Editor42 question (wrong forum, I know) -1 reply

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Kingrudolf

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9th October 2003

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#1 15 years ago

Else no one will even know this topic existed.

Ok.. what's up with the grey boxes with them arrows on it? I extracted all of the .rfa's correctly, into the "bfdev" folder, I installed it exactly as described in the readme that comes with Editor42. I run the latest version. Now WHY do I still get those frickin' boxes? I don't see what I could possibly have done wrong, as I followed the readme exactly as described.




Kämpfer

I take what n0e says way too seriously

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27th April 2003

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#2 15 years ago

Does everything have grey boxes or just vegetation.




Kingrudolf

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#3 15 years ago

Everthing. I really hope you can help me out. I'll bake an applepie if you can help me out (or else I'll have my mother make one).




Admiral Donutz VIP Member

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9th December 2003

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#4 15 years ago

The readme + some comments of me: STEP 1 - EXTRACTING EDITOR42 1.1 - Create a directory where you will put Editor42 program (for instance c:\editor42\) 1.2 - Uncompress the Editor42 archive you downloaded into this directory NOTE: The provided init.con is a configuration file used by the editor, it must be in the same directory as the editor itself. Do not use version 0.2 init.con. NOTE: Provided library directory must be a subdirectory of editor42.exe directory. STEP 2 - EXTRACTING THE RFAs Editor42 won't read the RFA, so you need to extract them yourself. 2.1 - Create a directory where you will put your extracted content. The location and name can be anything. In this section I will use c:\bfdev\ as a reference. [color=black]Just un-rfa (is that a word?) everything to c:\bfdev\ (the levels, objects, standardMesh and texture.rfa) it will automatically create the right directory names stated below. So with a [/color]RFAExtractor, you will have to specify c:\bfdev\ 2.2 - Create the following directories within the base directory. c:\bfdev\bf1942\levels\ c:\bfdev\objects\ c:\bfdev\standardMesh\ c:\bfdev\texture\ 2.3 - Extract the OBJECTS.RFA file included with the game and mods into c:\bfdev\objects\ 2.3 - Extract the STANDARDMESH.RFA file included with the game and mods into c:\bfdev\standardMesh\ 2.4 - Extract the TEXTURE.RFA file included with the game and mods into c:\bfdev\standardMesh\ 2.5 - Extract the needed levels' RFA file included with the game and mods into c:\bfdev\bf1942\levels\my_level_name\ NOTE: Objects, texture and standard meshes need to be EXTRACTED for Edito42 to display them correctly, else it will use default box model and texture. ================= Make sure there are not a indentical sub folder in any directory. c:\bfdev\standardMesh\standardMesh\ **** is wrong! I fal did go well you knwo have the following folders/directories: C:\bfdev\bf1942\levels\ C:\bfdev\Objects C:\bfdev\standardMesh C:\bfdev\texture STEP 3 - RUNNING AND CONFIGURING EDITOR42 3.1 - The first time Editor42 runs, it will ask for several directories. This dialog window is exactly the same as the one located at File->Directories menu. 3.2 - If your directory structure is as above, the ONLY directory you need to set is the BASE directory. Change it accordingly. With the exameple above it should be c:\bfdev\ 3.3 - Leave the other values as is -- Keep the $basePath tokens there! If you follwed this steps exactly all should work fine (only trees/vegatation will show up as boxes now) EDIT: double check you don't have a double dir c:\bfdev\objects\objects\ etc. if this is the case just cut the last objects folder and move (past) it one level up! EDIT2: Have you extracted the bf 2942 (vanilla) rfa's and the FH rfa's? you must extract the bf1942 rfa's as well to get the FH part to work properly.




Kämpfer

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#5 15 years ago

Do you have ICQ, then I could attempt to help you a lot easier?