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Messages - SgtAlex

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Suggestions / Re: The Minor Suggestions Thread
« on: 12-06-2018, 16:06:44 »
Now that we're talking about tank repairs, I'd like to see Repair Stations like the ones there use to be on BF1942

Any chance to see them on FH2?

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Suggestions / Re: The Minor Suggestions Thread
« on: 06-06-2018, 20:06:12 »
IMO all commander cupolas seats should be removed, together with taking the ability to use weapons in the passenger seats away from all tanks, to get rid of the wrench squads, making tanks immortal on the battlefield.

Aaaand thats how you kill teamwork, it's true that it's frustrating sometimes when fighting tanks with repair-crew, but thats not the problem, the problem is that you dont have any, they are cooperating and playing as a team, you are not. So if passenger seats are removed no one would repair tanks but the driver, no one would be running after a tank, fully exposed just to repair it when needed.

Instead, I agree with blander, repair rate should be increased so engineers crews cant repair a tank faster than the enemy tank reload its gun

I also agree about external fuel tanks, they look horrible in game and have no use at all.

3
Modding / Re: Berlin
« on: 30-05-2018, 14:05:41 »
Awesome!

Now it just needs to be silent since the motor sounds still work.

Next step: the Pantherturm.

What would be the easiest and fastest way to make it? I´m thinking maybe I could immobilize a Panther, the same way the Tiger is. Then I could just bury it and enable Holdobject from the editor. The problem is that in the editor you cannot bury a tank, or at least it doesn´t go under ground visually.

I guess the hard way would be to strip off the whole hull bundle from the Panther, just leaving the turret. What do you recommend?


About this, I think you could do the same as you did with the Tiger, just make a hole in the ground with the terrain editor, big enough to fit the Panther and as deep as its chassis height, leaving the turret out of the hole, then place some statics around the turret to hide the hole and the tank chasis, can be done with sandbags for example.
Finally, tweak it as you did with the Tiger to disable engine.


4
Interesting. Will try it out and give my GTX650 a boost, well needed on FH2

5
Developer Blogs / Re: Polish Manor
« on: 26-04-2018, 00:04:20 »
It looks amazing. Good job!

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Modding / Re: Berlin
« on: 20-04-2018, 04:04:44 »
About the Nebel thing, I noticed the same thing with Katyusha, it acted like a light source and lighted all the buildings close to it, no need to lightmap, can be seen on editor, I supposed that kind of vehicles have actually a small light source that is activated when a rocket is fired, and editor recognise it and draw it as a light.

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Modding / Re: FH2 Modding Q&A
« on: 13-04-2018, 04:04:13 »
As Blander said, we have a group on Telegram for beginners on FH2 modding, we are all spanish speaking (10) at the moment but anyone is welcome. There we can talk about modding and help each other as we advance on our projects, and work together as we learn. It would be great to have many of you there.
We have lots of useful tutorials on PDF format and all necessary files to get the editor working.

Group is public so just look for us on Telegram: "FH2 Modding"
Or follow this link: https://t.me/FH2_Modding

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Modding / Re: [Files] Forgotten Hope 2 Mapping Files
« on: 30-03-2018, 02:03:41 »
Hi there, I have a brief question about the Editor setup, here it's said to place fh2 lightmaps samples like this:


Lightmap samples
http://fhbeta.warumdarum.de/~spitfire/fh2pub/fh2-samples-3.2.202.zip
For generating lightmaps (lighting) of static objects on levels in the editor.
Extract to \Battlefield 2\mods\fh2\


however, on the tutorials, fh2 lightmap samples are indicated to be placed on bf2editor/ directory, look: http://forgottenhope.warumdarum.de/tutorials/

Where are they meant to be placed exactly?

I have all necessary files and tutorials uploaded on Mega, if you need them let me know

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