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.
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Battlecraft 1942, your levels will probably not have the necessary files to run in the game and your cfg files will be out of date.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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