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Battlefield Modding Tutorials BFMODS • View topic - i broke my rfa D=

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: i broke my rfa D=
PostPosted: Fri Jan 09, 2009 6:02 pm 
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Me personally never got patch files to work for the Objects.rfa file. The changes just won't show up if I do it that way. The game will let me use patch files for the Menu.rfa, Standardmesh, Texture, and the Sound.rfa file but the game seems to ignore patch files done on the objects.rfa file. Also if your doing a mod other then BF1942, be sure to not skip numbers when doing patch files. (the game doesn't include patch files from other mods when doing the order for vanilla BF42 patch files, so mods are independent)

For example if you have a lone texture file. Doing a texture_002.rfa file probably won't work. It must be Texture_001.rfa. At least that's how it worked out for me.

Map files seem touchy on this. Sometimes you can skip numbers, sometimes not depending on what the patch file will change. But I haven't tried map file patches very often. Or doing patches in general. I usually use the Active command when doing most server side stuff, so I rarely mess with the base archive files.

Also, I've seen a lot of people mention a OST.con file. Please explain how to use a OST.con and where this file should be. Never tried server modding in this way.

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 Post subject: Re: i broke my rfa D=
PostPosted: Fri Jan 09, 2009 7:53 pm 
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i'm going to go over there and be dizzy from trying to understand everything now @.@


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 Post subject: Re: i broke my rfa D=
PostPosted: Fri Jan 09, 2009 8:22 pm 
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Wait, tankerbot, your saying you DON'T use map patchfiles!? :shock: I thought everyone did, that's the only way I mod.....You said you use .Active...well the OST.con (ObjectSpawnTemplates.con) is where that goes...

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 Post subject: Re: i broke my rfa D=
PostPosted: Sat Jan 10, 2009 9:51 am 
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 Post subject: Re: i broke my rfa D=
PostPosted: Sat Jan 10, 2009 4:33 pm 
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I make important changes that I do to all maps directly in game.rfa or objects.rfa and then make map patchfiles (usually _007) but I don't put my mods in the ost.con. I change what is needed in the OS.con and OST.con, and then make a "modfile.con". It is formatted just like a ost.con, (as in you start each line with ObjectTemplate. and use .Active often) You only need to add run modfile to the end of that ost.con and it runs it. It's a great idea for doing mods you want to keep track off (as opposed to losing them in objects.rfa) on several maps, simply copy and paste the modfile over.

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 Post subject: Re: i broke my rfa D=
PostPosted: Sat Jan 10, 2009 5:22 pm 
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Thank you for sharing your workflow with us. That covers 80% about all the modding. Just curious, how do you solve those 20% of changes that are unique per map?

Anyone that have been able to store that "modfile.con" from say within objects.rfa/game.rfa and reference it from the map patch?


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 Post subject: Re: i broke my rfa D=
PostPosted: Sat Jan 10, 2009 6:12 pm 
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 Post subject: Re: i broke my rfa D=
PostPosted: Sat Jan 10, 2009 7:42 pm 
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For unique things I simply add them to the bottom of that maps modfile, with a note that that block of code is map-specific.

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