[Help] windmill

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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

[Help] windmill

Post by Zeno »

i im interessted in using the huge windmill that are found in the vanilla map : operation smokescreen, its called xp2_windmill_01.

i extracted all xpack objects but the windmill is not there. so i went to the map file and copied the meshes and texture over to my pr_edit but i am missing the .con and TWEAK file.

do anyone know how to fix this? :sad:
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J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [help] windmill

Post by J.F.Leusch69 »

you need to copie the files from the client and server zips in the object folder of PR_edit
(the files are found under "objects" inside the zips)
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [help] windmill

Post by Zeno »

yes i did that but the problem is that the windmill isnt in the booster zip...

its a uniqueobject for that map and i havent seen it anywhere else :? ??:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
motherdear
Retired PR Developer
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Re: [help] windmill

Post by motherdear »

did you extract the xpack files or booster pack files. xpack files would refer to the expansion pack files therefore not containing the windmill
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [help] windmill

Post by Amok@ndy »

if it is an unique object only used on smokescreen the .con and .tweak is maybe in a other file in the map folder tmp.con or init.con maybe have a look into the files
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J.F.Leusch69
Retired PR Developer
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Re: [help] windmill

Post by J.F.Leusch69 »

you need to get them for them map zips not the booster zips!
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [help] windmill

Post by Zeno »

[R-DEV]J.F.Leusch69 wrote:you need to get them for them map zips not the booster zips!
yes i did do that but they didnt have the CON and TWEAK files!
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [help] windmill

Post by Wilkinson »

Zeno wrote:yes i did do that but they didnt have the CON and TWEAK files!
Not Possible. if it's in the map folder in the Client or server archives Zips. There HAS to be a .con file for statics.
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [help] windmill

Post by Amok@ndy »

hmm Zeno do you know that .con and .tweak and other txtonly documents are in server.zip ???

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there are a lot of .cons and .tweaks in the operationsmokescreen server.zip

cheers
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: [help] windmill

Post by Zeno »

lol i will check it out when i get home. thanks for the help :lol:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: [help] windmill

Post by Sniperdog »

I packaged and sorted everything you need here:

http://www.combinedarmsmod.com/dl/windmill.rar

Be sure to keep them sorted the way they are when you add them to you pr_edit.

The statics here are called:

xp2_windmill_02.con
xp2_windmill_blades_02.con
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