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FiffA

KMOD: Nations at War FTW !

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11th October 2004

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#1 12 years ago

After making an map in editor42, there are missing .con files in the map root. What do i do, make them my self or some other tool that ive missed ??

:uhoh::uhoh::uhoh::uhm::uhm:

please help me, i know Editor42 is way better than BC but am not 100% familiar to Editor42 yet.

Help is apriciated, thx




SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#2 12 years ago

hehe, its ok, this one is simple. When you make your map in ed, it only creates confiles that are necessary for the map to run in the editor. So what I always do is copy the missing files from same-sized maps into my new maps and edit them... also, a neat trick that I like to pull is to create a map in Battlecraft and do the material map (which I will later completely redo, but bc generates the needed tex files pretty nicely) and maybe do a little terrain work (very rough, ed is my preferred program, so the different UI in bc drives me nuts!) and save. then I unpack my map so Im ready to edit it in ed42. This method reduces the amount of work, but you still need to edit your con files... first thing I always do when I am working off of a bc created map is clear out all the code in my conquest folder (ie: open the control point template, soldier spawns, object spawn template, etc, etc [all of them] and select all the text and delete it. keep the files themselves, but have them blank.) also, there is a small line of text in your init con, thanks to bc, which reads something like, texturemanager alternative texture bla, bla bla, blah, texture. => which I get rid of. and other stuff... but I think you are set for now.




FiffA

KMOD: Nations at War FTW !

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11th October 2004

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#3 12 years ago

Thank you !

but its very sad that bc and ed42 have stopped updating. Would be great if they could continue release new versions. well BF2 mapping is to complicated for me :)




SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#4 12 years ago

I quite agree, I always wished that there were quick keys in ed42 for switching rotation modes for static objects. I thought that something like that would not be too hard to do... but alas, no more updates, like you said.




Natty Wallo

FH2 LevelDesigner

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16th December 2005

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#5 12 years ago

yup... to do a really good map you need to switch back and forth between these two editors... also to have Photoshop open att all time to tweak your textures further... There really is no other way, if you have the GUI rfa packer in your Ed42 working library it's remarkably simple as well, just keep your init.con outside the directory of ed42, once you save in ed42 that file gets overwritten with nonsense, so when you open in BC you first need to add the init.con... that's how I do it... pretty smooth once you get the routine in

also : watch BC since it usually replaces the env.dds files with Bocages env files,these need to be extracted from the original map from which you took the sky.




SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#6 12 years ago

hehe, yeah, actually I found out what those files do. (at least I saw what visible effect they have) it seems that any reflective surface uses these to determine what they are reflecting.




Natty Wallo

FH2 LevelDesigner

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16th December 2005

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#7 12 years ago
SacredLizardhehe, yeah, actually I found out what those files do. (at least I saw what visible effect they have) it seems that any reflective surface uses these to determine what they are reflecting.

Yeah... it also sets how water look, right? And something about the fog and sky etc?.... or... :confused: