I run the Historical Texture/Skinpack with FH 0.7 + mappack 6 and lots of custom maps. Problem is: On almost all of the custom maps I have it's the same old player skin (ie the default feldgrau Heer skin). I don't know if it's either a conflict between the texture/skinpack and the custom maps or the fact that the mappers didn't take the time to add custom skins. Question is: How can I modify the player skins, preferbly by taking them from the Historical pack and putting them on custom maps or why not, on all sorts of official FH maps, also without getting kicked by Punkbuster? Problem is, I'm a total noob to anything that is modding/editing FH. EDIT: I just want this for my own FH, I'm not trying to steal skins or anything.
The server doesn't care what kind of textures you are using, theoretically you could be using Superman or Batman skins on your local machine, it's not read by the server. First you need to learn how a Bf1942 map is constructed, by doing that you need to unpack a map to desktop (or somewhere) and look at it, do so by using WinRFA from the [color=green] Mod Development Tookit 2.75[/color]. Every map has a file called init.con, this file dictates lots of things for a map, including if to read from a custom texture folder. The only thing you need to do is to create a folder in the maps folder, call it Texture (can also be called Skins or whatever). Put all the .dds files that you want this map to read (these are the "skins" there are multiple skins on the internet for bf42, and if you unpack the Historical Texture pack you will find lots more as well) in this folder, then add this line somewhere in the init.con:
textureManager.alternativePath Texture bf1942/levels/NAME_OF_MAP_HERE/Texture
Then pack this map again, it only needs to contain init.con + your new Texture folder, nothing else.... when the map is packed, lets pretend your doinf it for Crete-1941.rfa, look in the FH/levels folder, see if the map as any s.k. "hotfixes" (_001.rfa or so) if it has, rename your packed .rfa file into something with a higher number, so it reads that file last... in the case of Crete-1941.rfa, there is no hotfix, so in this case you could rename it Crete-1941_001.rfa and it would work. Note ::: it is your packed .rfa file that you rename, never rename an unpacked map for this purpose.
But before you do all this, make sure that yout init.con in your EA GAMES\Battlefield 1942\Mods\FH is telling to read from the FHT directory.. FH also has an init.con, it is telling if to also read from other mods (folders), like for example NorwegianResistance, it is reading first from Bf42, then from FH and last from NorwegianResistance... The Historical Texture pack works the same way, bf42 starts first, then it reads from FH and then if your init.con is telling it to, it should also read from the FHT folder.... if you look in the FHT folder you will see lots of maps as well, this is similar to making hotfixes, only they are in this folder instead of the main FH/levels folder...the only way for FH to know that these files also should be read when you connect to a server is if the FH/init.con has this line: game.setCustomGameName FH game.addModPath Mods/FHT/
Check that first, if still you feel like making your own skins, or putting a certain skin in a certain map, you can either put your self-made .rfa file into the FHT/levels, or FH/levels.. But :::: if you want to change the skin of an FH level that alleady is included in the FHT pack, then I suggest put that file in the FHT/levels folder, make sure it has a hotfix postfix higher than the one that are there... (as a rule _009.rfa usually always work, its a good way of being sure it will definitely be read, or even put 099.rfa, no hotfix made by DiCE or FH has a number higher than that)...
Hope it works
Thanks a bunch! I'll give it a go as soon as I'm done with my paperwork for college ;_:
is it the same thing with switching voice commands for maps? for example i want to play liberation of Caen with skins of soldiers and vehicles changed to 1 Polish Armored Division and british voice commands switched to polish voice commands,is it connected with changing coding or just switching? like textures?
No... you need to make a hofix (a.k.a patch) for the map, for skins and voice you need to change the armies, do this in the maps init.con file. All spawned stuff are in the Conquest folder, just replace all the tanks and stuff in ObjectSpawnTemplates.con with the names of the polish stuff you want, then pack the map and add _006.rfa or somerthing at the end... This will make you able to run around in Polish skin by yuorself, or play LAN with your friends, but not on a server, but this I think you allready know...right?... also; there are Singleplayer/coop patches out that puts bots on this map, with some tweaking Im sure you could get it to work, but it requires that you learn how maps work to do this... Im not sure the AI will respond immediately to you switching vehicles and weapons, but you can try... Visit this site if you are interested in making an, eh.. Polish singleplayer version of LoC: http://battlefieldsingleplayer.planetbattlefield.gamespy.com/index.php
I didn't make it!
I have done this for some maps already, I made alot of desert maps with aussies!
damn i was hoping that I'll be able to play normaly on some FH server with changed stuff :/ (clientside changes)