*** Features ***
- Adds a versatile custom texture system for all original BF1942 maps, DC maps, RTR maps, and SW maps. - Enables Aberdeen, Battle of Britain, Coral Sea, and Philippines to work with DC .6f. - Enables the RTR expansion to work with DC .6f. - Enables the SW expansion to work with DC .6f.
I've tried to make sure each map is not just a cheap conversion (i.e. change all light tanks to M2A3s or BMP2s and voila! You're done), but to make each map have a unique feature and strategy for each team.
DC .6f Essential Files Code by Lord Nader Version 1.2d Please read entire readme! *** IMPORTANT INSTALLATION INFO! *** Please uninstall the previous version of this mod (v1.2c) using the uninstallation program in "Add/Remove Programs" in the Control Panel. This version completely replaces the previous. MAKE SURE YOU BACKUP YOUR CUSTOM DC TEXTURES! If a new version of Desert Combat or Battlefield 1942 is released, then these files are probably invalid! Recommend you would delete my files and wait for an update! Make sure you copy the "lexiconall.dat" from the DesertCombat mod folder into each of my mod folders. *** Gratitude *** I'd like to thank everyone who's sent me feedback and suggestions in the past few months. I've been able to take most of your ideas and incorporate them into this version of the mod. Keep sending in your feedback, it's the only way I know if I need to improve something! Also thanks to Chris McLaughlin and his group for testing my mod and narrowing down some bugs. *** Features *** - Adds a versatile custom texture system for all original BF1942 maps, DC maps, RTR maps, and SW maps. - Enables Aberdeen, Battle of Britain, Coral Sea, and Philippines to work with DC .6f. - Enables the RTR expansion to work with DC .6f. - Enables the SW expansion to work with DC .6f. I've tried to make sure each map is not just a cheap conversion (i.e. change all light tanks to M2A3s or BMP2s and voila! You're done), but to make each map have a unique feature and strategy for each team. *** Custom Map Textures *** I've created a new system on how DC will process custom map textures, and I've also expanded the number of maps that can include this feature, including RTR, SW, and new DC .6f maps. Here's how it works. "Generic Environment" Custom Textures: In your main BF1942 folder (default: "c:\program files\ea games\battlefield 1942") go to the "DCTextures" folder, and go to the "GenericEnvironment" folder within "DCTextures". There should be following four folders in there: Desert Green Snow Urban These are the "generic environments" for custom textures. There are several advantages to this: 1) Files for a particular environment are included in one place. 2) No wasting time copying individual files for each and every map. 3) Diskspace saved from not having multiple copies of each custom texture in multiple folders. So, for example, for Aberdeen, El Alamein, Battle of 73 Easting, and Oil Fields, you will have the same custom textures for each, b/c they're all using the same folder. Obviously the name of each folder indicates what kind of custom textures should be placed in which folder. The four folder names MUST match the ones above, or your custom textures will not show up. "Map-Specific" Custom Textures: The second part of this system is the ability to override the "generic environment" textures for a specific map. In the "DCTextures" folder, there's a folder called "MapSpecific", and in there there's a large number of folders indicating which maps are able to be customized. So, let's say you want to use Headhunter's Battle of the Bulge temperate custom textures (as well as the forest green custom vehicle textures included). Copy the custom textures into "DCTextures\MapSpecific\ Battle_of_the_Bulge", and voila! you'll have a temperate environment Battle of the Bulge. If a map is a "Day2" or "Day3" map (e.g. Kharkov, Kharkov_Day2), the "Day" maps will use textures from the root folder. For instance, Kharkov and Kharkov_Day2 will use custom textures from the "Kharkov" folder. Below is a list of which maps belong in which category. The name provided for each map below is also the name of the folder you should look for if you want map-specific custom textures to override the generic environment textures. *DC maps Desert: *73Easting Aberdeen *Al_Khafji *BasrahNight *BasrahsEdge Battleaxe *DesertShield El_Alamein Gazala *Inshallah *Lost_Village *MedinaRidge *OperationBragg *Oil_Fields Tobruk *UrbanSiege Green: Anzio Battle_Of_Britain Baytown Bocage Cassino Coral_Sea Eagles_Nest GothicLine GuadalCanal Husky Iwo_Jima Kbely Kharkov Kursk Market_Garden Midway Mimoyecques *NoFlyZone Omaha Peenemunde Philippines Salerno Santo_Croce Wake *WeaponsBunkers Snow: Battle_of_the_Bulge Hellendoorn Telemark Urban: Berlin Essen *SeaRigs Stalingrad *** Programs used *** - Editor42 - Inno Setup Compiler - IRFanView - Notepad - RAD Video Tools - RFAMaker - RFA Explorer - RFA Extractor - TextEd - Unofficial SDK 2D Texture Conversion - Wordpad *** Known bugs *** - My mod in the past has had trouble with multiplay, not exactly sure why, but I'm still working on the problem. If you find a problem with connecting on a LAN or internet game, please e-mail me. (See below). - Secret Weapons objective mode: Only C4 can do any damage to objective targets, but repairing an objective target does not increase the health of the target by any significant amount. - If you're using non-desert camoflauge custom textures for US soldiers, you've probably notice that while using the Special Ops class, the hat will use the desert color, which of course clashes with the green, snow, or urban custom skin the US soldier is using. There's a way to fix this. Look in your custom DC texture folder for a file called "Ame1_sleeve_T.dds". This texture is the one that replaces the sleeve texture of US soldiers. Copy this file in the same folder, then rename it "US_Hat.dds". This should at least make the texture for the Special Ops hat similar to the custom skin. - I don't know if the vehicle layout for each map is balanced or not. If you discover an imbalanced map, please e-mail me! - Please e-mail me if you find any more bugs! (See below) *** Next version *** - Better balance for maps! - Bug fixes! - More maps configured for DC/custom textures! - RTR to work with DCX .6f (you must have DC_Road_To_Rome installed). - SW to work with DCX .6f (you must have DC_Secret_Weapons_Of_WW2 installed). (List subject to change) Also look for a version of this mod for Eve of Destruction, Galatic Conquest, and other mods in the coming months! *** Misc. *** - IF YOU WOULD LIKE A CERTAIN MAP TO BE CONVERTED TO DC, OR IF YOU WOULD LIKE A CERTAIN DC MAP TO HAVE CUSTOM TEXTURE SUPPORT, PLEASE E-MAIL ME! SEE BELOW. DO NOT SEND ME ANY FILES, OR MY 56K WILL BE MAD AT ME! *** Contact info *** Questions? Comments? Criticisms? Praises? E-mail me! firstname.lastname@example.org. Thanks for downloading, and God bless!
There are no comments yet. Be the first!