goooood job!
apolozige the question, the vegetation from 2142 NOT need lightmaps? right?
goooood job!
apolozige the question, the vegetation from 2142 NOT need lightmaps? right?
the static cars are beautiful!
Due to use the P4F weapons model, why you don't give to the insurgent spec op class the Steyr AUG and to assault class the G3? Just to give some "movement" instead of classic bf2
Stunning work on the map!
i had backup the entire game i will pack the models and put on my google drive soon ( i hope this saturday) and send you a message with link
look my addons
Moddb.com
you have a Play 4 free weapons models made for this engine.....
Armorus allowed you to use his mod?
it's a mod? or a map packs? put some details please
i downloaded the beta 1.1, good work! Suggestion is better that you use the speznaz for the russian and add the chechen AT kits to the Russian Kit with simple line in map you have a BFBC2 AT character. Armorus has abandoned the development?
use the voice and names from the first BFV you can open with old tools
you have already the SAS in game why don't use them?
in tactical progression mod 1.1 (old mod) there is a beautiful rafale
to port the rdx 100 and the hoof 3000 instead c4 and spanner for mechanic
to me RDx (included the explosion effect) instead c4 and the hoff 3000 instead the spanner|
same problem i think that a typo problem the correct path is
HUD\Texture\Ingame\Vehicles\Icons\HUD\VehicleIcons\VI_xpak_AILRaider
maybe is case sensitive
let me know is correct
these code lines are already there i try to overwrite
there is a missing texture or something like that
the pacific maps need to be overhauled with the new palm trees and vegetations (P4F veg), there's a chance to find the editor files?
I know that is possible to put all in 3ds max for the lightmaps but is not so easy,
you are allowed to use this asset from PR Devs?
i think that this mod is in 5 parts not in 4
How many parts this mod is subdivided?
this version is much better for the textures, the black and dark colors in game don't work good
now i will look into sf maps heheheheh
very good work! custom shaders?
lower a bit the "glow atmosphere"
yes i have some suggestions about handheld weapons, to me change all or leave the olds one, some textures are too dark, less armoured veichles
instead the igla and the stinger chairs, use the hawk (white and black) and the sa3 goa OPK version but is my taste
i copied the gameplay objects sp64 to cq 64 an i solved
zukov
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