To fix it, you need to increase Anti Aliasing till x8 in option menu. Also in some video cards may be Smooth Adjusting option which also could help.
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#91
Star Wars Battlefront (2004 Original) / Re: if you have problems with vehicles flipping spinning or glitching
August 09, 2017, 02:28:34 PM #92
3D-Modeling, Animation and Texturing / Re: XSI Softimage MSH Export Issue
August 09, 2017, 02:23:25 PM
The nature of the error could be any, but first of all you need to figure out which of your model is buggy. Try to export them separately by selecting them one by one till it gives error.
The usual way to loose an error - copy your buggy model and move it in any direction far enough. Select both models and merge them in one (with merge textures). In polygon mode crop and delete no needed copy. Now the model must loose all errors.
The usual way to loose an error - copy your buggy model and move it in any direction far enough. Select both models and merge them in one (with merge textures). In polygon mode crop and delete no needed copy. Now the model must loose all errors.
#93
3D-Modeling, Animation and Texturing / Re: XSI Softimage MSH Export Issue
August 09, 2017, 01:05:51 PMQuoteOkay, so I have to freeze it. How do I do it? Is there a special button/key to do it?Yes, you need to selcet models and click at the right panel Transform>Freeze All Transforms.
QuoteThe only elements that have been placed randomly are collisions.All of the usual collisions must be freezed. All of the collision primitives must not.
#94
3D-Modeling, Animation and Texturing / Re: XSI Softimage MSH Export Issue
August 09, 2017, 11:06:10 AM
Most likely you forgot to freeze your models. Make sure everything is freezed except collision primitives. Also you should never move the Nulls.
#95
SWBF1 Modding / Re: This is hard for me to understand...
August 06, 2017, 07:11:53 AM
It say it can't export camera, so don't do this. Try export only your model by select it.
#96
SWBF1 Modding / Re: This is hard for me to understand...
August 05, 2017, 10:24:56 AM
The game uses 2 types of collision: 1) usual collision: could be any shape, and named collision. 2) primitive collision: could be only cube, sphere or cylinder, and named p_cube, p_sphere and p_cylinder. It uses mostly for vehicles or doors, but as you can see it's also may be useful for buildings.
#97
SWBF1 Modding / Re: This is hard for me to understand...
August 05, 2017, 09:47:19 AM
Making deal with your visual perspective would be the best solution. Still it's curious why are you try to rename those primitive collisions... Their names looks correct, and should work in game. (I hope you know p_cube means "primitive collision cube").
#98
Released Assets / Re: model-edit - v0.1.0
August 04, 2017, 04:53:53 AM
Nope. This thing just can't be installed at my Windows version (I have Windows XP).
#99
Released Assets / Re: model-edit - v0.1.0
August 04, 2017, 03:36:42 AM
It say it can't work with Win32.
#100
SWBF1 Modding / Re: Partial collision
August 01, 2017, 04:30:23 AM
Perhaps you forgot to freeze all transforms for your collisions and they are appears elsewhere. Mostly, there is no reason to making a lot of collision meshes. You need just merge them in single collision, and yes, you need to remove -nocollision line from the .msh option file.
#101
SWBF1 Modding / Re: This is hard for me to understand...
July 28, 2017, 12:11:45 PMQuoteAlso, when I click on an element with the name "p_-so-XXXYYY" it seems that no geometry is selected on the screen (I don't understand why there is an H underneath and what means).The ''H'' means hide. You need to click H button on your keyboard to unhide it.
QuoteBut my question is: Is there any way to check which geometry has collision or not? And is there any way to add the collision to geometry that which doesn't have?Weird question. The geometry and collision geometry - the different geometries... Anyway, to add collision to certain geometry you need just to copy it and rename as collision (perhaps also you may need to reducted it and remove textures).
#102
SWBF1 Modding / Re: Mods Will Not Work
July 21, 2017, 09:30:25 AMQuote from: Ginev on July 21, 2017, 08:50:54 AMNot this time. This question is beyond of my competence, since I do not know anything about multiplayer and have no any idea is my maps will work or not in this mode.
I think it will be best send personal message to sereja directly regarding your problem.The creator know best.
#103
SWBF1 Modding / Re: Conversion from SWBF2 to 1 Map - AI doesn't move!
July 20, 2017, 10:57:20 AM
The 'AI meditation' in BF2 conversions caused by certain unnecessary barriers, which may have purpose in BF2 history campaign, but no needed in BF1. So you just need to found and delete them.
#104
SWBF1 Modding / Re: Scarif: Beaches (WIP)
July 17, 2017, 04:23:09 AM
Well, since your map was too big (mostly because of the overhuge textures), I had manage to take only terrain&water with its belonged textures, REQ, .wld .pth .pln .rgn sky, Mission LUAs and only few props (CP's and palms). So those oranges may be was from stock Geonosis start map, automaticaly generated by BFbuilder.
I had totaly replace your .sky file by my version (which was sent to you), and add detail texture to the terrain via BFbuilder. That was all changes or at least some of of them which I remember...
I had totaly replace your .sky file by my version (which was sent to you), and add detail texture to the terrain via BFbuilder. That was all changes or at least some of of them which I remember...
#105
SWBF1 Modding / Re: Scarif: Beaches (WIP)
July 17, 2017, 02:50:18 AM
When / if this map will be fixed, the terrain should looks like this or so:
[spoiler][/spoiler]
Unfortunately, seems I can't explain correctly how it's could be fixed. Perhaps I have different type of video card, or just made too many changes at once...
[spoiler][/spoiler]
Unfortunately, seems I can't explain correctly how it's could be fixed. Perhaps I have different type of video card, or just made too many changes at once...