rofl
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Posts
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Posts posted by rofl
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I think the filelist.txt causes some problems, as soon i add some new units in the list the game and mapeditor makes troubles.
Now i removed all units from filelist and all works fine.
BTW its a realy nice feature, ty for that BF
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Bevore the uberpatch we had the possibilty to destroy units with
DamageObject ( UNIT , 129 , 100 ),
works fine but it causes allways a big explosion.
Now we have a new command with differend parts to destroy but i doest work for me
damagePart can be:
HULL - object is destroyed
TURRET - vehicle’s turret is destroyed
TRACKS - vehicle’s running gear is destroyed ENGINE - vehicle’s engine is destroyed
Example: DestroyObject ( GROUP , @group , HULL )
Maybe it's buggy or i've done something wrong?
My trigger:
DestroyObject ( UNIT , 563 , HULL )
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Thanks a lot, does it work with uberpatch or still the last version?
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Great, thanks a lot for all your work
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Did you save the skin as DDS and DXT-3?
I had the same problem in another game because i saved in a wrong format.
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Thanks for update, looks great
How could they add the box on the firefly, would it also be possible to attach some churchill tracks on hes body and a steelplate over the removed MG?
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Yes i can also remeber that.Originally posted by Stoppelhopser:BTW I clearly remember ingame screen shots of russian mortars firing and on the move, from about 2004. Maybe I find them on my HD.
However there might have been be a development problem with trajectory and such. Or maybe it was too omnipotent in crushing AT guns which are fundamental to gameplay and missions.
I also remember a screenshot of the german 2cm Flak, though that's not the theme here.
Some other interesting screens like commander look out from hatch, german mortar, goliath and HMG on move you still can see on 1c site .
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Save as .dds (DXT3) and then rename it back to .tgaOriginally posted by ReichElite:Another question, what format should I save them into afer PS works? TGA?
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You must also change the backpack
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I wish you all a happy new near from austria
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The folder is includet in the rar file, just unpack into your ToW maindirectory.Originally posted by PV:im dont have this sub folder
Theatre of War\data\gui\Ingame
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That looks nice, particularly the elevated road is exactly that what i miss on on ToW maps.
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As usual with edited ToW files you must use Dr.Jones extractor.Originally posted by Wolfhound:how do i install this mod? i can't find a model folder
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Looks nice, any releasedate scheduled?
I'm happy to see some of my work is usefullOriginally posted by Sneaksie:[QB][/QB]
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I do that s*** allone, i'm very bored and have much time atm because my chick was working in asia the for next few monthsOriginally posted by Sneaksie:Excellent. Did you made it yourself or with a team? I see that even blast effects are redone!
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doublepost
[ December 25, 2007, 06:40 AM: Message edited by: rofl ]
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Ok, but i replaced for test all houses on my map with those french_house_summer_mono (without windows, doors, simple texture,...), FPS was exactly the same like with detailed houses :confused:
[ December 25, 2007, 06:40 AM: Message edited by: rofl ]
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With notepad or any other texteditorOriginally posted by boog2006:How do you open a mat file?
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Nikki, you wrote in the briefing.mat "phase_2.tga" or something but it should be "briefing.tga" and also the missionname include space (Bunted_ Spears), thats why the map cant show up.
I changed both and it works now, later i'll play the mission .
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Of corse .Originally posted by Sneaksie:rofl, JSH mod authors request permission to include your model in new version of their mod:)
Does they also need the numbers and tactical markings?
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Two week ago i had the same problem but i cant remember how i could fix it.
Upload the mission and i take a look on it.
Whats wrong with the new filesid.ini?
in Theatre of War Modding Forum
Posted
With uberpatch i can not more add new units in the files.id without problems.
I can use those units in missions but if i want open the editor i got that errormessage
Any ideas what could be wrong?