Creating a client sided mod? -1 reply

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Polska

"The original one"

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19th September 2004

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#1 12 years ago

I am thinking about a own small client sided mod, where most of the aircraft contain picture's of Scarce clothed girls :naughty:

Since I haven't seen any Faqs here on this, I would like to ask people if there are any particulair tools I should download or perhaps links to locations with FAQ's about this?

I am aware I need to make use of programs to skin the extra content on a airplane, however I am as about clueless on what these programs are or where I can find them.

Many thanks in advance.




pvt. Allen

I would die without GF

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20th July 2005

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#2 12 years ago

I suggest Adobe Photoshop CS2 trial version for textures, you'll also need to download the .DDS plugin from nVidia website. For the rest you'll need RFA Extractor from Battlefield MDT 2.75. Last tool won't find tat much use in textures addition, but you'll need to code some files if you want to have the files in separate mod (like Mr_Cheese's pack) so I suggest Notepad (open .con files with it). As for the construction, you can unpack FH textures archive and mod the textures. You can unpack the archive, take the texture, mod them, place in folder called texture_001 and pack it, then add to archives folder. Or fianlly you can do a separate mod with some running files, to do it just base your construction on Mr_Cheese's pack. I suggest making the _001 file (patch file). It's the quickest way and easyest to remove. The texture.rfa archive is located in 'directory of your choice during the installaton'\Battlefield 1942\Mods\FH\Archives\. This should be all you need.




Polska

"The original one"

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19th September 2004

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#3 12 years ago

Thanks for the help Allen, going to try it out as soon as I get home.




Polska

"The original one"

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19th September 2004

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#4 12 years ago

Okay, so I made some changes to a skin of a plane, saved the correction in a map and then packed it into a .rfa format and called it texture_001, however now my Forgotten Hope won't start anymore, so there must be a problem with the new skin..

Have I forgotten something?




pvt. Allen

I would die without GF

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#5 12 years ago

You have to save skins in .dds format, DXT3 Explict Alpha and with Mip Maps. And what do you mean by correction in a map? You are supposed to find this texture in the 'textures.rfa' archive, when you ahve it unpacked leave all the folder construction wich is linked to your skin and remove all other skins and unnececary folders. But directory of texutre must be the same. If you want to modifie texture in a map files you have to unpack level, change skin, and again remove everyhting what unnececary except the folder where the skin is - all skins have to be left in the same directorys. Then you pack in in a different way than other archives - you ahve to keep the map in following folders: 'bf1942\levels\MAP MAIN FOLDER HERE\'. When you ahve this directory you select bf1942 folder with extractor, pack it, add '_001' to the .rfa level archive name and save it in directory of all other levels.




[79th] Le_Chat

Miaou to all of you ;)

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4th March 2005

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#6 12 years ago

Polska,

In fact you have 2 options :

>> Either you modify 1 object in 1 map (to make a skin dedicated to this map) For this you have to

1) add in the map's "init.con"

rem texture for Sahara M-10/M36 textureManager.alternativePath bf1942/levels/79th-Aberdeen-01/customtexts

In this exemple 79th-Aberdeen-01 is the name of the map 2) Then you create the "customtexts" folder within the map.rfa (Alongside the other map folder : conquest,gametype,init,menuobjectlighmap aso aso ....)

3) Put the objectskin.dds in this "customtexts" folder Make sure to use the same name for the objectskin.dds than the original one. In my exemple for the M-36 , I've modified the : "M36_L1.dds" ; "M36Interior.dds" ; "M36GMC.dds"

4) Then repack the map. You can use as name map_001.rfa, advantage being that it is not a dedicated map, and that those that have your modification can paly on the original map, on anyserver. This is what Mr_Cheese did for some map in his historical pack.

5) Once it is working, remove from the map_001.rfa all folders that are duplicate with the one already present in the map.rfa (as metionned by Allen, to prevent the game from loading twice the same thing)

Conclusion and principle of this method : Remember that the game loads the map.rfa, then the map_001.rfa When it goes through the init.com, it sees the texture path and loads the texture for each vehicule. If your alternative path is there it will get the texture for those vehicules present in the folder you indicate to him.

>> Second option is to create a texture pack for the game

It means that you create a texture_001.rfa to be added in the game (and not in the map.rfa). To be added in :

C:\Program Files\EA GAMES\Battlefield 1942\Mods\FH\Archives

1) You have to spot in the original texture.rfa the folder and the name of the objectskin you want to modify.

2) You have to create in your texture_001.rfa the same folder and place in it the objectskin.dds that you have modified.

For Exemple, I've made a texture mod for my team (for training purpose), and if you want to modify the skin of the Matilda in desert operation. a) you create a file texture_001.rfa b) you create in this file a folder named : general_brit_africa c) you place in this folder your new skin named : Matilda2.dds

and each time the matilda desert will be loaded by a map, your skin will be used instead of game default one.

Choose the method you think is the most appropriate, personnaly, I've started by reskinning a few objects in one map, and only then I did a texture pack. Actually the most difficult part is to find the appropriate name used for a given object since the original texture.rfa structure is a bit of a mess.

If you have difficulties with the options for saving the objectskin.dds file from photoshop, tell us, we'll help you.

Trust this helps

Miaou :beer: