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Messages - Harmonikater

Pages: [1] 2 3 ... 25
1
Off-Topic / Re: What do you guys think about my new uniform?
« on: 14-02-2018, 17:02:34 »
Heinrich! Mir graut's vor dir.

2
Developer Blogs / Re: Dev Blog: Crawling with skins
« on: 02-04-2017, 19:04:02 »
Any exceptions?

Due to technical limitations, unlimited access to the skins is not compatible with the already existing power-ups for devs/testers (such as being able to pick/spawn any weapon/vehicle on any server), so you will still see devs/testers running around without custom skins in order to still use those secret abilities.

3
Modding / Re: FH2 Modding Q&A
« on: 15-01-2017, 11:01:23 »
is it possible to export weapon to fh2 using 3ds max 2016? I want export a model but I only have 3ds max 2016

The standard export tools won't work with anything newer than 3dsMax9. However one of my side projects is making them compatible with newer versions as well. You can get a working version here:

http://files.forgottenhonor.com/fh2/Modding/MaxBF2Tools.rar
Put the archive contents into your maxfolder (e.g. C:\Program Files\Autodesk\3ds Max 2016), and run Max as admin.

They're still a work in progress so I can't confirm everything works the same, for exporting and importing weapons it seems to work. (tested with Max 2016)

4
Modding / Re: gameplayPlugin enable 3rd person tank view
« on: 14-07-2016, 11:07:29 »
There's a much easier way to add the testing plugin now. You can revert back to using the compiled gameplayplugin by deleting the uncompiled .py file.
Then do the following to enable the testing plugin:

In your fh2 folder open fh2.cfg
If it's not there already, copy fh2.cfg_template and rename it to fh2.cfg
then replace this line:
Code: [Select]
#append_plugins = []
with:
Code: [Select]
append_plugins = ['testing']
save and start fh2

5
^this is about the best and most comprehensive answer you're gonna get. I also agree that a community updater could be made to include this. We have some really talented community coders. All a matter of if they want to take on the 'legal reprocussions' by themselves.

While I'm all for the concept of going standalone, this is why I totally understand the current decision.
I would not include BF2, which is legally not mine to give away, in the Community Updater, which carries my name in the code. No one likes to make themselves a target. And not necessarily for EA/Dice, they probably don't care, but e.g. for that special group of lawyers here in Germany who make their money "protecting" copyrighted material "on behalf" of the rights holder.

In the end, official or unofficial, it always boils down to somebody having to shoulder the uncomfortable legal responsibility.

If there is somebody willing to accept that risk who wants to create an unofficial standalone installer, no one is going to stop you. But devs not wanting that burden is nothing that should be held against them.

6
Modding / Re: Statics
« on: 14-03-2016, 16:03:53 »
Depending on the version of max and your cad software, max might be able to import directly, e.g. I used to be able to import .ipt and .iam files directly into max9. Doesn't work for Inventor 2016 Pro anymore for me though, so I now import it first into 3dsmax 2016 (which has many more options for file imports anyway), and then use .obj import/export to share with different max versions.

7
Modding / Re: Statics
« on: 11-03-2016, 21:03:10 »
I'm in mechanical engineering as well, and when I want to use something more close to home, I use Autodesk Inventor, which makes it easy to share models with 3dsmax.

I know that Catia also sort of works, but since Inventor is much easier to get a hold of anyway, I prefer Inventor.

Though if you only want to model statics, then I would go straight for 3dsmax, mostly I just model in CAD first when I'm making a very high-poly model that I'll later use to bake down into more detailed textures.

8
Modding / Re: 1 person Hand model
« on: 25-02-2016, 21:02:29 »
You can get an arm rig on the PR forums:
http://www.realitymod.com/forum/f189-modding-tutorials/61565-animating-battlefield-2-a.html

Specifically, it should be this link:
http://realitymodfiles.com/ancient/chuc/_3__FinalAnimationSetup.max

It's not the same arm rig that's used for fh2 animations, but it will do the job all the same.
The 1p/3p rigs used for fh2 are actual parts of the fh2 soldier models, so I can't just post them in here.
But as I said, the scene above should be fine to work with during your animation process.

9
on the community updater program when i run it, the 2 buttons at the bottom of the menu are just barely on the screen. any way to make the menu screen larger so the buttons show up?

Can you post a screenshot of what you mean please?

10
No opera lovers here?

A Siegfried pickup kit that can stun enemies with High C ?
A trailer that is way too long and has to be watched at a derelict stage?
A wagner horn for german recon?
The possibilites are endless (like his operas)


Full Disclaimer: Italian (opera) bias

11
Punkbuster MD5 checks can allow multiple hash/size combinations for one file.
So the relevant files e.g. for Matt Baker's texture pack could be added by server admins to allow them as well as the unmodified files.

And while the Punkbuster MD5 tool has good intentions, in reality it doesn't really perform very well. The interval for checking archives can be set between 10-300 seconds. Meaning that PB checks one file, waits for the interval to pass, checks the next one, etc. The more frequent the checks, the higher the player's disk activity, and as a consequence, the risk for performance issues. On the other hand, with a lower frequency, it'll take forever for PB to check each archive for modifications.
And all files that can potentially be "cheated" probably number over 200+, so at the default rate of 1 check every 60 seconds, you might be able play on the server continuously for over 3 hours before getting flagged.

12
Modding / Re: [Tutorial] How to create a HandWeapon
« on: 27-09-2015, 11:09:52 »
Noo,now when BFEditor site is down whole bunch of tutorials are down :( And I wanted to make.....

An elephant never forgets.

https://web.archive.org/web/20141006173310/http://www.bfeditor.org/forums/index.php?

Doesn't have everything, but better then nothing

13
Technically you could. There's no limit as to what you can put into the kit geometries, it still all gets weighted to the same 3p skeleton. The trick would be to superimpose a different player model (as part of the kit model) over the original player model so that the kit model covers the underlying player model at each time. Also the vertex weights would have to be matched to the original player model, otherwise parts of the original model might be visible during certain animations.
But covering everything is going to be pretty hard and most likely would result in strange-looking proportions for the new model.

Doesn't mean you wouldn't be able to replace or add smaller stuff like wedding bands, scarves, red cross armbands for medics, glasses, etc. in the kit geometries for a wider variety.

14
General Discussion / Re: Eastern front load music
« on: 23-09-2014, 21:09:57 »
Maybe 1812 Overture

Bad idea. I'll never be able to play that map, since I'll always get stuck on the loading screen, listening instead of playing, especially since it's so long :D

15
Modding / Re: What have you modded recently?
« on: 16-09-2014, 22:09:15 »
Very nice outlaw. Brings back many memories. But it looks like those memories might happen in HD some time in the future :D
I also modelled something recently. But I'm afraid of posting that, black helicopters might come and take me away.

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