|
Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc. |
|
Thread Tools | Search this Thread | Display Modes |
#1
|
||
|
*.trn
Is there a Dave61.cpt and Dave61.trn around the place anywhere?
|
#2
|
||
|
Come again?
__________________
DF2 Forever! |
#3
|
||
|
No ... but there is a Dave61.env
And I'll have a Dave61_Apache.aip soon ...
__________________
|
#4
|
||
|
I would be most interested dave, I have done my own, if I can find it again....grrr!
once it comes back I'll post it up...even if it can act like an actual AH64 |
#5
|
|||
|
Quote:
Isn't that ENV included with DFX2? It is in mine and I don't remember inserting it |
#6
|
|||
|
Quote:
It was included with the OPERATION:BIG EARS map if you downloaded it.
__________________
|
#7
|
||
|
Oh. No worries, I have had a look with a binary text editor and it looks configurable but I don,t know much about the syntax etc. Wac files are easier but I am still having trouble with them running smoothly and wacs don,t seem to work in BHD
|
#8
|
||
|
Been have difficulties with the chase distances on the Apache.aip ... if left as is ( before editing ) the AIP made the Apache wander from the assigned waypoints. I edited the chase distances so now it at least follows the waypoints more closely, but it glitches alittle on firing missles.
__________________
|
#9
|
|||
|
Quote:
However, you'll also see the discriptions (example:sky, fog, ground & cloud colors) may not exactly match the settings you're trying to make, it's trial and error to find the correct settings.
__________________
|
#10
|
||
|
If the map screws it persists and you have to start from scratch
|
#11
|
|||
|
Quote:
My Dave61.env shouldn't be screwing up your map ... it has been tested in both DFX & DFX:2 . If you have a file screwing up your map ... just remove the suspected file and export it again ... LOL ... no need to ever start from scratch. Starting from scratch should always be the very last thing you try !!! That is ... unless you've made an error in your map ...
__________________
Last edited by dave61; 04-30-2010 at 04:13 PM. |
#12
|
|||
|
Quote:
|
#13
|
|||
|
Bad landing
Quote:
Tried WP z events in various flavors to no avail, it was ok before?... |
#14
|
||
|
I believe that an items attributes changes after it has been destroyed making it unstable. Most destroyed vehicles usually fall partially below the ground level when destroyed.
__________________
Last edited by dave61; 05-02-2010 at 05:29 PM. |
#15
|
||
|
Ah, well being destroyed in the previous run of the mis causes this? for all future plays?
The helo infil in this mis is important so perhaps I will have to just think of something else. I've tried to send it home before and a permanent glitch was preventing that also (have regularly sent them home by redirect event with a time delay, may have to rebuild in a fresh map. It is also this map that I am using as a basis for a DeathMatch Mis. First time I considered Multiplayer maps. but they are a hell of a lot easier. I am leaving the AI in and it works a treat. I am trying out win and lose conditions to make a 4 player Deathmatch with the first person to blow away the other three before they regen or they are all dead (NPC's come into play here) wins- Too hard? |
#16
|
||
|
Without doubt BHD was the best pc game ever, it had stuff that now, years later those who work with the wac/nile only dream about, but Nova thought all that was to difficult or to expensive and deleted most of it to concentrate on this nova world stuff, getting lots of young gamers(prospective recruits) having 'fun'.
Old farts like me! and others here, see it as the "future of entertainment" and of conflict the real fun was in BHD, the rest have been shoddy mods or updates of that game, although the tech in graphics has improved a lot, managing that tech has cost nova way too much.....wait and see!!! "M" |
#17
|
||
|
I want to keep it (BHD) forever and hope the forum can last as well.
|
#18
|
|||
|
Quote:
__________________
|
#19
|
||
|
Targets like us
OMG....I actually agree with you Dave...lol
in the Club Med under "Targets like us" I've upped assets from BHD or mods similer, namely the Scud trucks the Loco and more recently the UN supplies, (and getting lots of D/L's too considering we are a club of 4..lol) Getting it to look right in DFX/DFX2 was trial and error in the end I used the freebee Irfan, which I grabbed the dds to jpeg double in size, sharpen and darken by 50% contrast down 25%, then back to .dds, it's not as good but will do for me, afterall these are targets and are useally in a rough condition. the 3di are converted in the basic way to JO/DFX. Guys it's almost like these assets are 16 bit and we are now in the 64/128 bit world, it could be possible to convert the WHOLE game(ASSETS) to DFX2 world, but would you really want too? |
#20
|
||
|
Could you get to and use the wire-frames to lay new texture types without altering the assets' properties?
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
(new) program for editing .pff, .def, .trn files | tom | Delta Force | 5 | 05-10-2008 03:10 AM |