Actually someone did do the work of converting them to SM for use in ED42. Also, all the trees used in the BF42 mod for BFV also were converted to SM (so you could have just took those instead!).
But to make things easier here is the file that contains all the SM files for the vegetation. Textures most likely won't appear correctly for most of the vegetation, but at least you can see the meshes and will give you an idea how they look when your designing your level:
http://www.filefront.com/14451641/visib ... meshes.zipPut them in the standardMesh folder of the unpacked files that ED42 is using. Do NOT put them in the treeMesh folder! ED42 ignores that folder entirely!
Also if you want vehicles and such to show up in ED42 modify the unpacked object files so that the vehicles don't use the LOD system. As in, move all the stuff from the complex bundle and put them on the main PCO and then just rem out the LOD object. ED42 doesn't recognize lodObjects properly, so this is why a whole lot of vehicles and PCOs never show up properly in ED42! You will have to do this to all the PCOs you want to show up in ED42, but if your designing a map that involves putting vehicles close together or in tight spots, it would definitely help to know how large they are and where they will actually appear ingame! Sigh...If only the maker of this app could have simply coded ED42 to recognize LOD objects as simple bundles or even went as far as telling ED42 to ignore all the "simple" meshes that LOD objects use and only show the main bundle that the LOD object shows when close to the object....
Also, textures tend to not work properly in the editor when the mesh is pointing to the textures in a place other then the root of the texture folder...ED42 is just too lazy to actually look in the right place that the RS file tells it too.....It's a pain too cause most custom statics path the textures in a seperate folder withen the texture folder and makes the minimap look like shit if you try to generate a minimap with a bunch of objects with non working textures....
Remember to do this ONLY to the files ED42 uses!