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f2f_bho

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Everything posted by f2f_bho

  1. yeah thats kind funky , did get it to finally work tho never would have figured out that the blank thing
  2. Aahhh i get a binconfig error, its saying its not there..????
  3. It seems There is an issue with the patch, they don't want to believe it but there is. everyone's games where operating fine up until the Patch ... now mayhem is here..i have sent my DxDiag.txt to BIS still no answer yet. 5 reinstall's and finally going back to the lite versions of BAF and PMC then getting my game to finally patch plus adding -noupdate to my para line seems to have helped
  4. hey could you add a section on converting the 3ds Max Animations over to O2( if it s Possible)....TY
  5. f2f_bho

    Please share your 1.60 impressions

    Hmm, everyones patting each other on the back , and there are some major issues.. like peoples games crashing due to the reinforcemnts/J armalib2 thing, reg issues with PMC etc... btw where is the complaints thread.... i was down for a week as well as several others,reinstalling stuff , reg cleaning etc and had to go deep to find out what was going on, i mean whole squads where down due to this and everyones goin on about .... what are you guys goin on about any way .. allocatores blah blah fix it please.
  6. have similar issue except it says Patch file corrupted. file PMC\Addons\ca_pmc.pbo noyt found.... but its in the PMC directory for my game..... and it worked fine previous to the Patch
  7. i was running Visitor for 2 days with no issue, then outta the blue yesterday it crashed and hasn't started working since, not sure what happened, but it crashes when i try to use bulldozer and view the island: here is the rpt file:::
  8. Thanks guys will try this, seems i have alittle luck when i pick certain high elevations on the island then launch buldozer,, its just really weird . cause it was working fine. But i didn't update to the new 1.60 patch till last night, after the issue was already present...
  9. Okay Now im getting alittle upset, i don't understand why the BI Tools are so unreliable, and no one seems to be able to answer the question, the dang thing worked 2 days ago and quit in the midst of me working on an island, i have narrowed it down to buldozer, can't tell anyone why , but there are no shader errors and all the files that need to be there are there ...i did not change any settings . so what the issue here, everyone seems to look but not one person has an answer.......i have posted the rpt file if that can help
  10. f2f_bho

    Lcac-wip

    Any way we are already attempting to revive this mod check the ACLS wip thread.... it has texture and Animation issues ....out
  11. Well i was working with A friend last night on this, and was able to geta portion of it into game witht some user actions , but continued to evolve my script and lost the actions that had worked previously. So i am coming to the community to seek answers and or a fix..the code willallow you to get all the way to the recieving screen then crash.. so i am at a lose as to what place or where i made the mistake.... Code:
  12. Rog, I will give that a go, i have this in game already, and had the useractions show up once, but they where not usable???? but i will add this in and see what happens
  13. I know there are a few threads, however i do not want this at the bottom of some dead thread, whereas it will not be answered for weeks poss months.. i am trying to move on to other projects... my issue: after reviewing all of the model.cfg tuts... i still have some issues and i tried to follow the layouts as much as possible, i am not sure if my issues are syntax based or just plain noobness, as i am not a script or code guru..... code: I appreciate any help im sure its something stupid and simple.......
  14. f2f_bho

    Model_Cfg Help

    Rog , thank you for the swift answer will adjust ....
  15. well to all interested , these mods have proven to be a little taxing to the mind and body, but we are always working on them, to get them out , we have to get info filtered to us on some aspects and thus adds to the delay of releasing them, i have waited on some things months before getting an answer or help, so we have had to figure a lot out on our own but i have had some extensive help from some of the top tier mod devs , which i and my team really appreciate... but to answer the ? we have no finite date set on release, as DH said when they are done is the best answer we can give now ...sorry
  16. not sure what you mean Rap? it should be 1/1or dang close to it ---------- Post added at 04:48 PM ---------- Previous post was at 04:37 PM ---------- well the entire trailer from tip to end is 15.7988m or 622in and 3.67791m wide ---------- Post added at 04:50 PM ---------- Previous post was at 04:48 PM ---------- not sure yet , we put 2 separate items in the editor , but i do believe the script i received from the BW guys works by placement radius of the 2 objects script wise... have to see on that ..... still in test mode
  17. Better Eyecandy..... Worked on Configs and Animation tonight... going good guys
  18. sorry we are running slow with this, but i am a quality over quantity type, i and my team want to realese quality goods not a bunch of half Baked stuff, as far as the lcac goes it is proving to be a bear with the texturing and trying to figure out the scripting and stuff we will get there but i put that on the back burner so we can release the easier mods first , i appreciate everyone who has followed this thread over the past year as well as the comments and suggestions. but believe me we are working diligently to get them out. ---------- Post added at 06:32 PM ---------- Previous post was at 06:20 PM ---------- Sorry about the small pics my partner took them and they are on our website, you can look at them here: http://www.thefirst2fight.com/gallery/m/2117803/album/28699
  19. New Screens of the M1070 HET CAB in Game ...getting Close gents Thanks to all who have helped us achieve this... side note. one of the ramps imported into O2 backwards in these photos it has been fixed
  20. Copy, this whole mod has been a Challenge, as well as our Camp pendleton Island, but we are trudging along, just hope to finish it soon it has been almost a year to the day that it was started :rolleyes: ---------- Post added at 06:22 PM ---------- Previous post was at 06:21 PM ---------- i have modeled some proper USMC style Butts along with targets, that would go well at PI
  21. @Raptor Six Actual, i dont believe its been asked , and i can surely look into it once i have the bridge working the way i intend it to its been a challenge but definitely do able ---------- Post added at 04:31 PM ---------- Previous post was at 04:30 PM ---------- @ E_B we are trying to emulate the Old Corps Range target system
  22. More Eye candy For our WIP of Camp Pendleton Training areas:
  23. Hey Gents Been awhile, Still Grinding away at these projects, finished the Rappel tower, here are some screens of it in game, planning to add Norrins Fastropes to it , just eyecandy for a recruit training mission....
  24. Sorry, i have been so engrossed in our mod i stopped viewing others work for a while, but we have not found any acceptable way to pivot the trailer on an axis and have it look as it should with proper turning radius etc....basically we are in line with your mod just on the US vehicle side of the House.. the HET,the wolverine tank bridge, AAVR7 and the M88 proper repair and logistics style vehicles and objects...i really don't think BIS expected any of us to get this deep into modding as they don't have any script it seems that will allow the trailers to function as individual objects attached to another, or atleast one we can figure out to allow the trailers to turn.
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