![]() ![]() ![]() If a rocket is shot into the multi-storied building at the end of the road in which the M12 was going to destroy, it should do its crumble animation as if the M12 destroyed it. Kill them, and take their Panzerschrecks. Once in the main stairwell, some Panzerschreck teams will spawn, shooting at the allied M12. On the final level that takes place in Aachen, the player would start by fighting their way out of a hotel-like building. 17.7 Rapid-Fire Mantle Glitch ( Call of Duty: Ghosts and Call of Duty: Advanced Warfare)Ĭall of Duty: Finest Hour M12 Firing Glitch.17.6 Third Person KillCam Glitch ( Call of Duty: Modern Warfare 2 and Call of Duty: Modern Warfare 3).17.5 Multiple Attachments Glitch (Black Ops and Modern Warfare 3).17.1 RFOM Glitch ( Call of Duty 4: Modern Warfare, Call of Duty: World at War and Modern Warfare 2).16.1 Run Around After Match Ends Glitch.14.9 Duplicate Apothicon Servant Glitch. ![]() 13.17 Attachments re-locking through Master prestige.13.15 Broken Orbital Care Packages in Exo Survival Glitch.13.10 Multiplayer Virtual Firing Range Glitch.13.7 AE4 for Digital Download Version Locked for Season Pass Owners Glitch.10 Call of Duty: Modern Warfare 3: Defiance.9.9 Invisible and Unusable UGL on Machine Pistol Glitch.9.6 Care packages and Sentry Guns don't count glitch.8.27 Invisible Weapons in Mystery Box at high refresh rates.8.15 Behind the Pack-a-Punch machine glitch.7 Call of Duty: Modern Warfare: Mobilized.6.23 Leaving the Playable Area in Hidden.6.15 Primary Weapon in Last Stand Glitch.2.3 M1919 Reload Glitch and Carcano M38 Glitch.Other than altogether avoiding the MW replacement cars with 2048x2048 textures in their TEXTURES.BIN file to prevent body ghosting, do you have anything to recommend to get around this hurdle? Thanks in advance for your time, and keep up the good work. So, here's my question: do you know of any way, or have any tool(s) that would allow one to import 1024x1024 textures in the place of the problematic 2048x2048 textures? (I use your NFS-Te圎d tool religiously in my modding efforts, but as you know, you can't import a lower-def version of the problematic 2048x2048 textures with it.) There are a ton of awesome replacement cars out there which I'd love to use in MW 2005, but some of the converters release their cars with those pesky 2048x2048 textures in the TEXTURES.BIN file, and body ghosting inevitably ensues after a few seconds or minutes of gameplay. No matter how well-equipped anybody's computer is with regards to RAM, CPU and GPU (I'm currently running a liquid-cooled AMD FX-6300 4 GHz, 16GB of DDR3 RAM, and a GeForce GTX 1060 OC with 6 GB DDR5 RAM), it's been my experience that ANY replacement car that has one or more 2048x2048 textures in its TEXTURES.BIN file will inevitably suffer "ghosting" (disappearing of car body during gameplay). ![]() In MW 2005, some replacement cars which were converted from other games can be ported into MW have textures (in TEXTURES.BIN file) that are larger than the largest of the original MW textures (typically 2048x2048), where MW's 'native' max is 1024x1024. I have a practical question that nobody seems to be able to give me a straight answer on, so I'm appealing to your knowledge directly. Hi nfsu360, I've been using your tools for modding MW 2005 for years now - thanks for all you've done for modders. If you tool will allow to extract 360 versions archives, it will help me to move further. there is a second mod, which stuck in a a start of development - NFS MW 360 high textures for PC. I never released it on public, but perhaps it your tool will allow me to replace low rex textures with high res, without size limit, i will release it. So maybe you could do generic texture compiler so i can port my high rest mod? So i would really like to port my mod into native game format, but your old tool NFStex as far as i know dont allow to replace for example 128x128 texture with 1024x1024 or it causing crash of game. This tool not perfect, its outdated, causing stability and performance issues, also its not comfortable to start game via Texmod, since it dont support command line parameters so every time you start it, you need to make few clicks to add texture packs, select exe and launch it. I created high res roads and generic textures mod for Underground 2 year ago, but with help of TexMod program that just hook the process and replace textures in Ram. But what about compilation of non car textures? ![]()
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