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Jace11

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Jace11 last won the day on November 4 2020

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  1. Pretty sure I watched a video on YT about why and how the UKR were prioritising and going after the Ropuchas and similar ships, their importance etc. the reasons are fairly obvious really but it went into nice detail, I just can’t remember where/who it was…
  2. Isn't this your opinion of their latest OS from only a few days ago?
  3. Ok just checked again and its no longer listed in their paypal, so maybe it didn't go through. Can't check anything else cause the store account is still blocked.
  4. Tried to purchase a module, it was a late bday gift from a family member so I logged in, then they put in their paypal details and paid, etc came to $29 i think, when I pressed proceed back on the bfc website, the purchase failed (but the amount was deducted from their paypal - is listed as pending.) I tried again a couple of times, still got a small error message. Anyway, I'm locked out of my store account now... and i've not received any emails that it went through.
  5. If you have engine 3, when you register your key on steam or buy it on steam, it will be the latest engine 4 and patch, thus saving you from buying an engine upgrade. Charging cash for patches is basically unworkable on steam. The BFC engine upgrade model had to change for the steam releases.
  6. The most detailed model is fine, the next lod is fine, but lod_4 has the turret name object01. I changed it to turret, it works now. You only spot that bug in huge missions like Czechmate because the game will ramp down the detail and use low detail models on maps like this. t62 lod4 quick fix.zip
  7. M41 Front mounted binoc pouch, it is attached to spine3 This was moved to rear, I tried quite a few times, different ways, I was copying data from greatcoat. But it seemed to have no effect until I moved it down the order, from spine3 to spine.??? If you want to look at the edit using hex editor both mds are in this zip. https://www.mediafire.com/file/yadajauatboes3i/bino_swap.zip/file
  8. Noticed a bug while editing uniforms. On the american greatcoat model, soldier equipped with SMG has their SMG ammo pouches inverted. On the normal US Para model (smod_american_m42-para.mds), the orientation is correct. So I compared the data chucks and on a hunch copied a sequence of bytes which had no similarity between the two models, moving it from the para model to the greatcoat model. This restored the correct rotation of the SMG ammo on the greatcoat model.
  9. doing a bit of exploring, you can change attachment points using similar text editing, I just changed the canteen attachment point on the smod_american_greatcoat.mds from ....american_canteen*.bip01 pelvis (* = 12 char 0C) to ....american_canteen*.bip01 spine (* = 11 char 0B) This worked fine and looks better actually. The location of the canteen is moved slighlty, but now it is attached to the spine and not the pelvis so it stays rigidly attached to the belt on the greatcoat texture... when on the pelvis it moved around quite a bit depending on stance and animations...
  10. I do use blender, but I prefer to copy-paste data chunks for reasons to do with the plugin (the double vertex shading issue). So if I'm modding a weapon or animation (have had some success with fixing broken animations recently) I will modify in blender, export that model, then copy the data chunk of the object I modded back into the original mdr. This reduces the occurance of the shading bug. The shading bug isn't a big deal, most people won't even notice and its not often visible depending on where a mesh wraps back on itself. The best example is the Fallschirmjager helmet. Try opening and exporting it, then use it in game, you will see a shading "seam" across the top of the helmet no matter what you try but the default model doesn't. Just opening that model using the blender plugin introduces that issue. It occurs on cylinders (like gun barrels), spherical shapes etc. Basically the plugin doesn't work perfectly. This is only one artifact (there may be more) and I have no idea how to fix it. So.. that's why I prefer to use HEX but guided by blender. Sometimes I have no choice and have to export the whole model though especially if there is a lot of parent swapping, reordering involved (like the JPzIV(A) muzzle fixes I tried a couple of days ago). FJ helmet shading "seam" (note each vertex along the seam is a double vertex - using "remove double vertices" function will get rid of the seam but will corrupt the UV texture mapping. The point I was trying to get across in the previous post was I have not been able to move data chunks to different parents successfully (I can move objects to new parents in blender - but not with raw hex data). There is probably some data, like a list or number of children somewhere in the mdr, which means there may be something similar in mds.
  11. Cool stuff, the copy pasting of data chunks works in mdr files too. I use the same points you do.. the name sum to the next name sum. It works most the time. I’ve tried recently and failed when I’ve moved something to a different parent, so parent / child relationships for objects are determined in the hex data somewhere I think. There could also be a list, honestly not sure. I haven’t found it, but I haven’t really spent time looking into this either. I mostly look at mdr files and there are lots of differences between mds and mdr.
  12. In game, it uses the M1 Abrams sound effect to represent a turbine engine (like the T-80), but the T-84 was based on the T-80UD which uses a diesel engine of course... so it's wrong.
  13. Also found this https://steamcommunity.com/groups/bizarchivistsoundproject/discussions/2/1699416432428619922/ and the links in it are still up, worth a gander these appear to contain all the games weapon sounds in ogg format.... kinda exactly what we need right, just convert them to wav.
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