Mapping tools -1 reply

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bbble

Don't mess with my Teddy!

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30th September 2004

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#21 14 years ago

Ehrmm...bump!

I just liked RFAexplorer interface, easy to use, quick - but then it fails to pack the archives it is not that helpful, really. That's a pity.

Any users here familiar with RFAexplorer and not having the same problem as I have?




axkgkadragon

GF is my bext friend *hugs GF*

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16th November 2003

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#22 14 years ago

yea, umm this might be bad....but with col crushans rfa explorer (by far the best in fra exploring) there seems to be some rfa files (mostly ones made with certain rfa packers) that it failes to read, meaning you can open and look at what files there is, its just that you cant actualy open and edit one of em. This is really annoying...is there a patch out?




bizness

FH Dev

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22nd October 2004

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#23 14 years ago

u guys that use editor42.......what do u use to generate your shadows. ive generated my object shadows with bc42 but some of them like the dead cows, train bridge and train carts dont have shadows.




bbble

Don't mess with my Teddy!

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30th September 2004

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#24 14 years ago

YEA BUMP THAT QUESTION! Just realized i lost my terrain shadows. I regenerated them in BC42, but where did they go?

The merge shadow -> surface utility in BC is useless when you have a good looking paint job from eidtor 42 because it starts off by regenerating surface maps, erasing all you paint :bawl:

Any experience with other applications to generate shadows?




bbble

Don't mess with my Teddy!

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30th September 2004

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#25 14 years ago

Fixed it...tricked BC into doing it.




bizness

FH Dev

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22nd October 2004

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#26 14 years ago

ive tricked it too. what i did was extract my textures from my map, imported them into photoshop and saved them as .tga i then put them in the shadowwork folder, made sure there were no merged files and regenerated them. ive heard ppl used 3dstudio max but i dont know about that program.




bbble

Don't mess with my Teddy!

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30th September 2004

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#27 14 years ago

SAme trick I found :) in the Shadowworks folder, the merged *.tga are in a separate subfolder. So if you only insert your tga's into ShadowWorks and run the merge you should be fine. To be extra safe I write protected the painted textures before I ran the process.




4456114

I sit, and i stay.

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8th June 2006

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#28 13 years ago

Hi all, i found the battlecraft FH files here but your ZIP. file is corrupted for some reason... can you put this in a RAR. file or fix the zip because i really wanted to make a map with FH in it.




Mad Cat

Your mama on a stick.

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28th December 2005

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#29 12 years ago

ok i know not much has been posted here for a long time, and i have posted this in many other places, but with all the different cfg and lst files i tried, i get the ogl error every time after i select 'create new map' and set the name and game modes and all that... id really like to start mapping for FH as soon as possible now. or my ideas are going to get stolen ;)




pvt. Allen

I would die without GF

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20th July 2005

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#30 12 years ago

First, I'd rather suggest learning Bf2 mapping and waiting for FH2 release. FH mapping is more or less dead by now. There is a difference beteween quickly editor-crafted map and advanced mapping, so belive me, it takes alot of training to become a good mapper so I suggest preparing for FH2. If you're certain you want to map for FH though, I'll attach the newest .cfg and .lst files. Here's also a tutorial on how to make them work properly: [COLOR=black]

[/COLOR][COLOR=black]To install them simply put them into Battlecraft 1942 main directory, but open fh.cfg and change this line:[/COLOR] [COLOR=green]GamePath=C:\Program Files\EA GAMES\Battlefield 1942\ [/COLOR][COLOR=black]to your own directory. When you'll open bc42 delete the new Fh mod and create it yourself (name it same way as the deleted file was!!!!), otherwise it won't [/COLOR][COLOR=black]work.

[/COLOR]