Fucking hell, this is amazing. I don't regret this visit.
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Lauri
Member Since 02 Jul 2005Offline Last Active Mar 27 2018 06:07 PM
Community Stats
- Group Hosted
- Active Posts 10,419
- Profile Views 277,386
- Member Title Let us remember foREVer
- Age 27 years old
- Birthday January 7, 1991
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Gender
Male
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Location
Norway
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Projects
'The 4th Age' and 'Shadow and Flame'
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Blue Text
The very worst T3A Team Chamber Member
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Interests
Music, Gaming, Modding BFME and Real life, really.
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Posts I've Made
In Topic: Showcase & Sneak Peeks
08 April 2017 - 06:19 PM
In Topic: Tomasz_exe's maps/ideas
03 January 2017 - 09:59 AM
Trust me, the engine can't handle The Witcher 3 assets. If you want The Witcher 3 assets in BFME, you'll have to make some yourself.
In Topic: BFME2 (Special Edition) SEE Patch 1.07
03 January 2017 - 09:54 AM
Well, a new game takes shorter because a team of professionals work on it every day for a long time. Unfortunately, they often have to clock in overtime too. And there's cases where people don't even get paid for longer periods. SEE however, is not done by a team of professionals, and is not worked on every day. In fact, it's worked on in peoples free-time, and not in work hours, unlike professional games. People have real jobs in addition to that.
So, if SEE is ever completed, it will take time.
In Topic: Invisible Unit Problem
21 December 2016 - 08:30 AM
Did you add them to your asset.dat?
The main difference between .dds and .tga files is that .dds files are smaller in size. So if you release a mod, it's better to have as many textures as possible be .dds to keep the file size smaller.
In Topic: BETA help
26 October 2016 - 09:23 AM
i rlly dont get it one for ***Fatal*** String Manager failed to initialized properly porb pls help xD PLSS...
Your shortcut is wrong. Try to make a custom one.
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