Battlecraft 1942 (Map Editor)

Make maps like Dice does!!! Woohoo!!! You must have the new patch (v.1.4) Battlefield 1942 Full Patch v1.4 [file="...

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Make maps like Dice does!!! Woohoo!!!

You must have the new patch (v.1.4) Battlefield 1942 Full Patch v1.4 Battlefield 1942 Incremental Patch v1.4

Also, check out the samples that are a must!

The readme.txt that comes with this zip file is "corrupted" because it doesn´t break the lines to start a new line, you can copy and paste it from below or you can download it seperately by clicking here.

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Readme
Battlecraft 1942 Setup Instructions
===============================================================
===
Battlecraft 1942 v1.0
Read Me File
May 22, 2003
===============================================================
===

NB:  In order to ensure that users can connect to a Battlecraft-created 
map, use a dedicated server with content checking OFF.  Otherwise, 
users will not be able to connect to the map. 


Setup
If you're going to be modifying existing maps, we recommend that you make a 
backup copy of your "Battlefield 1942" game folder. 
You can now use Battlecraft 1942 by double clicking the file "bc42.exe" or using the 
desktop shortcut.

First Time Use
When you run the tool for the first time, it will ask you to name a mod. Choose the 
default (bf1942) if you want to edit existing Battlefield maps. 
Also, certain features in Battlecraft 1942 will only work with the default Battlefield 
1942 levels directory.  For shadow generation and testing levels, the level must be 
present in the Battlefield 1942 levels directory, not a separate mod.
After you name your mod, you'll be asked to choose the game directory and object 
list. Choose the Game Directory you created above. Use the default object list 
(bf1942.lst) 
Note that if you've been working with earlier builds of Battlecraft 1942, your levels 
will probably not have the necessary files to run in the game and your cfg files 
will be out of date. It would be best to start from scratch (with new mod cfg files 
and new levels) with this build. 

A Few Instructions
To use water in a level, be sure to check the "Use Water" checkbox in the New Level 
dialog box when you create a new level. 
To raise and lower water, go into terrain editing mode and use Page Up and Page 
Down keys to raise/lower the water level. The water level starts fairly low, so you 
may need to hit Page Up a lot before you see it. 
To use the terrain flattening tool (the bulldozer icon), control-click on a piece of 
terrain to select a height, and then click normally to flatten terrain to that height. 
Control-click again to work with a new height. 
To use the road tool, select the tool, then hold down the control key and click on 
several locations in the map. Let go of the control key to finish, and choose your 
settings in the dialog that pops up. 
The Space key (which deselects everything) is very useful for when you are editing 
terrain points. 
Current Shortcut Keys

General
F1
Edit Terrain
F2
Edit Materials
F3
Edit Objects
I
Camera on terrain
O
Camera fly mode
P
Camera top down
J
Terrain wireframe
K
Terrain textured
L
Terrain wireframe + textured
Space
Unselect selected points/objects

Object Editing
F5
Show bounding box
F6
Show collision mesh
F7
Show detail
F8
Show textured detail
Crlt+1
Show Standard Mesh Objects
Crlt+2
Show Tree Mesh Objects
Crlt+3
Show Object Spawns
Crlt+4
Show Soldier Spawns
Crlt+5
Show Control Points
Z
Selection Tool
X
Move XZ Tool
C
Move Y Tool
V
Rotate X Tool
B
Rotate Y Tool
N
Rotate Z Tool
M
Toggle Snap To Ground

Terrain Editing
1-9
Change Tool Size
Shift + 1-0
Change Tool Power
Z
Carve
X
Raise
C
Smooth
V
Flatten
B
Road Tool
N
Edit Points
M
Toggle Autosmooth

