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Battlefield Modding Tutorials BFMODS :: View topic - Battlecraft files
Battlefield Modding Tutorials BFMODS
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Battlecraft files
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=5&t=5113
Page 1 of 1

Author:  MR PINK BALLS [ Wed Jul 22, 2009 4:21 am ]
Post subject:  Battlecraft files

[Editor Paths]
GamePath=C:\Program Files\EA GAMES\Battlefield 1942\
// custom mod files go here:
ModsPath=Mods\bf1942\
// objects are read from here
ObjectsPath=Mods\bf1942\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=DesertCombat.lst
OpenMODArchive=Mods\DesertCombat\Archives\standardMesh.rfa
OpenMODArchive=Mods\DesertCombat\Archives\Texture.rfa
OpenMODArchive=Mods\DesertCombat\Archives\STANDARDMESH_001.rfa
OpenMODArchive=Mods\DesertCombat\Archives\Texture_001.rfa

[Defaults]
LevelName=My DC Level
MaterialSize=512
WorldSize=2048
HeightScale=1
TexOffsetX=0
TexOffsetY=0
VertexFogEnable=1
FogColor=0.77/0.766/0.75
GlobalAmbientColor=0.1/0.1/0.1
AmbientColor=0.15/0.15/0.18
DiffuseColor=0.3/0.3/0.3
SpecularColor=0.3/0.3/0.3
ShadowColor=0.4
WaterLevel=50
AlternativePath=Texture/Europe
WaterSpecularEnable=1
WaterTexLayer1=texture/water05
WaterTexLayer2=texture/water06
WaterNormalMap=texture/normalMap01
WaterScrollDirectionNormalmap=1/0
WaterScrollDirection1=1/-0.5
WaterScrollDirection2=1/0.5
WaterSpecularColor=0.65/0.55/0.4
WaterScrollLayer1=0.02
WaterScrollLayer2=0.02
WaterScrollNormalmap=0.02
WaterSpecularStreakFactor=0.001
WaterTileLayer1=0.5
WaterTileLayer2=0.5
WaterTileNormalMap=1
WaterLightDirection=-0.3/0.5/-0.65
WaterShallowColor=1/1/1
WaterDeepColor=1/1/1
WaterAlphaDepth=0
WaterShallowAlpha=0.5

[Theatres] //this is the equivilent to the alternatetexturepath
Theatre=Europe
Theatre=Africa
Theatre=Pacific
Theatre=Russia

[GameModes]
GameMode=Coop
GameMode=Conquest
GameMode=TDM
GameMode=CTF

[Skies]

// Sky=name
// SkyMesh=mesh
// SkyDefaults=heightoffset/rot/lightvector (in x/y/z form)
// defaults get used when user chooses a sky, but they can still change those values

Sky=Battleaxe
SkyMesh=Sky_Gazala_m1
SkyDefaults=200/180/0.628/0.661/-0.41

Sky=Berlin
SkyMesh=Sky_Berlin_m1
SkyDefaults=150/180/-0.191/.45/-0.873

Sky=Bocage
SkyMesh=Sky_Bocage_m1
SkyDefaults=150/180/-0.191/.45/-0.873

Sky=Bulge
SkyMesh=Sky_Bulge_m1
SkyDefaults=0/180/-0.087/0.319/-0.944

Sky=El_Alamein
SkyMesh=Sky_Elala_m1
SkyDefaults=50/0/-0.75/0.46/0.46

Sky=Gazala
SkyMesh=Sky_Battleaxe_m1
SkyDefaults=150/180/0.5/0.4/0.76

Sky=Guadalcanal
SkyMesh=Sky_Guada_m1
SkyDefaults=150/180/0.783/0.38/-0.49

Sky=Iwo_Jima
SkyMesh=Sky_IwoJima_m1
SkyDefaults=50/180/0.764/0.5867/-0.251

Sky=Kharkov
SkyMesh=Sky_Kharkov_m1
SkyDefaults=200/180/-0.483/0.345/-0.805

Sky=Kursk
SkyMesh=Sky_Kursk_m1
SkyDefaults=0/180/0.718/0.8/-0.696

Sky=Market
SkyMesh=Sky_Market_m1
SkyDefaults=0/180/0.365/0.59/-0.715

Sky=Midway
SkyMesh=Sky_Midway_m1
SkyDefaults=0/180/0.628/0.661/-0.41

Sky=Omaha
SkyMesh=Sky_Omaha_m1
SkyDefaults=200/180/-0.448/0.3765/0.810

Sky=Stalingrad
SkyMesh=Sky_Stalingrad_m1
SkyDefaults=0/180/-0.719/0.625/0.305

Sky=Tobruk
SkyMesh=Sky_Tobruk_m1
SkyDefaults=150/180/-0.778/0.58/-0.234

Sky=Wake
SkyMesh=Sky_Wake_m1
SkyDefaults=0/180/-0.295/0.496/-0.816

[Teams]

// Team=name_of_team/name_of_flag_template/name_of_skin
// TeamBase=flag_base_template
// then there should be exactly 5 kit names following.

Team=US/AnimatedUsFlag/USSoldier
TeamKit=US_Sniper
TeamKit=US_Assault
TeamKit=US_AT
TeamKit=US_HeavyAssault
TeamKit=US_Support
TeamKit=US_SpecOps

Team=Iraq/AnimatedGeFlag/IraqSoldier
TeamKit=Iraq_Sniper
TeamKit=Iraq_Assault
TeamKit=Iraq_AT
TeamKit=Iraq_HeavyAssault
TeamKit=Iraq_Support
TeamKit=Iraq_SpecOps

[END]

[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
DC_FINAL Microsoft outlook configure file
Desert Combat Microsoft outlook configure file

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:  mike2many [ Fri Nov 13, 2009 12:03 am ]
Post subject:  Re: Battlecraft files

lolz I think heaps of us figured this out long ago... because I surly did

Author:  toxicity [ Fri Nov 13, 2009 12:04 am ]
Post subject:  Re: Battlecraft files

Dang, so that is how! At least it was helpful to this n00b.

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