Getting a custom skybox into your level -1 reply

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Night Prowler

[130.Pz]Altmann

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17th October 2004

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#1 13 years ago

Well I've finally decided to make an attempt at a map for FH using BC42 and ED42, and first started with a custom skybox. Now, I made the skybox and the 5 .dds files that I needed, but am clueless as to how to get them into BC42. I have the BF1942 MDT, so I have WinRFA, but don't really know which files I need to unpack and exactly how to pack, so any help would be great.

Thanks guys :bows:




pvt. Allen

I would die without GF

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20th July 2005

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#2 13 years ago

You have to open the RFA extractor, open your map and extract it do directory of your choice. Open your map that will be located in ...\bf1942\levels\"your map's name" and paste your skybox files into Textures folder. Now open Init folder and SkyandSun.con and find this line: "GeometryTemplate.file ", there will be the name of skybox that is used in your map, replace it with your own skybox name.




Night Prowler

[130.Pz]Altmann

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17th October 2004

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#3 13 years ago

Can I change the Bocage part in Skybox_Bocage_M1 to whatever I want for it to work? If it helps, I named the 5 files sky_01.dds, sky_02.dds, etc..all the way to 05. I tried to do what you said, but I assume I'm packing it wrong somehow because BF1942 wouldn't load the map after...I know this is really basic, but this is what I'm having the most trouble with :confused:

I extracted the map files to the desktop for easy use, and as the source path, I chose that whole directory. The base path changed to BF1942, and I packed it to the .rfa file in ...bf1942/Mods/FH/levels/mapname (or whatever the directory is). Is that right or not?




pvt. Allen

I would die without GF

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20th July 2005

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#4 13 years ago

Was the map created in Battlecraft 1942 useing FH.cfg and FH.lst files?




benseras

:-)

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3rd June 2005

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#5 13 years ago

I give you a hand;) Save the 5 pictures you have rendered as Sky_Bocage_01,Sky_Bocage_02... (remember to make the 6.picture in 128x128 wich should have the color you painted the bottom with)as dds (DXT3 explicit alpha). After it open you SkyAndSun.con and add the skyname(example when you have saved the pictures like i mentioned above): GeometryTemplate.create StandardMesh SkyBox GeometryTemplate.file Sky_Bocage_m1 Sky.initSky .......... After that open your main init.con and add the line: textureManager.alternativePath Texture/SPECIAL_RUS_EUROPE_1943_SPRING textureManager.alternativePath Texture/SPECIAL_GER_EUROPE_1944_FALL textureManager.alternativePath ..\..\bf1942\levels\your_level_name\Textures (keep the ..\..\) Should work.




Night Prowler

[130.Pz]Altmann

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17th October 2004

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#6 13 years ago

Great, it worked. Thanks benseras...now to make it look like it isn't horribly pixelled...thanks guys!