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azreal

FH2 Betatester

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15th July 2006

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#1 12 years ago

Okay, for starters I'm working with bc here so plz plz!! dont tell me how bad bc is and how great editor42 is cause I've heard it a dozen times. Now my question, this may be nooby but if a pack a map, and I go back and make some changes like adding more vehicles or a different terrain, do I have to pack it again?




SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#2 12 years ago

New to computers, are we? If you do something in any program to any document, you have to save it for those changes to exist after you close the program... and do you really have to pack your map in bc? Last I checked, it works directly on the map's .rfa file. So its packed and ready. Oh, and BC sucks.




azreal

FH2 Betatester

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15th July 2006

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#3 12 years ago

no its for FH, you have to pack FH maps, or the part of the init.con where u write the soldier classes, changes back to regular bf1942 classes and the map crashes. i think i said that right




SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#4 12 years ago

ahh, I see, packing and unpacking to me has an entirely different meaning.

I am thinking that you should definately make sure that the coding that you changed is still properly there. If I remember correctly, the init.con will revert every time you open the map in bc, so you will always have to re-do it before saving and running the map.




Commie

The elusive Member 132837.

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23rd December 2005

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#5 12 years ago

Only parts of the init.con (kits and soldier skins) will revert themselves, nothing else that I can think of.




