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Battlefield Modding Tutorials BFMODS • View topic - Maximum Players on a team

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Sep 27, 2009 8:52 pm 
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Simple. DC also loads the "basic" BF1942 mod (just check the Mods\DC 0.7\Init.con). This means any files which are missing in the DC level archives are being read from the Vanilla ones. Basically the whole DC mod works like a huge patchfile.

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PostPosted: Sun Sep 27, 2009 9:18 pm 
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Oh, I understand.

But then how do I make Editor 42 and DC Berlin understand how to read the regular mods heightmap and other files

An alternative would be to use BC42 and DC, but when I tryed, I got the .lst and .cons, But I dont know how to get levels for it.


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PostPosted: Sun Sep 27, 2009 10:10 pm 
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PostPosted: Sun Sep 27, 2009 10:16 pm 
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Ok, thanks.

Ill try that


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PostPosted: Mon Sep 28, 2009 8:26 am 
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A simple approach to get every mod map to work that is based upon vanilla maps:

First, extract the bf1942 Vanilla map (Berlin.rfa, Berlin_000.rfa and Berlin_003.rfa) all in the same folder, so patchfiles automatically overwrite "old" files. Then, same goes for the mod level files. Just extract them to the same folder, it also will automatically overwrite the Vanilla files if avaible. This way you easily can edit any map without worrying over missing files.

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PostPosted: Thu Oct 01, 2009 1:24 am 
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Thanks Senshi, but you forgot one thing.

In order to load maps based off vanilla, you also have to load the object,standardmesh,texture from vanilla first.


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PostPosted: Thu Oct 01, 2009 7:40 am 
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Uhm, that's kinda groundwork if you work with Ed42 (even described in Ed42 readme itself), that's why I didn't mention it ;)

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PostPosted: Thu Oct 01, 2009 9:22 pm 
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