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Messages - robbob42

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OK, from prior post I have my newly-imported rifle up & running for coop play, and have added it the British Antitank Limited kit ( When I fire up the Lebisey map (which uses that kit), the Piat graphic that used to be there on the HUD in the ANTI TANK LIMITED kit selection "box" (on the spawnpoint selection screen) has been replaced with the new rifle graphic I created for it. Both weapons are there when I enter the game, but only the rifle shows up in the HUD on the spawnpoint screen.

Previously, I'd done virtually the identical same thing for the US - added an imported rifle to the US Antitank Assault Limited kit (, and both the rifle & bazooka display in the kit selection box on all the maps that use that kit. How do I get both my "new" rifle and the Piat to display the same way for the British Antitank kit?

Most of the other kits on that map show two of the items in the kit. I guess the real question is: What controls how many and/or what items are displayed in each kit's selection box? Comparing the US vs British .inc kit files hasn't given me a clue.

Thanks in advance!

Modding / Re: How can I alter iron sight animation?
« on: 22-07-2018, 05:07:07 »
OK, I seemed to have figured it out. In the weapon's file, there is a line near the top called:
animationSystem.cameraSpring.amplitude which had values of 0.03/0.02/0.03.

It appears the 1st number controls how much the weapon swings to the side (and how far the iron sights drift out of alignment) when it's moved laterally.
The 2nd number controls how much the weapon swings up or down (and sights drift) when it's moved vertically.
Haven't figured out what the 3rd number does.

I dropped the values to:
animationSystem.cameraSpring.amplitude 0.001/0.001/0.02
and now the iron sights stay almost perfectly aligned when you swing the rifle around. If you know to look you can see them drift just a tiny fraction. I imagine even smaller values will virtually lock it in place, but this is sufficient for me.
I did drop the 3rd number a bit to see if there was any effect, but didn't see any difference. Might have been too small a change to notice anything.

Curiously, the Colt 1911's amplitude numbers are quite a bit higher at 0.1/0.035/0.2, yet its irons sights remain rock steady as you swing it around. Perhaps because it's a smaller/lighter weapon?

So, that's apparently what cameraSpring.amplitude does....

Modding / How can I alter iron sight animation?
« on: 21-07-2018, 04:07:41 »
I'm far from an experienced modder - pretty much just modifying .tweak, .inc files, etc. I've managed to import a rifle weapon from another BF2 mod for our coop play, and all is working fine but for one annoyance: when you rotate right, left, up, or down, the rifle's aim point drifts off center. When you stop rotating, it takes like 3-4 seconds for the aim point to drift back to where it should. It's particularly noticeable using iron sights where it takes 3-4 seconds for the front & rear sights to re-align themselves (once you stop moving the rifle).

This seems abnormally long - especially given that when you first bring the iron sights up it only takes a second for them to align. Why would it take 4x as long to re-align the sights when you already have them up to your eye? I'd like to drop that timespan to 1 second or less.

It seems to be something in that weapon's animation, as none of the other original weapons do this. I've looked thru various animation files, hoping to find an animationManager.length I could tweak, and even tried removing various zoom animations in the & files, but nothing seems to have any effect. What kind of animation is this (i.e. what would it be called)? There's 'turnLeft', 'turnRight', etc, but it also happens looking up or down - almost as if it's tied to the mouse look function.

I don't have access to animation software to create my own, so I'm hoping there's a setting for this somewhere that obviously eludes me. If someone could point me in the right direction that would be great!  Thanks!

CORRECTION: Didn't word it correctly. I'd like to incorporate the ability to use permanent enemy weapons placements (machine gun nests, etc), and tanks. Is there a tweak/way to accomplish this?


Modding / Re: Pointe du Hoc crashes 10 secs into gameplay
« on: 03-05-2018, 05:05:48 »
Well, problem solved I guess - tho I have no idea what the initial cause was.

I restored my pre-G3 backup, tested the map, then systematically re-installed all the G3-related files I had pulled together, one at a time, re-testing the map after each one. After I installed the final file everything ran fine (???).

Can only assume I inadvertently changed something else, but have no idea what.

Modding / Re: Pointe du Hoc crashes 10 secs into gameplay
« on: 26-04-2018, 18:04:51 »
Thanks Jan,
The pattern of events seemed to fit the hypothesis, but guess I'll have to look elsewhere. It's seems to be something that happens in-game, but I can't think of any other game event that would fit what's happening. And why only this map/level. There's gotta be something unique about it. Frustrating.... it's one of our more favorite maps.

Modding / Re: Pointe du Hoc crashes 10 secs into gameplay
« on: 25-04-2018, 20:04:36 »
Curiously, when I set the bot count as low as it will go (1), all the bots become US except one. Then it ran for over 5 min and never crashed.

I didn't (consciously) change anything on the Axis side. All I did was temporarily use the STG44 dds as the HUD and Selection icons for my G3. Could it be that a German pickup kit is corrupt and the game crashes when it's picked up? That could randomly happen fairly quickly with many German bots in the game, but with only one it would take a lot longer for him to find/grab the alleged offending kit(?).

This is all based on circumstantial evidence, but it's all I got right now. Still searching....

