Setting up Battlecraft 1942

    [SoA] Wicked Arsonist

    Posts : 312
    Join date : 2010-10-11

    Setting up Battlecraft 1942

    Post  [SoA] Wicked Arsonist on Thu Dec 30, 2010 1:21 pm

    Install Instructions:

    1) once unzipped is installed by double-clicking the Setup.exe. This will automatically begin the installation of the map editor.

    2) must be MANUALLY placed in the appropriate location in order to work. Make a new folder called StandardMesh in the Battlefield 1942 root directory (NOTE: The game directory....NOT the map editor directory). Unzip all of the loose files from the into the newly created StandardMesh folder. These files are necessary in order to accuraterly render lightmaps for objects within the map editor.

    *This is beta software and should be used at your own risk.
    BattleCraft 1942 Setup Instructions


    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.

    1. If you're going to be modifying existing maps, we recommend that you make a copy of your "Battlefield 1942" game folder.
    2. Rename the copy (e.g. "Copy of Battlefield 1942") to "Battlefield 1942 MOD". For the rest of this document, this location will be known as your "Game Directory".
    3. There is a custom bf1942.exe that is needed for shadow and terrain generation. If you have access to that, copy it into your Game Directory, replacing the old bf1942.exe.

    You can now use BattleCraft '42 by double clicking the file "bc42.exe"
    First Time Use

    1. 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.
    2. 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)
    3. Note that if you've been working with earlier builds of Battlecraft '42, your levels will probably not have the necessary files to run in the game and your cfg files will be out of date.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.
    4. WARNING: Don't start editing the default blank level that shows up when you first run the program. Choose "New Level" from the file menu or "Open Level" before you start editing, or you won't be able to save your work.

    A Few Instructions

    1. 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.
    2. 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.
    3. 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.
    4. 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.
    5. The Space key (which deselects everything) is very useful for when you are editing terrain points.

    Current Shortcut Keys
    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


    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

      Current date/time is Sat Mar 23, 2019 6:49 pm