Company of Heroes: Eastern Front

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Messages - Darkbladecr

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1
Bugs & Tech Support / [1.5] AT Gun dig down
« on: September 02, 2011, 06:13:22 PM »
If you are doing a group selection and telling units to move the AT gun gets selected and tries to move, even though its dug down and can't rotate or move. Is there any way to make the AT gun not be added in the selection group, or ground it down so that it doesn't attempt to move?

2
Announcements / Re: New Eastern Front Layout!
« on: September 18, 2010, 11:15:32 AM »
Great move guys, the new website is very refreshing, and I like the idea of a wiki page. Good work! :)

3
Bugs & Tech Support / Re: View Distance
« on: August 25, 2010, 01:48:08 AM »
Umm its also LOD in .rgo
Not sure what your standards are but 300 for main parts, 125 for secondary parts, 90 for parts that won't be really seen from that far away and rest you can decide.

4
Bugs & Tech Support / Re: Partisan Hat Bug
« on: August 25, 2010, 01:43:57 AM »
That's black from the alpha, I suggest you either attach a condition to the mesh selector for the hat in the .rgo or you just take it off the .abp if not used...

5
Announcements / Re: Eastern Front Official Twitter
« on: May 16, 2010, 01:15:11 AM »
Quote
Dave actually already leaked something
Operations FTW! Hehe
Well whatever works for you guys, I'd rather stick to a scheduled update every month or so rather than micro updates...
but that's only my opinion

6
General Discussion / Re: about this fabled 1.05 patch.....
« on: May 09, 2010, 12:12:53 AM »
have you even thought about landing airborne in friendly territory and somewhere safe...

Also paratrooper's recoiless rifle is better than the rangers bazooka since the lower cooldown properties and better penetration.

7
Bugs & Tech Support / Re: Cant connect to your servers to update
« on: March 23, 2010, 01:06:57 AM »
someone should post something about this on the homepage news feed.


8
Bugs & Tech Support / AT gun mesh not setup to bone
« on: March 06, 2010, 12:09:35 PM »
The viewport is not setup to the main bone and therfore does not rotate with the model. Easy to fix, and requires one quick export  from 3dmax ;)




9
that is great! That works wonders for people looking in investing in a computer graphics career :)

10
General Discussion / Re: Will there be any easter eggs?
« on: October 14, 2009, 06:05:46 PM »
hahaha easter eggs.... who knows...  ::)

11
General Discussion / Re: Hello, question about physics/ragdoll
« on: October 12, 2009, 09:39:38 AM »
I know how to set it up with reactor, althogh not sure how to link it with the relic tools, maybe with both our knowledge we can accomplish something  ;)

And thanks for the PM. I will be busy until this weekend, but even then I'm not sure how much time I will have as our next PR should get finished up soon.

12
General Discussion / Re: Hello, question about physics/ragdoll
« on: October 11, 2009, 07:51:30 PM »
I only have Kamikaza's and he is usually busy, this is why I was wondering if you could help me out by sending me some other contacts I can talk to... because most of your team does not reply to my PM :(

13
General Discussion / Re: NEW EYE CANDY
« on: October 11, 2009, 07:19:05 PM »
At 2:33 was that a custom FX being used with the big tank. I know that it is possible to almost get custom FX's ingame with the DoW Tools, but I would always get a texture path error (pink FX). I may be mistaken, but can I have confirmation?

14
General Discussion / Hello, question about physics/ragdoll
« on: October 11, 2009, 07:11:53 PM »
Hey EF team,
I have a quick question about physics/ragdoll. I have been looking into how to recreate this with custom models. I understand the tools and Reactor, but I don't understand how to properly get the model to be exported. I am sure that a mesh called proxy is required. As once I make that it allows me to choose meshes to select to add weight to. However I keep getting repeating errors when I try to link anything up. Can you guys please give me a heads up of what to do to get this to work out properly?

Thanks,
Darkbladecr

15
Suggestions / Re: Sharing ways to mod Company of Heroes
« on: September 19, 2009, 06:49:10 PM »
anyway this topic can be closed now. As there is not point to sign an agreement when we can just help each other with problems on Relic News forums. I just hope in the future we will have a very knowledgeable community!

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