@ all mappers: FAQ/Tutorials -1 reply

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Nechre

Fan FH mapper and pilot

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23rd March 2004

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#21 16 years ago

So... What code would be used to make the Pilot class available to pick from the kit selection for the armies?




Admiral Donutz Advanced Member

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9th December 2003

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#22 16 years ago

edit this on your FH.lst change the third kit for the US kits: TeamKit=3USN_Pilot TeamKit=3Us_PilotColt TeamKit=6PilotColt dont know for sure, one of those 3 (from most likly to less likly) or edit your init.con and change the third kit for the US navy pilot in this: game.setKit 2 2 3USN_Pilot EDIT: Hint: take a look at some fh init.cons next time they contain the kits (the at-spawn kits), just look at a init.con of a map you really like or has an intresting kit. This hint is also mentioned in the FAQ. EDIT2: You can look up a class by extracting the objects.rfa and look into the /Items/ folder, this contains all classes, to get a class kit name open a country's directory, open the directory of a class you would like to use and you will see an "objects.con" file. The first line contains the name of the kit (ObjectTemplate.create Kit 1******) just copy the part behind the 1 (if it is there) and paste (replace it for something else) in your init.con after the numbers of the kit. So if you would like to spawn a US pilot as 2nd kit in line do this: go to C:\bfdev\Objects\Items\USKit\PilotColt ( objects directory --> Items dir --> USkit dir --> PilotColt dir) and open the objects.con, you will see something like this: ObjectTemplate.create Kit Us_PilotColt ObjectTemplate.setType Assault (....) Just copy the part Us_PilotColt and replace it for the second kit in your init.con: game.setKit 2 2 2Us_PilotColt done (not tested but it should work).




Knoffhoff

I follow teh Moo!

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20th February 2004

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#23 16 years ago

Thanks for the updated FH.lst. Most of the objects are working now. But I have still trouble with the original bf1942 files. I don't get them to show up and I can't place them in my map. Everything I have to do is changing the name of my fh.lst and then change the bf1942.lst to fh.lst? Or is there something else I have to do to make it work? I finally found madbulls heightmap editor but I don't get it to work with the fh objets too.




Admiral Donutz Advanced Member

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#24 16 years ago

oops, i made some msitake. You should apply this steps (in the readme) to the FH.cfg and not the FH.lst. You can ofcourse place the bf1942 default objects on your map: - start a new Forgotten Hope map - add some FH objects - save and close battlecraft - open your battlecraft directory (C:\Program Files\EA GAMES\Battlecraft 1942) - temporarly change the name of the FH.cfg (to FH01.cfg or FH.cfg.bak for example) or move it to an other folder. - Open the bf1942.cfg and save it as FH.cfg (or simply rename it to FH.cfg) - Open battlecraft, open your map, you will now see all default bf1942 objects. Note: All FH objects will be invisible, but don't worry, they are still there! - add the bf1942 objects you would like to use. - save and close battlecraft - re-save the FH.cfg to bf1942.cfg (or rename it) - restore the original FH.cfg (place it back or rename it to FH.cfg) - done

OR edit the FH.cfg like this: [Editor Paths] GamePath=C:\Program Files\EA GAMES\Battlefield 1942\ // custom mod files go here: ModsPath=Mods\FH\ // objects are read from here ObjectsPath=Mods\bf1942\objects\ // SMs are read from here StandardMeshPath=Mods\bf1942\standardMesh\ // TMs are read from here TreeMeshPath=Mods\bf1942\treeMesh\ // textures are read from here TexturePath=Mods\bf1942\texture\ // Object list ObjectsList=bf1942.lst




Knoffhoff

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20th February 2004

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#25 16 years ago

Thanks

it's finally working everything is on it's place and I can add new objects again.




Ping_Pong

Rockin' the Casbah

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30th June 2003

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#26 16 years ago

BattleCraft 2.1 has been released here is a link hopefully it will work, if not go here ( bf1942files.com)

http://download.filefront.com/2421324;f8d7b3c57ee8142caec161694279021b7165cfb33745fb1706a9395bd8e51d2ee1ce18950f744f59




Nechre

Fan FH mapper and pilot

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23rd March 2004

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#27 16 years ago

Thanks very much!:bows:




Admiral Donutz Advanced Member

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9th December 2003

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#28 16 years ago

I have a quustion of my own about editor 42: I have (always had) weird green spots on the place where my pavement and grass texture border eachtother, its not the pavement texture nor the grass tex that is "bugged", i testest some texture that only consisted of 1 color and they gave me the same result. I think this applies to other textures aswell but it is less noticable on them. I think that ed42 tries to blend the textures a little bit and screws it up (?). I also think that small brush size means smaller green dots, bigger brush size means bigger green dots. Does anybody know why this happens and more importantly: how to fix this? Below is an example of my problem, notice the green dots near the cursor... and along the whole border: attachment.php?attachmentid=4430 Ow and btw: the texture opacity is 100%




Nechre

Fan FH mapper and pilot

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23rd March 2004

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#29 16 years ago

Using Battlecraft I have a slight problem, when I try to generate an in-game map, it gives me a map with tons of fuzzy, static like junk. When I'm in the actual game it looks fine, but I'd like to know what's causing it on the map. I'll post a screen shot in a few.




Ping_Pong

Rockin' the Casbah

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30th June 2003

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#30 16 years ago

Thats because BC is horrible at making mini-maps, get ED42 makes all the Fuzzies go away!