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Tech Artist
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  1. Titan

    It's all over

    Sorry to hear this! I hope you come back some day, feel free to DM me in Discord (sorry, I barely read the forums) if you need to chat 🤗. Goodbye for now.
  2. Things you will need to download: FBX Converter - https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives BF Model Viewer - https://drive.google.com/file/d/1O0SdQE3Jo0HECUZjbLhbdauZhHoLibAU/view Blender - https://www.blender.org/download/ To start off, make sure you exported all the models from BF into the BFModels folder in BFModelViewer folder. Open BFModelViewer.exe, choose your graphics options, and hit Play!. Navigate to your choice of model .drs, as an example I'll take skel_human_claw > unit_striker.drs and hit Export to FBX. Next go to that folder \BFModels\skel_human_claw\unit_striker.fbx, open FBX Converter, and drag and drop your unit_striker.fbx.fbx file into the left side of FBX Converter. On the right, change FBX Save Mode to Binary and hit Convert. Back in the folder, you'll now see it made another folder called FBX 2013 and in there is the .fbx file you'll need to import into Blender. So Open Blender, File > Import > Import FBX, navigate to that FBX 2013 folder, and import it (no need to change options). To get textures working, go to the Shading tab and you'll have to go back to the \skel_human_claw\ folder and create a new texture, add a image texture, or drag and drop the .dds files (ex. unit_striker_col.dds) from the folder directly. Next, create a Mapping and Texture Coordinate node (CTRL+T if you have Node Wrangler enabled) and connect them together. Connect the unit_striker_col.dds to the Color node on the Principled BSDF. You'll notice the textures are not right, so you need to change the Y Scale on the Mapping node to -1.000 instead of 1.000, then you should see it looks correct. You will also need to connect the _par and _nor files to their respective places as I have shown in the attached image (Separate Color = Separate RGB depending on Blender version). And now you should have a fully textured Battleforge model in Blender. If you want to change the textures, you'll need to flip the UVs manually instead of using Y Scale: -1.000 on the Mapping node. To do that, go to UV editing tab, select all (A), and invert them on the Y axis (you can just type S, Y, -1) to show them correctly.
  3. Isn't it only Stone Tempest that went up and then only 10? What other cards are more expensive? Bandits being underwhelming sounds bad? Can't you just run away before Minefield activates thus making it a waste of power? You could join the Balancing Discord and see the balance changes in the forums, obviously devs aren't going to see what's written in game when it goes away after people type more. I don't agree with some of the changes, but I'm no expert, and a game that doesn't change will just stay boring and stale and never keep a player base. Just wait until stonekin get buffed, I'm sure they'll see more changes very soon. 😉
  4. 104/201, hard to know what is what edition lol.
  5. NAME: NO BRAKES ON THIS DAMAGE TRAIN, CHOO CHOO DESCRIPTION: Disintegrating stonekin units on Bad Harvest are not stopped from attacking if they are also being taunted [by Frenetic (P)] at the time it starts being disintegrated. REPRODUCIBILITY: @Donaar has been able to consistently reproduce it 2x in a row by using Frenetic on a group of enemies with a nearby Church of Negation. SCREENSHOT/VIDEO: https://cdn.discordapp.com/attachments/594960703417483277/1017516517778280519/disintegrate.webm ADDITIONAL INFORMATION: Other times this is reproducible is with mind controlling a Rageflame while it's attacking on Raven's End, but I don't have evidence of it on hand and it may be a separate issue.
  6. Fine fine, I send you email with 3000 bfp, take all my money. 😭
  7. Seems rigged, I choose not to participate.
  8. NAME: Untargetable Buildings in Random PvEUnta DESCRIPTION: Buildings were spawned inside eachother in such a way that neither one could be targeted by attacks and had to be destroyed by an AOE spell. Obviously if no one had a AoE spell it would be un-completeable. REPRODUCIBILITY: Randomly in rPvE and not very often. SCREENSHOT/VIDEO: LOG: bad_spawn.pmv _log_proxy_latest.log
  9. NAME: Power Wells Shader Bug DESCRIPTION: Power wells will change color constantly or use their correct colors but be completely or nearly invisible for most of the match. REPRODUCIBILITY: No idea, possibly because of all graphics settings on highest possible. LOG: attached SCREENSHOTS: _log_proxy_latest.log
  10. This happens with mind control as well and affects other units with constant damage. With mind control though, even though the animation disappears, your units still take damage as if it were an enemy.
  11. NAME: Invisible Nightguards when spawned by other players DESCRIPTION: When Nightguards are spawned by other players in some maps (or seemingly at random depending on what was loaded into memory I'm guessing), they are invisible for players that don't have Nightguard in their decks. I believe this may have to do with how the textures are compressed as some other units have incorrect texture compression in my experience. REPRODUCIBILITY: Launch a fresh battleforge game without ever seeing a nightguard played or having one in your deck. Play the map "Titans", any position should work. Rotate your camera away from other players (to be safe) and have another player spawn a couple nightguard out of your camera view. ADDITIONAL INFORMATION: Attached are quickly re-compressed textures that worked for me.
  12. After testing it on every size and animation I could, I could not reproduce this bug, so I would say it is resolved!
  13. Very nice write-up, the only thing I can't agree with on balancing is the final tower as I don't think it will fix how bad that card is unless Firebug can still go off when destroyed. Can't wait to see tower changes (though I probably won't be using Necroblaster anymore 😆).
  14. NAME: Offering sets cards on cooldown DESCRIPTION: When you use up a card until it's at 0 charges and wait for it to recharge 1 charge, then use Offering, any cards that recharged 1 charge and Offering increased to 2 or more will go on cooldown after you bring them to 1 charge remaining. This only happens when using Offering while a summoned unit is still in it's summoning animation. REPRODUCIBILITY: Always happens. For an example, play Thugs until you have 0, wait for it to recharge to 1. Next summon a Wrecker and use Offering (Green) on the Wrecker as soon as possible (spam it). Now Thugs will have 2 charges. Summon another Thugs and you will see it is now on cooldown. You can use offering multiple times to have more charges, but as soon as it goes back to 1 charge, it will go on cooldown. This works with any card, so you can use bring Harvester to 1 then spawn another easily long animation like Bloodhorn and use Offering (Blue) on it for the same effect. SCREENSHOT: Attached. LOG: Attached. offering.webm _log_proxy_latest.log
  15. NAME: Game crashed while playing random pve level 9 DESCRIPTION: While playing rpve9 vs exclusively Lost, I went to cast "Regrowth" and the game crashed straight to desktop. REPRODUCIBILITY: Cannot reproduce, first time it has happened. ADDITIONAL INFORMATION: May not have to do with Regrowth, could've entirely been coincidence _log_proxy_latest.log crashdata.mdmp log_gd.txt
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