Material Editing
1-9
Change Brush Size

BATTLECRAFT '42: KNOWN ISSUES

?	IMPORTANT:  Battlecraft 1942 created maps can only be joined if 
they are being run on a dedicated server with content checking 
OFF.  Content checking is a new feature in the 1.4 patch.  The only 
other way to get Battlecraft 1942 created maps to function is to 
host as non-dedicated and have all clients joining have the same 
Texture Detail setting as the host computer.  We strongly 
recommend hosting on a dedicated server.
?	Battlecraft 1942 does not create true "mod" folders—you cannot 
change to a custom game in Battlefield 1942 with just the 
information that Battlecraft 1942 provides.  However, the Mod 
folders still show up under "Custom Game" in the Battlefield 1942 
main menu.  Do not attempt to switch to your Mod unless you have 
provided the necessary files to do so. 
?	Generating Surface Maps on a Large Map causes a crash
?	Using more than 7 control points will cause Battlefield 1942 not to be 
able to launch—this is a problem with Battlefield 1942, not 
Battlecraft 1942
?	Choosing to create a new mod and canceling out will radically 
damage an open level.  We strongly advise, first of all, saving 
before starting a new level, and second, not canceling the creation 
of a new level in a new mod.
?	Battlecraft 1942 allows users to create two mods with the same 
name.  Doing so causes severe problems with deleting/creating 
levels.
?	Upon install of BC, Clicking "No" in the New MOD Configuration 
dialog, choosing to create new level, and then clicking "OK" on the 
Select a Mod box and on the Error message results in a crash.
?	Renaming a level through Windows and attempting to load it 
causes a crash.   This is due to the .RFA file structure.
?	There is no way to rename a level once it has been 
named/created. There is no way to change it in game or in 
Battlecraft 1942.  This is due to the .RFA file structure.   The only way 
to rename levels is through unpacking 
?	The installer for Battlecraft 1942 does not create an uninstaller.
?	Without a BF disc inserted, the user is able to continue with terrain 
shadow generation and merging of lightmaps. The user will be 
presented with pop ups stating that a disc must me inserted, yet, 
the user is still able to continue without one.  If user inserts disc, 
Battlecraft 1942 functions correctly.  If no disc is inserted, a crash 
occurs.
?	In order to generate object lightmaps, you must create a folder in 
your root Battlefield 1942 directory named "StandardMesh".   
Unpack all of the files from the "Samples" folder in the download 
with Battlecraft 1942 into this directory.
?	Maximum number of objects spawned is not functioning
?	There are various objects that contain texture problems or do not 
contain any physics—detailed at the end of this document.  Many 
of the objects listed as not having collision detection are supposed 
to be that way.
?	There are objects that do not generate a preview image when 
adding new objects to the Cached Objects folder—detailed at the 
end of this document.
?	Jungle Trees lack collision detection.
?	The mini-map does not generate textures for water unless you put 
terrain beneath the water.


The folliwing objects have the following problems: Afr_bush4_m1:                          
not properly textured/meshed

Bclas_m1:                                no collision

Eupaint1_m1:                            textures flicker

Eupain2_m1:                             textures flicker

Eutables_m1:                            weird point manipulation; does not 
match with marker in editor

Flowerbox1_m1:                        not properly textured/meshed

Flowerbox2_m1:                        not properly textured/meshed

Flowerbox3_m1:                        not properly textured/meshed

Gibb series (all):                        no models, or too difficult to see in game

Frwall_m1:                                no collision

Jungle tree series:                      no collision

Lcvp_static:                               cannot load into cache

Oak_tree_m1:                            no collision

Pacific_palm_4_m1:                   has a white outline around leaves

Pacific_palm_large_m1:              not properly textured/meshed

Pacific_palm_d_m1:                   not properly textured/meshed

Pacific_palm_c_m1:                   not properly textured/meshed

Pacific_palm_a_m1:                   not properly textured/meshed

All Posters (posters_xxx_m1):    missing art/texture (appears black)

Rh_pacfac_m1:                          no collision

Scrap_metal1_m1:                     no models in-game

Scrap_metal2_m1:                     no models in-game

Scrap_metal3_m1:                     no models in-game

Sacks_m1:                                not fully textured

Sightscene_opturn_m1:              cannot load into cache

Sightscene_turn_m1:                 cannot load into cache

Sightscene_turn1_m1:                cannot load into cache

Sightscene3_m1:                       cannot load into cache

Sightbill1_m1:                            low-res textures, no collision

Sightbill2_m1:                            low-res textures, no collision

Signalpanel_m1:                        no collision

Sidwalkl_m1:                             no collision

Sidewalkl2_m1:                         no collision

Skyelala_m1:                            no model in editor or game

Stonebridge_1_m1:                    no collision

Stonebridge_2_m1:                    no collision

Weldtank_m1:                           cannot load into cache

Wallamp1_m1:                          no collision

Wreck objects (wreck_xxx_m1): all wreck objects disappear after a few 
seconds

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DiCE


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Registered 21st August 2002

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