cool scene!
cool scene!
I know it's easy to do with turrets (either MGs or flaks). But for AI i have no idea...
65kawasaki zajimave! nova mapa?
Quangzb26 In this case, noesis
Marcomix to me these models represent lets say a lost era. It's like saying Doom's graphics are bad or CoD1 graphics are bad. They are dated yes but they have their own unique art style. And thats why game classics like these are above graphics.
I don't know. Ask the author of Rhine survival mod where he got it from.
Yes its the same old mod from which i posted few pictures before: Moddb.com
taintxs wow. hello there buddy! wish you all the best and have fun modding!
vlad950313 nice work there!
played a bit and spotted few minor bugs
* fishing ships are invisible and unselectable when they are moving, i think they were insivisle when idle too, when they fished they were fine
* bohemians got available 2nd wood upgrade in feudal age and they should have it in castle age
* mill, mining camp, lumber camp are hard to select by clicking, specific place on them must be clicked to select them, drag and click seems to work OK though
* bohemians Hussite Reforms (trash monks) work only for monks not for technologies
* polish folwark bonus doesn't work (no food collected immediatelly after farm is built next to folwark) - however i guess this is unfixable in AoC
* new units and technologies seem to have wrong help text messages (help text message does not show). i don't know if this is fixable, new text strings are needed to fix that
PvtParts1 in short stereo works for player/local, music and ambient sounds. 3rd person sounds must be mono.
For more details look into any CSV soudalias header (iw_sounds2.csv for ex). Simple general rule is that basically any sound that is supposed to be emitter (ie. have a source direction) must be mono
PvtParts1 firstly, i recommend reading online how normal maps work.
cod2 'grayscale' normal map is just a 'regular' (tangent space) normal map with reoriented channels.
you can switch 'grayscale' back to 'regular' normal map this way:
* greyscale RGB channel is G regular channel +20% brightness
* greyscale A channel is R regular channel
* use full white for B regular channel
once switched this way you can use such 'regular' normal map in asset manager to create IWI files and materials.
however, if you prefer DDS2IWI converter to make your IWIs then you don't have to worry about any of that and you can modify 'greyscale' normal maps directly and convert them to IWI directly.
PvtParts1 theoretically you should be fine upscaling up to 4096x2048 and 2048x2048 but i wouldn't go over 2048x1024 and 1024x1024 for most textures. if you do then you can probably expect performance problems depending on how much textures you upscaled. cod2 is an old engine afterall.
i smell an easter egg...
Andreiksbreakfast another great skin. i like it.
Andreiksbreakfast very cool skin. great job done!
Andreiksbreakfast wrong animation used in weaponfile. that's the reason for your wunderwaffe error...
BrandonDR
You need to manually add missing joints as bonecontrollers/bonestabilizers into asset manager xmodel compilation
Edit: or alternativelly re-rig the character to correct skeleton. But this is ofc more work than simply doing it via compilation parameters.
pcj27 "Don't mind me Hans. Move along - the English are over there. Just go this way..."
Lol nice :)
The issue with enfield bullets is because vanilla enfield anims are used instead of B2F ones. Slikk probably had to cut corners here and there.
Daffa_Mater this is cool. Good work!
65kawasaki wow. Tak to jsem necekal, cool. Shodou okolnosti jsem ted o svatcich mel trochu casu a oprasil jsem taky trochu toho moddingu :)
Spi-Hamentsios10 man those sas guys give me vibes of the unfinished waw ardennes levels from waw... Static.wikia.nocookie.net
Spi-Hamentsios10 Cool stuff. My b2f diary files aren't that nice. In fact they're a mess and only I can read them and make sense of them lol :)
Godmod1 hi, probably easiest way is to go to your graphics settings and switch to directx7 mode.
You can't run in directx9 because of the missing textures. I recreated those missing textures to be able to play in directx9. But you can't do that without modding skills.
Walter_Bennet2408 Interesting idea. Good job!
EDIT: just checked the files, you forgot to edit "30calport" and "ofenrohrschck".
Yes, sadly all CoD games that i know of are that way. The ammo is tied up to the weapon itself and is not a separate object.
Marcomix Long time no see.
Cool 37mm in the back I see :)
MCh2207Cz
MCh2207Cz joined
Hi! My name is Martin. I come from a small mountain town in the Czech Republic. As I started playing with computer some time ago it is of course my hobby. As well as books, cottage, tourism, history and military.