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Bad_santa12345
Bad_santa12345 May 21 2013, 8:17am replied:

IIRC, the reticle is a 3d mesh not a texture. You would have to edit the bundled mesh file for each weapon that uses the acog.

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Feb 3 2013, 5:05am replied:

Why is it unrealistic to have driveable cars? Fyi in real life all cars are made to be driveable.

+3 votes     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Dec 31 2012, 11:12am replied:

Dl.dropbox.com

now it is just up to jones if he wants to use it;)

+2 votes     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Dec 30 2012, 2:28pm replied:

Making the 3d sight animations is only a five minute job. But making them work like in PR where you can zero on different ranges would take some time to figure out the right angles, positions and stuff.

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jul 28 2012, 9:55am replied:

You sound like a teenager whose knowledge of guns comes from call of duty.

+5 votes     media: VSSK Vychlop W.I.P. Render
Bad_santa12345
Bad_santa12345 Jul 21 2012, 3:36pm replied: +3 votes     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jul 15 2012, 6:22pm says: +2 votes     member: Bad_santa12345
Bad_santa12345
Bad_santa12345 Jul 15 2012, 1:45pm replied:

That would still need to be rigged as a skinnedmesh which IMO is one of the hardest things to do in BF2 modding.

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jun 24 2012, 10:01am replied:

Nah... only 10 bullets are visible so it will have no affect on performance. I used only 20 to make the video shorter ;) It would take a while to shoot all 200 to show the effect.

+1 vote     media: BF2 realistic ammo belt test
Bad_santa12345
Bad_santa12345 Jun 23 2012, 4:40pm replied:

Adding a col3(AI collision) mesh to the plants would do the trick. And I think that by navmeshing the map before adding the plants or removing them for navmeshing would also allow the bots to walk throught the foliage.

+4 votes     media: Jungle Status Update
Bad_santa12345
Bad_santa12345 May 5 2012, 3:43am replied:

Adjust "objecttemplate.floatermod" to make objects sink to the water.

+2 votes     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Apr 29 2012, 7:45am replied:

Youtube.com This system is quite complicated and requires a lot of work but the same piece of coding could also be used to hide the bullets while doing the dry mag reload.

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Apr 14 2012, 6:53am replied:

Not "replace the whole BF2" but just copy the .exe and change a few things in it to make it look for a different user folder instead of "Documents/Battlefield 2"

+2 votes     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Apr 10 2012, 10:38am replied:

Post processing effects like blur, bloom and thermal imaging are still doable without any special tricks. But if you want to edit some of the shaders that are compiled to the shader cache you need to have a shader swapper program like in FH2 or hacked BF2.exe which uses different directory for the shader cache. When Special Forcess xpack was released DICE removed the possibility for each mod to have their own shader cache.

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 31 2012, 8:54am replied:

Bloom is doable in BF2 without any 3rd party apps and it is actually quite simple but it will brake nightvision.

+2 votes     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 21 2012, 4:49pm replied:

The Remington 11-87 in BF2 is 870 irl or atleast it looks and functions like it. The real 11-87 is semi auto.

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 20 2012, 11:49am replied:

Increasing the value of "renderer.tweaknearplane1p 0.04" might help a bit but making it too high will cause near culling. In editor there is not as much flicker because this value is a lot higher something like "0.1", i think. Also it should be safe to dicrease "renderer.tweakfarplane1p 15" to something like "5" because i dont think anything in 1p needs to be rendered after 5 meters from the camera.

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 17 2012, 4:37pm replied:

that is known as z-fighting happens with not closed/unclean 3d models and when two faces/objects are too close to each other

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 16 2012, 11:19am replied:

I believe that is done with the "dpallunlocks.exe" which doesn't work on dedi nor in 1.5. Might be possible with some assembly hacks but it would be illegal.

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Mar 6 2012, 4:24am replied:

Possible but will not work very well on dedi because the server will only see you in 3p and the bullets would be fired from the 3p barrel.

+2 votes     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Feb 26 2012, 11:04am replied:

Thanks to SOPA megaulpoad is closed.

+4 votes     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Feb 13 2012, 12:49am replied:

We do have 7 kits per team :)

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Feb 9 2012, 2:02am replied:

Lighting is illumination and lightning are the flashes during a thunder storm.

+3 votes     media: Gulf Of Oman Conversion
Bad_santa12345
Bad_santa12345 Feb 3 2012, 6:55am replied:

Why to fix something that is not broken? The game play in Vanilla BF2 is the best of all games ever made. Just my opinion.

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jan 30 2012, 6:49am replied:

If you have 3dsmax editing the col1 mesh or just copying col2 as col1 is no biggie will take only a few minutes.

+1 vote     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jan 25 2012, 7:28am replied:

Yes i meant MP of cource.

+2 votes     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jan 24 2012, 7:42am replied:

There is two big problems:

-Shadows, Dynamic shadows dont work with alpha tested materials=leaves. Alpha tested shadow maps is possible but the ammount of work it requires is just too much :)

-The maximum ammount of networkables is 1024 and this limit is quickly exceeded in large maps with destroyable trees and a lot of vehicles, dynamic objects etc.

+2 votes     mod: Alpha Project
Bad_santa12345
Bad_santa12345 Jan 20 2012, 11:16am replied:

What do you mean?

+1 vote     media: M16 A4 Variations
Bad_santa12345
Bad_santa12345 Jan 7 2012, 6:16pm replied:

lol The base mp5 model and the aimpoint model are from the vanilla BF2 made by dice. The rules of modding that EA has made allow modding these kind of things.

+4 votes     media: MP5 A3 Variations
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