Modding / Pointe du Hoc crashes 10 secs into gameplay
« on: 25-04-2018, 05:04:25 »
I've successfully(?) imported a G3 into the game as part of the US Antitank class. I've run thru a half dozen US levels with no apparent problems. However, Pointe du Hoc crashes to desktop anywhere from 5-15 seconds after spawning in. I'm running in windowed mode and there are no msgs. It's just gone. Doesn't seem to matter what I do or don't do. I've even taken my hands off of everything - just let my player spawn in and just stand there. Seconds later - CRASH.

This is in coop play.

It didn't do this before the G3, but I can't imagine what I would have done to cause this - especially since all the other levels play fine. I've run thru weapons, kits, init.con, tmp.con - who knows what else - until I'm numb. Initially there was one itemIndex conflict that crashed the load 20% into it. But that was resolved early on. There are a couple of grappling-hook-specific pickup kits that aren't in the other levels, but I can't find anything odd about them.

What would cause it to crash AFTER the level starts? Any help would be greatly appreciated!

I believe you're spot on, Mayhemic. The "4" in particular (in other weapon labels - such as the STG44) is quite distinctive, along with the lower-case "L" with the slight curl at the bottom, and DIN1451 seems to match both. Will give it a try. Thanks!

OK, probably the long way around (sorry, didn't see the Gimp suggestion until too late), but I got a working G3 dds icon:
1. Found a transparent PNG image of a G3A3.
2. Used FastStone Viewer to resize/crop it to 150x46. I suspect IrfanView, etc, would do the same as long as it preserves transparency.
3. Uploaded that to (pixlr's online editor). Pixlr preserves transparency. Slid weapon image to the right edge if its transparent "frame", then added "G3 iron sight" label (in white) to lower-left. Saved.
4. Uploaded that to This one has options to set 8,8,8,8 argb32 (or "A8R8G8B8 (32 bits)" as they call it), and no mipmaps. Clicked "Convert file".
5. Copied resulting dds to\HUD\Texture\Ingame\Weapons\Icons\Hud\Selection.

Presto! A working icon with no crashes! I was not able to figure out the exact font used for other FH2 weapon labels, but 11pt regular Bahnshrift SemiBold came pretty close.

Thanks, Stubbfan. Any (free?) alternatives for those of us who don't have Photoshop? I'm not likely to get that deep into modding that I would need to purchase something that.

BTW, we played last night and the G3 was a big hit! It was quite a surprise and everyone loved it (not just my nephew). So thanks to all for your assistance!!
Still hoping to get a proper weapon selection icon in place. Even tho the others didn't seem to mind that the STG44 I'm (temporarily?) using wasn't correct, I don't like to leave a project this "incomplete". Just the way I roll I guess...

Thanks for reply Ts. Sadly I'm not sure what guiIndex is or how it works. I changed it from the 210 it was to 52 (same as the M1 Garand - and an online reference said 52 was "hit indication"), but it made no difference.
CORRECTION: the hit indicator (guiIndex 52) works! Swore I was hitting people before, but maybe not(?).

I actually have been running in window mode pretty much all thru this process. I put the tga file back in for hud/selection. Everything works fine until I scroll the mouse wheel to bring up my weapon selection menu. Then it instantly crashes to desktop and is completely gone (not still running on the taskbar). No error msg.

What do you recommend for creating/modifying a dds? All I had done was try to convert the existing tga to dds via an online converter, but they give no details on the file/graphic format they converted it to.

Dead on, Stubbfan! The projectileTemplate line in the G3 tweak file specified a "762_51_g", which didn't exist in FH2. I replaced that with FH2's "7,62x54mmProjectile" (which for this purpose I figure is close enough). Boom - I got real bullets.

The last 2 things (and I can live without either if they're too complicated to get running):

1. That yellow, 4-pointed "star" doesn't flash when your shot scores a hit. Can't tell if I hit someone or not unless they drop. I know that's actually more realistic, but we're kinda used to (spoiled by?) that little indicator. Done a lot of comparing files between the Garand and the G3 and can't seem to figure that one out.

2. The original HUD and HUD\Selection images that came with the G3 are tga files, which FH2 doesn't seem to like. Get crashes to desktop. Tried an online file converter to convert them to dds but that made no difference. Maybe it's the image size or something else? For now I'm just using FH2's images for the STG44, which technically works, but isn't real accurate.

Thanks for all the help!! We're gathering to play Monday night and I think my nephew will be pretty geeked when he sees the G3! ;-)

OK, I was able to add the weapon I wanted to the UW_Antitankassault kit (using index #7), rather than have it replace the Winchester. So now I have both the Winchester and the new weapon (an iron sight G3 I ported from another source - mainly for kicks for my nephew who has one).

Everything seems to "work" (animations, it fires, reloads, can switch to iron sight, etc) except it does no damage. You don't get that little flash indicating a hit, no bullet holes on a wall, nothing. It's like it's shooting blanks. What am I missing? I assume I missed setting up the proper projectiles and/or damage, but not sure where to start with that....


Thanks for the quick reply, Ts! I was starting to think it was going to be something like that. Unfortunately, I don't know anything about python, so I might be out of luck.  :P

Do you happen to know if the entire kit is replaced that way? Or just the Colt weapon itself? Wondering if I could just add the desired weapon to the kit (in addition to the Winchester) vs replacing it(?).

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