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Battlefield Modding Tutorials BFMODS :: View topic - Introduction To Battlefield Editing
Battlefield Modding Tutorials BFMODS
https://battlefieldmodding.com/ssm/phpBB3/

Introduction To Battlefield Editing
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=4&t=235
Page 1 of 1

Author:  silversound [ Fri Sep 10, 2004 5:48 am ]
Post subject:  Introduction To Battlefield Editing

Introduction To Battlefield Editing

Tools Of The Trade:
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The first thing to do is download the BF1942 Mod Development Toolkit. This will install most of the files needed to work on the levels contained in BF1942.

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Making new terrain and adding objects to Battlefield is made easy by using the official editor titled Battlecraft42.

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If you plan on making new objects such as vehicles, buildings, player models or other items, you should get Discreet's free GMax 3D modeling program. This is the alternative to their $1000 program 3D Studio Max. You will need to register to get a serial number, but it will be e-mailed instantly to your given address. However be sure to check your junkmail folder for the authorization code, as most filters will send it there.

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You should also have an aplication for image manipulation such as Photoshop 7, Fireworks MX, or Paintshop. These will all work, however I recomend Photoshop 7 for it's third party plug-in support, and overall industry dominance.

If you want to change or create skins for models you will probably need to download the nVIDIA texture tools. These are plug-ins for several graphics aplications that allow you to view .dds and other file types. Unfortunatly no support for Fireworks MX has been offered.

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When editing scripts for the game you can use just about any text editor. However, be carefull not to use word wrap settings.
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There are also many, many other aplications that can be used to edit Battlefield 1942. So many in fact that it would be impossible to mention them all.
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