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Battlefield Modding Tutorials BFMODS • View topic - Changing Skins Client Side

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Mon Nov 08, 2004 9:30 pm 
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Joined: Sat Oct 09, 2004 12:00 am
Posts: 57
Location: London, England
I've just played on the QBS server where CTF guadalcanal is using the green skins instead of the desert camo.

bearing in mind when i tested guadalcanal Conquest on our server they still had desert camo is this a server side mod they have managed contrary to what has been stated in this thread? or did the DCf team only change the skins for CTF?


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PostPosted: Mon Nov 08, 2004 9:40 pm 
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Joined: Tue Oct 05, 2004 12:00 am
Posts: 312
good question, and since we arent all agreed that its not serverside possible would prove my point, because I /KNOW/ ive atleast changed the humvee skins before serverside... problem was it wasnt intentional and i dont have that rfa anymore cause i wasnt really concerned with it at that time


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PostPosted: Mon Nov 08, 2004 9:42 pm 
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Posts: 312
mwahaha its gota be true, there setting that controls this isnt even a gametype specific one!

well unless you have some gremlin files on your comp anyway....


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PostPosted: Mon Nov 08, 2004 9:51 pm 
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Posts: 312
lets look at this from a different perspective, we all (im sure this is where one of our problems accepting this come in) consider the RFAs as each a seperate file, when we look at the internal structure it shows folders but we've been thinking about these all as seperate files specific, the reality is that these are just for compression/user ease of use... the game sees these all as if the files are extracted from thier RFAs... so if you really wanted to,I bet you could make a set of folders in a berlin_001.rfa for stalingrad, and all changes made in there (assuming no stalingrad_001.rfa) Infact you could probably *(though i dont know if it would take precidence over the patches or not) extract the entire level rfa into the right folder and the game would be able to run off those files


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PostPosted: Mon Nov 08, 2004 9:57 pm 
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Posts: 312
by that reasoning, you should be able to take any path that starts "bf1942/" and set up a path to anything from that folder... so replace

textureManager.alternativePath bf1942/levels/GuadalCanal/Texture

with

textureManager.alternativePath bf1942/levels/DC_Coastal_Hammer/CustomTextures

and it should work... though you might need to change

ShaderManager.setTextureParam envmap bf1942\levels\GuadalCanal\Textures\ENVMAP_G_.rcm

to

ShaderManager.setTextureParam envmap bf1942\levels\DC_Coastal_Hammer\Textures\ENVMAP_G_.rcm

also to make it work maybe, I havent tried this, you may also have to delete this line

textureManager.alternativePath Texture/Pacific





I'm thinking that it does work serverside, it might not, but it could... in this way it should be looked into if other things can be changed aswell, also sorry if I've been restating anything, this may have only been my personal problem with regards to how i was viewing the file structure


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PostPosted: Mon Nov 08, 2004 11:01 pm 
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Joined: Sat Oct 09, 2004 12:00 am
Posts: 57
Location: London, England
in reply to your last comments about the shader stuff.

I changed guadalcanals shader to coastal hammers, with very interesting results.

1. the minimap becomes that of coastal hammer

2. the texture of the map becomes that of coastal hammer, which means you get roads leading over mountains down cliffs and into the sea, and the seabottom texture over parts of the land.

3. the vehicles skins remain the yellow versions.


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 Post subject:
PostPosted: Tue Nov 09, 2004 1:24 am 
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Posts: 312
lmao, i was just posting whatever i saw in the init file :p didnt have the time to actually test anything, lol nice though, had to be rather interesting looking, ill look into these changes later this week, atleast its def. proof about the filesystem


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PostPosted: Thu Dec 02, 2004 6:15 pm 
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Joined: Sat Nov 20, 2004 12:00 am
Posts: 174
Location: BC Canada

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