Editor42 v0.41

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    [SoA] Wicked Arsonist
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    Editor42 v0.41

    Post  [SoA] Wicked Arsonist on Sun Oct 31, 2010 12:25 am

    EDITOR42

    Version 0.41 BETA

    NOTE :
    This version adds some functionality and fixes some bugs in version 0.4
    If you are updating from 0.4 to 0.41, simply overwrite the .exe
    If you are updating from 0.31 or earlier, you must extract the full package.


    WEBSITE
    ¯¯¯¯¯¯¯
    For additional help and content, please visit Editor42 Official Website at:
    http://bfed.3dmax.org/



    BEFORE STARTING
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    Using this software means you agree with the disclaimer at the end of this document.

    MAKE BACKUP OF YOUR FILES BEFORE USING THE SOFTWARE!!!



    RELEASE NOTES
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    - ANTIVIRUS WARNING! Editor42 0.4 is distributed with scripts that may trigger some alerts
    on your AntiVirus software. Those are false alarms and should be ignored. If your AntiVirus
    automatically quarantines or deletes files, disable this feature before installing
    and using Editor42.
    - To pack your level into a RFA, make sure that you named the mod for this level first using
    the Specify MOD option first. This mod name will be saved in a file that will then
    be used by the packing script. It is possible that these features won't work on Win9x serie
    since they require an up to date WSH service.
    - Forest planter requires a minimal spread range, that is the minimal distance between trees.
    It will then try to pack the provided number of tree using this minimal distance. The weight
    is a value indicationg the probability this template will be chosen among the others.
    - It seems that fog distance are a little off in Editor42 compared to ingame distances.
    - A list of the most used templates was added. You can add templates to this list
    by editing template_list.con file. Also, you can temporarily disable this list filtering
    by unchecking filter templates in the different templates selection dialogs or by commenting
    the template_list.con run instruction in editor's init.con.
    - Take note that Editor42 will crash while saving when Soldier spawn template file is edited
    by hand and malformed. This bug is currently under investigation. It is recommended that you
    try to save your level once before working on it. That way you won't loose all your hard work
    when saving.


    INSTALLATION
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    IF YOU ARE UPGRADING FROM 0.4 TO 0.41 SIMPLY OVERWRITE EDITOR42.EXE
    ELSE, FOLLOW THESE INSTRUCTIONS
    INSTALLATION PROCEDURE IS THE SAME AS 0.31


    STEP 1 - EXTRACTING EDITOR42

    1.1 - Create a directory where you will put Editor42 program (for instance c:\editor42\)

    1.2 - Uncompress the Editor42 archive you downloaded into this directory

    NOTE:
    The provided init.con is a configuration file used by the editor, it must be in
    the same directory as the editor itself. Do not use version 0.2 init.con.

    NOTE:
    Provided library directory must be a subdirectory of editor42.exe directory.




    STEP 2 - EXTRACTING THE RFAs

    Editor42 won't read the RFA, so you need to extract them yourself.

    2.1 - Create a directory where you will put your extracted content.
    The location and name can be anything. In this section I will use
    c:\bfdev\ as a reference.

    2.2 - Create the following directories within the base directory.
    c:\bfdev\bf1942\levels\
    c:\bfdev\objects\
    c:\bfdev\standardMesh\
    c:\bfdev\texture\

    2.3 - Extract the OBJECTS.RFA file included with the game and mods into
    c:\bfdev\objects\
    (With RFAExtractor, you will have to specify c:\bfdev\objects\)

    2.3 - Extract the STANDARDMESH.RFA file included with the game and mods into
    c:\bfdev\standardMesh\
    (With RFAExtractor, you will have to specify c:\bfdev\standardMesh\)

    2.4 - Extract the TEXTURE.RFA file included with the game and mods into
    c:\bfdev\standardMesh\
    (With RFAExtractor, you will have to specify c:\bfdev\texture\)

    2.5 - Extract the needed levels' RFA file included with the game and mods into
    c:\bfdev\bf1942\levels\my_level_name\
    (With RFAExtractor, you will have to specify c:\bfdev\)

    2.6 - If you want to display trees, first convert the .TM into .SM using 3dMax
    and then put them all in c:\bfdev\standardMesh\ . Don't forget the shaders (.RS) too.

    NOTE:
    Objects, texture and standard meshes need to be EXTRACTED for Edito42
    to display them correctly, else it will use default box model and texture.




    STEP 3 - RUNNING AND CONFIGURING EDITOR42

    3.1 - The first time Editor42 runs, it will ask for several directories.
    This dialog window is exactly the same as the one located at File->Directories menu.

    3.2 - If your directory structure is as above, the ONLY directory you need to set
    is the BASE directory. Change it accordingly. With the exameple above it should be
    c:\bfdev\

    3.3 - Leave the other values as is -- Keep the $basePath tokens there! -- unless
    you know what you doing.

    3.4 - You can always change these directories at a later time in File->Directories menu.

    3.5 - Open your level by clicking the yellow folder icon on the top of screen. A window should appear with a
    list containing levels. If the list is empty, double check your level directory
    and make sure your levels are EXTRACTED.

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    Last edited by [SoA] Wicked Arsonist on Thu Dec 30, 2010 1:07 pm; edited 1 time in total
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    Re: Editor42 v0.41

    Post  AngryGod on Wed Nov 10, 2010 4:53 am

    its the best program for demo modding! i like it mutch:D

    [SoA] Wicked Arsonist
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    Re: Editor42 v0.41

    Post  [SoA] Wicked Arsonist on Sun Nov 14, 2010 12:33 am

    Yup. Texturing is far better than with BC, but far more complicated too I find. Object placement could also be a bit more user-friendly, but I still like it.

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    Re: Editor42 v0.41

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