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Messages - RoniSaysWoot

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1
Modding / Re: NML Is Open!
« on: 04-03-2011, 05:03:40 »
Guess its open to everyone now.

Your Gew98 sight is wrong, should be exactly the same style as the K98k when you look down the sights.

Stosstruppen shouldn't be on any maps prior to around 1916.

Why do NCOs not have a rifle?

Why are there no trench maps?  All the maps seem very generic, very unenthralling, and the main reason I think is a complete lack of any form of WW1 trenches.

Agreed. The maps just feel bland and generic. Maybe you guys should just add a classic trench map? Just because the NCO's only carry pistols in the movies doesn't mean that it is the case IRL.

That is because NML only has 1 mappers, people are too lazy, has no time or arent interested about the mod to come and help. It just amazes me how much we even got work done with a team of around 4 active developers.. So if you think the build needs something more just go and help the guys out, but its just way too much work to create something even in the scale of WWI.

2
Plz Folks just let him work, i can't wait for that texture pack^^

The longer you stress him with all kinds of textures, it will just take longer to release his pack..

Heh well im not sure tho if i have the time to work on more re-textures, allot stuff going on atm and the textures i posted on here aren't that suitable for FH2 because well there isn't no pacific front yet.
But i have way too many projects going on at the same time. One thing is that i have started to learn some Autodesk Mudbox to really get me going on game character designing.
This is my first try with it to just get to know the new user interface a bit better.


3
Modding / Re: 3 Model Programm
« on: 21-01-2011, 22:01:58 »
Software what i use mainly:

3ds max 2009 and 2010
Zbrush
Sculptris

For skins (textures) Photoshop is the best way to go.

For UVW-mapping Headus uvlayout

4
Modding / Re: [WIP] Hanley's Historical Texture Pack
« on: 21-01-2011, 09:01:58 »
I could teach you some basics of modeling. How to make a basic model then uvw-map, lightmap and then just some texturing tricks what i use to get some more quality to the textures, and if you want i can show you how to import FH2 models to 3ds max and get them clean and how to apply the textures for them, that makes texturing much easier so you dont have to go ingame always to see how the textures looks.

5
How old does he look?  ;D


6
Sorry just had to make the marine a bit higher quality again :P But yeh i just need to get allot of reference pictures to get me going, would be much easier than me just randomly googling stuff :D


7
Ill take a look at both of those suggestions when i get the FH2 soldier lightmapped i want to test how it would look if i start from fresh rather than just change the existing textures  :P

8
What else FH2 content should i re-texture? :) Im now totally out of ideas ;D Im possible the best on character models when it comes to texturing but i can take a look at other stuff too if there is enought reference picture of them like tanks and stuff  :P

9
nice work! Looking forward to some NML, and hopefully see a merger of Mods? ...


nice avatar too!

We shall see what happens  ::)




Tip: Next time you go online look at the servers list really carefully.

10
wonderfull moddel you just made there.
the details and everything.
if the NML moddels wil be of the same level as this one, I wil have sleeples nights

Heh thanks :) but the model is from FH2 i just worked more on the textures, NML will have something similar.
But its hard to say if i get all the new textures done for the first release.

11
sweet - we have facial hair...Man, you ARE good...

You should work with Hanley to put together a complete patch! :-)

Well it would be sweet, but my attention is in NML :P

Small update on the texture. I worked more on the detail :)


12
Suggestions / Re: Cold water causes hypothermia
« on: 17-01-2011, 16:01:49 »
Someone needs to figure out how to make ice in BF2. That doesn't feel realistic to see a river or a lake without any ice on it. Water freezes when it's near 0°C, depending of the flow on the current.

13
You could try the Tarawa uniform.



Something like this? :) The pattern isn't very clear but i think its close enought


14
Off-Topic / Re: BF2 Destroyable Environment W.I.P.
« on: 14-01-2011, 14:01:03 »
Heh it's kinda funny how you actually made that towable weapon :D Just connected them together in the editor to just make a 1 vehicle out of them. The best way to make a towable weapon is with python and it would work in MP too. There is even a python script in the Sandbox mod what lets you connect 2 different type of objects together ingame. There is possible no limits what the python could do in bf2 but just not that many people understands it that well to actually could work with it. Heres some examples what the NML developers has done before. Everything on the videos are python controlled.

http://www.xfire.com/video/2a70d1/
http://www.xfire.com/video/2aedc2/
http://www.xfire.com/video/22f4e5/
http://www.xfire.com/video/2a72c1/
http://www.xfire.com/video/68d2f/

15
Modding / Re: No Man's Land: Field and Forest
« on: 09-01-2011, 16:01:42 »
Well there is a way to do this, but it maybe affects the fh2 a bit too much. We can make a folder calld mods inside the fh2 and make a folder calld nml in there and set all the nml zip files what is needed then have fh2 to read those files from there trhu the clientarchives.con and serverarchives.con.
That would mean nml would be a mod inside a mod and it wouldn't change anything from the actual fh2 content so when a nml map is loading the map would read the zip files from the fh2/mods/nml directory.

How this could affect in fh2 could be that it would possibly slower the map loading times because then fh2 would have allot more files to read from. But that method is really easy to make and really easy for the players to install. I haven't yet tested this method to see if it actually works 100%.

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