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Battlefield Modding Tutorials BFMODS • View topic - New Mod

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 5 posts ] 
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 Post subject: New Mod
PostPosted: Mon May 14, 2007 6:15 am 
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Joined: Sat Dec 02, 2006 7:43 pm
Posts: 595
This isnt serverside, its for bf1942, its a new mod.

Ok, this is going to be really hard for me to explain but i will try my best.

First I made a new mod using the mod making tool in the BFMDT (mod developement toolkit).

Second i added in custom textures, objects, etc.

Now, all the new objects work, but objects that were from the bf1942 original game that i retextured still show up as how they normally are. For example, i made the K98 wooden parts look more metal, but it still looks wooden.

So, i guess my main question is. How do i get the game to show my new textures instead of the old ones.

This probably made no sense at all, so if anyone knows a good tutorial for making a new full mod that would help me a lot.


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 Post subject:
PostPosted: Mon May 14, 2007 3:35 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
check the path in rs file
looking at dc they used a new folder named "DesertCombat" that holds their tex.

because of the rfa setup , the game loads first bf1942 , then the included mods, adding subfolders into the structure.

i believe it cannot rerplace texture.rfa contents , see the 001 problem we encountered.

this is all i can tell u without looking at the files. sry

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 Post subject:
PostPosted: Mon May 14, 2007 4:49 pm 
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Joined: Sat Dec 02, 2006 7:43 pm
Posts: 595


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 Post subject:
PostPosted: Mon May 14, 2007 6:11 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
go into ur new mods texture folder (unpacked) and create a subfolder for ur new textures, then link the rs files to it.

example:

original .rs file content (Standardmesh Folder)
--------
subshader "BAR1918_Base_m1_Material0" "StandardMesh/Default"
{
lighting true;
lightingSpecular true;
materialDiffuse 1 1 1;
materialSpecular 0.12549 0.12549 0.12549;
materialSpecularPower 12.5;
envmap true;
texture "texture/Bar1918_02_o";



new subfolder linked in rs. standardmesh files
-------------------
subshader "BAR1918_Base_m1_Material0" "StandardMesh/Default"
{
lighting true;
lightingSpecular true;
materialDiffuse 1 1 1;
materialSpecular 0.12549 0.12549 0.12549;
materialSpecularPower 12.5;
envmap true;
texture "texture/URMOD/Bar1918_02_o";

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 Post subject:
PostPosted: Tue May 15, 2007 4:06 am 
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Joined: Sat Dec 02, 2006 7:43 pm
Posts: 595
Well i fixed the problem.

In my maps menu/init.con the line game.setMapId "BF1942" appeared, so i changed it to game.setMapId "my_mod"

Thanks Zaitsef for trying to help me.


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