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Battlefield Modding Tutorials BFMODS :: View topic - Suggestion for WHY TWO KAY
Battlefield Modding Tutorials BFMODS
https://battlefieldmodding.com/ssm/phpBB3/

Suggestion for WHY TWO KAY
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=5&t=5112
Page 1 of 2

Author:  MR PINK BALLS [ Wed Jul 22, 2009 2:30 am ]
Post subject:  Suggestion for WHY TWO KAY

Hey Why I have here the most recent battlecraft files

desertcombat.1st
dcfinal.1st

and a few others they would prolly be handy on the downloads (just a suggestion)

Disregard the file I originally posted it was missing two things

heres the new link

viewtopic.php?f=5&t=5113

Author:  Sheppard [ Wed Jul 22, 2009 3:14 am ]
Post subject:  Re: Suggestion for WHY TWO KAY

Hey now WhatThe can make my map for our 2012 mod :D

Author:  Why Two Kay [ Wed Jul 22, 2009 3:43 am ]
Post subject:  Re: Suggestion for WHY TWO KAY

Can you find the instruction file? I know a lot of people might get confused about the whole CFG thing, and the fact that DC Final is broken down into three parts.

If somebody writes a (really nice) tutorial on how to use them, I'll sticky it in the tutorials section and host the downloads.

Author:  MR PINK BALLS [ Wed Jul 22, 2009 4:15 am ]
Post subject:  Re: Suggestion for WHY TWO KAY

[Editor Paths]
GamePath=C:\Program Files\EA GAMES\Battlefield 1942\
// custom mod files go here:
ModsPath=Mods\DC_Final\
// objects are read from here
ObjectsPath=Mods\DesertCombat\objects\
// SMs are read from here
StandardMeshPath=Mods\bf1942\standardMesh\
// TMs are read from here
TreeMeshPath=Mods\bf1942\treeMesh\
// textures are read from here
TexturePath=Mods\bf1942\texture\
// Object list
ObjectsList=DC_Final.lst

//This is used for mods to be able to open mod created archives.
//Right now there is a limit of 8
OpenMODArchive=Mods\DesertCombat\Archives\standardMesh.rfa
OpenMODArchive=Mods\DC_Final\Archives\standardMesh.rfa
OpenMODArchive=Mods\DesertCombat\Archives\Texture.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_No_Fly_Zone.rfa
OpenMODArchive=Mods\DC_Final\Archives\bf1942\levels\DC_First_Light.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_DesertShield.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_Operation_Bragg.rfa
OpenMODArchive=Mods\DC_Final\Archives\bf1942\levels\DC_Dustbowl.rfa

The files you have just donwloaded are the files in which will be used for Battlecraft42 editor to install these files ther is a very simple process involved here are the steps

you should have the following files

dcfinal1st
desertcombat1st
dcfinalbulidings1st
dcfinalspawns1st
desert combat.cfg.example
GCMOD.cfg.example

these files will allow you to use battlecraft42 to edit the follwoing mods

desert combat v1.6 and down
DC_FINAL

to install these files we will be working in the program files

to install go to C:\Program Files\EA GAMES\battlecraft1942\

this area is called your battlecraft directory this is were we will be putting the files above
to install the files simply drag and drop them into the battlecraft directory making sure not to drag them into a folder in the directory onece they are in the directory close the application (if opened) and close the directory

restart battlecraft and select you mod and get to it

HAVE FUN!

Author:  Archimonde0_0 [ Wed Jul 22, 2009 11:11 am ]
Post subject:  Setting Up Battlecraft Properly for use with Desert Combat

---Tutorial: Setting Up Battlefield 1942 for proper use with Desert Combat and DC Final---

Once you have downloaded the latest public Battlecraft Files from the downloads section, extract the contents of this Zip Archives to a location that will allow you to edit them, a good choice is your Desktop where you can easily find, access, and edit the files. Once they are extracted to the desktop, its time to edit the mods included in the package so that we can use them with Battlecraft, without invisible Objects or other missing items. Lets start with Desert Combat, since it is the strangest of the mods in the package.

**DESERT COMBAT**

Desert Combat is our beloved Modern Warfare mod for Battlefield 1942, and during the course of its development it was decided that Desert Combat would use its own Sub-Folder to separate its files from Vanilla Battlefield 1942, however even after creating this sub-folder the DC team still placed content outside of this directory and thus caused us, the modders, some heartache. Lets begin setting up Desert Combat for Battlecraft, Navigate your computer, by using the mouse; to the directory:

C:\Program Files\EA GAMES\Battlefield 1942\Mods\DesertCombat\

or

C:\Program Files\EA GAMES\Battlefield 1942\Mods\DC Final\

Once inside these folders there will be another folder set, the folder which we are concerned with is Archives. For this part you will need to have downloaded the Battlefield Mod Development Toolkit and must have WinRFA, a utility for extracting Readable Folder Archives; Installed. If all above is true, open up WinRFA where we will begin extracting Desert Combats mod files so that we can use them in Battlecraft. The files inside Desert Combats Archives folder that we will be concerned with are the StandardMesh.rfa. For normal BF1942 mods the following steps are not needed, but Desert Combats sub-folder hierarchy makes it necessary for us to do the following steps.

Lets open up WinRFA, from the top of WinRFA select File, Open, and locate Desert Combats Standardmesh.rfa, once located: Open it. A list of the files contained in this Readable folder archive will appear. From the top of WinRFA select Extract, All, and extract the files to a place where you will be able to find, edit, and repack these files during the following steps. Once it is finished extracting, minimize WinRFA and find the Standardmesh Folder you have just extracted. Inside this folder will be another Call Desert Combat, and then more sub-folders concerning Vehicles, Weapons, and Static Objects. All of the folders and files inside the Desert Combat sub-folder must be moved out of it, and back into the Standardmesh folder you extracted. If done correctly, all files that were in the Desert Combat sub-folder of the Standardmesh Folder, should have moved into the Standardmesh folder. If this is true, you can delete the Desert Combat sub-folder.

Now that we have moved all of the DC files to a place where Battlecraft can find them, open up winRFA, select Pack, Directory, and locate the Standardmesh folder we had previously extracted. Once selected, return to the DesertCombat/Archives Directory you originally found it in, and pack the standardmesh.rfa along side the existing one, as Standardmesh_001 or _002.rfa. If done correctly DesertCombat will now have two Standardmesh.rfa files, one for the mod, and one for Battlecraft, and Battlecraft should be able to find the files, and spawn the objects.

Repeat these steps for DC Final if you so wish. Then do as Pink Balls has instructed by placing the LST files into your Battlcraft 1942 Directory inside C:\Program Files\EA GAMES\Battlecraft 1942\ and start the mod in the program.

Author:  Sheppard [ Wed Jul 22, 2009 3:06 pm ]
Post subject:  Re: Suggestion for WHY TWO KAY

Archi, you are a modding god. I thought it was Refractor Flat Archive, though?

Author:  Why Two Kay [ Wed Jul 22, 2009 5:22 pm ]
Post subject:  Re: Suggestion for WHY TWO KAY


Author:  Sheppard [ Wed Jul 22, 2009 5:44 pm ]
Post subject:  Re: Suggestion for WHY TWO KAY

Yes but I've only ever heard it called that, never Readable Folder Archive...

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