Natty Wallo

FH2 LevelDesigner

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16th December 2005

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#6 12 years ago

* Custom Texture paths gets deleted * Enviroment files in /Textures gets replaced by the Bocage Env_files There is a bacth that everytime you save in BC, it imports your custom init.con and env files into the map.... Ive been trying to get it from Cajunwolf but haven't got it yet... when I have it, I'll post it here.. Until then you need to have your map unpacked on your desktop and import these files manually after saving in BC.. its a drag, but that's the way you need to work.. and btw: if BC overwrites yout init.con with vanilla classes, then you have the wrong fh.cfg for BC as well.. it should look like this: [Editor Paths] GamePath=C:\Program\EA GAMES\Battlefield 1942\ // custom mod files go here: ModsPath=Mods\fh\ // objects are read from here ObjectsPath=Mods\fh\objects\ // SMs are read from here StandardMeshPath=Mods\fh\standardMesh\ // TMs are read from here TreeMeshPath=Mods\fh\treeMesh\ TreeMeshPath=Mods\bf1942\treeMesh\ // textures are read from here TexturePath=Mods\fh\texture\ // Object list ObjectsList=fh.lst // OpenMODArchive=Mods\bf1942\Archives\StandardMesh.rfa OpenMODArchive=Mods\bf1942\Archives\StandardMesh_001.rfa OpenMODArchive=BC RFA Files\XpackStandardMesh.rfa OpenMODArchive=BC RFA Files\XpackTexture.rfa // OpenMODArchive=Mods\bf1942\Archives\texture.rfa OpenMODArchive=Mods\bf1942\Archives\texture_001.rfa [Defaults] LevelName=My_FH_Level MaterialSize=512 WorldSize=2048 HeightScale=1 TexOffsetX=0 TexOffsetY=0 VertexFogEnable=1 FogColor=0.77/0.766/0.75 GlobalAmbientColor=0.1/0.1/0.1 AmbientColor=0.15/0.15/0.18 DiffuseColor=0.3/0.3/0.3 SpecularColor=0.3/0.3/0.3 ShadowColor=0.4 WaterLevel=50 AlternativePath=Texture/Europe WaterSpecularEnable=1 WaterTexLayer1=texture/water05 WaterTexLayer2=texture/water06 WaterNormalMap=texture/normalMap01 WaterScrollDirectionNormalmap=1/0 WaterScrollDirection1=1/-0.5 WaterScrollDirection2=1/0.5 WaterSpecularColor=0.65/0.55/0.4 WaterScrollLayer1=0.02 WaterScrollLayer2=0.02 WaterScrollNormalmap=0.02 WaterSpecularStreakFactor=0.001 WaterTileLayer1=0.5 WaterTileLayer2=0.5 WaterTileNormalMap=1 WaterLightDirection=-0.3/0.5/-0.65 WaterShallowColor=1/1/1 WaterDeepColor=1/1/1 WaterAlphaDepth=0 WaterShallowAlpha=0.5 [Theatres] //this is the equivilent to the alternatetexturepath Theatre=Europe Theatre=Africa Theatre=Pacific Theatre=Russia [GameModes] GameMode=Coop GameMode=Conquest GameMode=TDM GameMode=CTF [Skies] // Sky=name // SkyMesh=mesh // SkyDefaults=heightoffset/rot/lightvector (in x/y/z form) // defaults get used when user chooses a sky, but they can still change those values Sky=Battleaxe SkyMesh=Sky_Gazala_m1 SkyDefaults=200/180/0.628/0.661/-0.41 Sky=Berlin SkyMesh=Sky_Berlin_m1 SkyDefaults=150/180/-0.191/.45/-0.873 Sky=Bocage SkyMesh=Sky_Bocage_m1 SkyDefaults=150/180/-0.191/.45/-0.873 Sky=Bulge SkyMesh=Sky_Bulge_m1 SkyDefaults=0/180/-0.087/0.319/-0.944 Sky=El_Alamein SkyMesh=Sky_Elala_m1 SkyDefaults=50/0/-0.75/0.46/0.46 Sky=Gazala SkyMesh=Sky_Battleaxe_m1 SkyDefaults=150/180/0.5/0.4/0.76 Sky=Guadalcanal SkyMesh=Sky_Guada_m1 SkyDefaults=150/180/0.783/0.38/-0.49 Sky=Iwo_Jima SkyMesh=Sky_IwoJima_m1 SkyDefaults=50/180/0.764/0.5867/-0.251 Sky=Kharkov SkyMesh=Sky_Kharkov_m1 SkyDefaults=200/180/-0.483/0.345/-0.805 Sky=Kursk SkyMesh=Sky_Kursk_m1 SkyDefaults=0/180/0.718/0.8/-0.696 Sky=Market SkyMesh=Sky_Market_m1 SkyDefaults=0/180/0.365/0.59/-0.715 Sky=Midway SkyMesh=Sky_Midway_m1 SkyDefaults=0/180/0.628/0.661/-0.41 Sky=Omaha SkyMesh=Sky_Omaha_m1 SkyDefaults=200/180/-0.448/0.3765/0.810 Sky=Stalingrad SkyMesh=Sky_Stalingrad_m1 SkyDefaults=0/180/-0.719/0.625/0.305 Sky=Tobruk SkyMesh=Sky_Tobruk_m1 SkyDefaults=150/180/-0.778/0.58/-0.234 Sky=Wake SkyMesh=Sky_Wake_m1 SkyDefaults=0/180/-0.295/0.496/-0.816 [Teams] // Team=name_of_team/name_of_flag_template/name_of_skin // TeamBase=flag_base_template // then there should be exactly 5 kit names following. Team=Japanese/AnimatedJapFlag/JapaneseSoldier TeamBase=JPBase TeamKit=1Jap_CloseQuartersMp18 TeamKit=2Jap_AssaultArisaka TeamKit=3Jap_ATPanzerschreck TeamKit=4Jap_SupportType99 TeamKit=5Jap_EngineerArisaka Team=US/AnimatedUsFlag/USSoldier TeamBase=USBase TeamKit=1Us_ClosequartersThompson TeamKit=2Us_AssaultGarand TeamKit=3Us_ATBazooka TeamKit=4US_SupportBar TeamKit=5US_EngineerNo4 Team=British/AnimatedUkFlag/BritishSoldier TeamBase=UKBase TeamKit=1GB_CloseQuartersStenMk5 TeamKit=2GB_AssaultNo4 TeamKit=3GB_ATPiat TeamKit=4GB_SupportBren TeamKit=5GB_EngineerNo4 Team=Germans/AnimatedGeFlag/GermanSoldier TeamBase=GEBase TeamKit=1German_CloseQuartersMp40 TeamKit=2German_Assaultk98 TeamKit=3German_ATPanzerfaust30 TeamKit=4German_officerMp40 TeamKit=5German_EngineerK98 Team=GermanDesert/AnimatedGeFlag/GermanDesertSoldier TeamBase=GEBase TeamKit=1German_CloseQuarters_DesertMp40 TeamKit=2German_Assault_DesertK98 TeamKit=3German_AT_DesertPanzerfaust100 TeamKit=4German_Support_DesertMg34 TeamKit=5German_Engineer_DesertK98 Team=Russians/AnimatedSoFlag/RussianSoldier TeamBase=SOBase TeamKit=1Rus_CloseQuartersPPsh TeamKit=2Rus_AssaultSVT40 TeamKit=3Rus_ATBazooka TeamKit=4Rus_SupportDP1928 TeamKit=5Rus_EngineerNagant [END]




SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#7 12 years ago

So, ahem, I am getting a "Congratulations on your switch to Editor 42" party ready for you. I have banners, a cake, a clown that does magic tricks and balloon animals and ponyrides all set to go...(do you like ponyrides?)... all you need to do is give in to the irresistable nagging.




Natty Wallo

FH2 LevelDesigner

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16th December 2005

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#8 12 years ago
SacredLizardSo, ahem, I am getting a "Congratulations on your switch to Editor 42" party ready for you. I have banners, a cake, a clown that does magic tricks and balloon animals and ponyrides all set to go...(do you like ponyrides?)... all you need to do is give in to the irresistable nagging.

Lolli-LoL--- yea... as soon as you get used to objects-placements with precise precision in ed42 you're home-free...Im not really there yet.. I find it hard to for ex: place small tiny statics with precision in ed42... I have to learn it though... Chances are FH2 will be out before that happens though, and well.. then BC and ed is history :uhoh:




Commie

The elusive Member 132837.

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23rd December 2005

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#9 12 years ago

Oh yeah, and when you save in BC it also overwrites your 'textures/detail.dds' file with the default one. I rename it to 'GroundDetail.dds', then go to 'Init/Terrain.con' and change the path to it, so when BC saves it doesn't overwrite the old detail texture.