Dogbox

    Creating Windows?

    HA! I can't believe this! This actually worked perfectly! This is exactly what I wanted thanks tons to you both and thanks for the video hjid27! And to godfather: I know what you mean by making a "solid" mesh or a mesh with "water" in it . Unfortunately for me I did exactly the opposite for all my objects. So when I tried this Boolean thing I saw that the sides of the window was missing cause it wasn't a solid mesh inside. Therefor I'm glad to see you can also cut allot more effectively with this tool which was my main problem. So I'll just extrude the square through to the other side. delete it and then weld the verts together which is very fine with me. Thanks!
  3. Dogbox

    Creating Windows?

    I always struggle to create nice windows. Usually when I make them I f*** my object up. I use a combination of cutting new edges on a face then extruding them out and then welding the new verts on the other side of the face with the inner ones. Is there a more effective way of creating windows (windows as in an open square through a mesh)?
  4. Ok but how do you flip normals on it? Is there a button? And I recreated my square with the texture applied and redone the whole export and it still did the same thing. I have a model with two sides of polygons. Both of them are uvmapped. And can you give me an answer to what I said here: Thank you.
  5. Dogbox

    Send Message To Players When They Spawn.

    Oh yeah thanks Uberwazusoldier! It works now.
  6. Dogbox

    Send Message To Players When They Spawn.

    I cant believe this but I'm just having trouble with the simplest thing one can change, the color. This is my code and I have placed that code everywhere in there but it just keeps crashing: #test.py message = §3 §C1001 '5 controlpoints remaining' §3 §C1001 import host import bf2 def start(): host.registerHandler('PlayerSpawn', myPlayerSpawn) print 'test initialized' #now its time to use the stuff def myPlayerSpawn(player,soldier): t = player.getTeam() host.sgl_sendTextMessage(0, 13, 0, message, t ) Is this right?
  7. Dogbox

    Send Message To Players When They Spawn.

    @ UberwaszuSoldier: I tried to use that but I crashed several times when trying to load any map. I then went back to the python file where I placed your code in and it didn't even want to open it up. I could open any of the other python files but not the one with your code. I then created a new python file and then placed your code in there again and saved, when I tried to open it again it didn't want to open. Then I placed ms's code in there and it worked and I could edit it too. So did you test that code out or was it an example? And could someone explain what I actually wanted to know?: Were do you put these codes in? In what file?
  8. Dogbox

    Send Message To Players When They Spawn.

    Were do you put these codes in? In what file? Cause I got this message thing working thanks to you all!! EDIT: Would it be possible to make a code that says e.g. " 5 controlpoints remaining" and when you capture on of the controlpoints it then says "4 controlpoints remaining". Cause I thought it might have something to do with these codes we have used here, but just adding something repeatative, till it goes to "0 controlpoints remaining" after you have captured all the enemy CP's. This was just an example using the "# controlpoints" thing. EDIT again: Maybe something a little simmilar to this ?: #test.py message = '5 controlpoints remaining' import host import bf2 def start(): host.registerHandler('PlayerSpawn', myPlayerSpawn) print 'test initialized' #now its time to use the stuff def myPlayerSpawn(player,soldier): t = player.getTeam() host.sgl_sendTextMessage(0, 13, 0, message, t ) # update control point cp.cp_setParam('playerId', playerId) #always set player first if newTeam != -1 and cp.cp_getParam('team') != newTeam: cp.cp_setParam('team', newTeam) onCPTrigger(cp.triggerId, cp, 0, 0, 0) updateCaptureStatus () message = '4 controlpoints remaining' def start(): host.registerHandler('PlayerSpawn', myPlayerSpawn) print 'test initialized' #now its time to use the stuff def myPlayerSpawn(player,soldier): t = player.getTeam() host.sgl_sendTextMessage(0, 13, 0, message, t ) That was just a try
  9. Great! I just had a quick look at the radar of the us and saw a few things. Why it didn't want to rotate is because I didn't add it as a child to the static uh60. After childing it and dragging the static uh60 into the editor it was rotating perfectly ! I even got the transparency and its sound just right for the main rotor ^^. The only problems I've got now is 1.) You can only see the blurry rotors if you look at it between the x-and-z axis (red and blue axis): If you look at it from another direction it doesn't show at all: 2.) No matter how I move the rotor up or down in my 3d model program (or even by pressing reset transform and scale) it would be loaded Point-centre in the middle of the editor, and there's no other way of moving it not even if its a child to the uh60 static. What am I doing wrong? Cheers for all that helped me to get this far!
  10. So it's illegal to import one of DICE's vehicles, customize and reexport them? Cause I'm busy just adding a cover for the back of the humvee and adding some extra bags and then I'll reexport it, I would not of all said that I created that vehicle - of course they can see the original shape is from vanilla bf2. I have seen that the mod PR has also reexported most of the bf2 vehicles with heavy customization. So would it be a bad idea to go ahead with that? If that's so I'm totally fucked. And with what you said, I'll rather go and rename and just tweak the main rotor and back tail rotor's files.
  11. Ok to make things simple, what would you have done if you were asked to create a uh60 which had spinning rotors but it wouldn't lift up, it would just idle there throughout the whole game?
  12. Dogbox

    Making My Rotor Rotate.

    My intention wasn't to spam. Go ahead delete this topic if you must.
  13. I have exported the uh60 from vbf2 as a staticobject, and I parented the main rotor of the uh60's main rotor to my static uh60. All I now want to do is make it rotate clockwise with not too high of a speed (using the blur it already makes it look fast): This is basically a static object which needs a rotating bundle so that it looks like its spinning its rotors. This is going to be used in a new gamemode for our mod. Will I have to create a new animation for it ( I know somewhat how) or could I just tweak a few codes so that when dragged in a map or the object editor, the rotors would start turning?
  14. Dogbox

    Terragen 2.0

    If you are going to use Terragen and not Terragen 2 then this is a good tutorial: http://bfeditor.org/forums/index.php?showtopic=11692 or http://bfeditor.org/forums/index.php?showt...amp;hl=Terragen I recommend the first one.
  15. After a month and 2 weeks I got it working: Thank you all very much. I appreciate everyone's help very much
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