Author Topic: FH2 Modding Q&A  (Read 143716 times)

Offline Airshark79

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Re: FH2 Modding Q&A
« Reply #735 on: 21-01-2015, 08:01:23 »
So, pegasus wheat fields... when do we get it?

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #736 on: 21-01-2015, 13:01:00 »
When Pegasus is released?

Offline Stubbfan

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Re: FH2 Modding Q&A
« Reply #737 on: 21-01-2015, 13:01:45 »
Or make your own.. it's not rocket science, and i heard you got talent.

Offline Airshark79

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Re: FH2 Modding Q&A
« Reply #738 on: 21-01-2015, 13:01:50 »
I didn't pay attention on the livestream, is it just a static object? I'm going to do some jungle overgrowth in the next few months, just looking for the method generally.

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #739 on: 21-01-2015, 14:01:27 »
It's overgrowth.

Offline Airshark79

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Re: FH2 Modding Q&A
« Reply #740 on: 21-01-2015, 14:01:19 »
Ok

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #741 on: 21-01-2015, 17:01:13 »
Sometimes I get confused with the techniques, but opacity in alpha is usually how it's done at least with tank tracks, car windows or such.


Take the french hedgerow for an example, these are planes with alpha opacity channels.
« Last Edit: 21-01-2015, 17:01:13 by Roughbeak »

Offline Airshark79

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Re: FH2 Modding Q&A
« Reply #742 on: 12-02-2015, 18:02:38 »
Anyone here know about any documentation regarding Refractor damage model? I played around in tmp.con and other files enough to change damage values of the weapons and the bleed system but couldn't figure out the damage multipliers on parts of the body and how much medpacks heal, that kind of goes as far as I presume concerning the damage minimod. But I like the wide reach of possibilities.

Offline Oberst

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Re: FH2 Modding Q&A
« Reply #743 on: 14-02-2015, 11:02:03 »
Just a simple question about modeling. Is it possible to do a model in a higher version of 3ds max and later import it into 3ds max 9 for use in FH?

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #744 on: 14-02-2015, 14:02:32 »
Hey thanks for asking.

Assuming you are talking about FH2 importing? I have never tried a higher up version for exporting/importing, the Poe materials might work in higher versions, but it's best to just acquire 3ds Max 9 to be on the safe side. :)

Once you model in 3ds Max 2014 or something, and export it to 3ds Max 9 as a .obj, it will automatically turn into a mesh or triangulated fashion. Which would be a pain for sure. ;)


Regards
« Last Edit: 14-02-2015, 15:02:44 by Roughbeak »

Offline Oberst

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Re: FH2 Modding Q&A
« Reply #745 on: 01-03-2015, 12:03:40 »
- What is the size of the playermodel? Meaning How high need loopholes for firing weapons through need to be?

- What is the crouch-size of the playermodel?

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #746 on: 01-03-2015, 20:03:31 »
Using the mesh importer from POE tools, I imported the BW_nco_soldier in 3ds Max 9. It appears the height is "1.73"m once you select the top vertice. Though I don't know what the crouch height is.




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Offline Darman

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Re: FH2 Modding Q&A
« Reply #747 on: 02-03-2015, 18:03:13 »
Quick question for the Modding community:

Does somebody still have the "Hud Editor" by bergerkiller stored? I am working on some BF2 GUI stuff and could really use it. Unfortunatly the only link to it I could find lead to gamefront, and, you know, its gamefront. Links that are older than 2 months are usually dead on gamefront.

Since the Bfeditor forums are infected and no longer usable, I hope somebody here can help me out.


Offline aserafimov

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Re: FH2 Modding Q&A
« Reply #748 on: 02-03-2015, 19:03:31 »

Offline Darman

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Re: FH2 Modding Q&A
« Reply #749 on: 02-03-2015, 20:03:37 »
I just love this community. Thanks a lot.

EDIT: Is it just me or is Mediafire down atm? I can start the download, but it will only reach speeds like 5kB/s and after a few minutes it will die completely and the download fails.
« Last Edit: 02-03-2015, 21:03:33 by Darman »