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Battlefield Modding Tutorials BFMODS • View topic - Porting 42 maps to PoE

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Porting 42 maps to PoE
PostPosted: Thu Dec 04, 2008 8:12 am 
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Is anyone aware of a tutorial on how to port over maps from the old bf42 to say BFV or PoE?

Im looking to do this for the battle of brittain and berlin.


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PostPosted: Thu Dec 04, 2008 4:56 pm 
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There is a mod that converted all the BF42 maps to BFV, I believe it's called the BFV_WW2_Extended mod.


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PostPosted: Thu Dec 04, 2008 5:29 pm 
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Yes sir your absolutely right.

The battle of britain map was never finished and had some bugs unfortunately. I copied the map over to the PoE levels folder and opened it with bcv to see if i could save it as a PoE map. I guess i need to obtain the render because the terrain was all pink with black dots.

I see Lex Luther obviously ported Stalingrad and cassino and did a very good job. Is there any tutes or guidance on porting over maps like Lex did?


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PostPosted: Fri Dec 05, 2008 8:13 am 
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I dont know if this can be done outside of the editor.

viewtopic.php?f=3&t=3516&hilit=import+vehicle

that thread tells how to import a vehicle, but what about objects, textures, over and under growth.

Im starting with the bfv_ww2mod_x Berlin map and trying to port to PoE. I have created an objects file for all the objects not in bfv or PoE. Im assuming i need to create a texture file for all the non bfv or Poe textures and same for the standardmeshes.

My question, is how do i know which standard meshes were used without looking into every object geometries file i ported over separately? And how do i identify the textures? Im assuming i need to look at each individual standard mesh and then identify the texture from that point?

thanks


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PostPosted: Fri Dec 05, 2008 4:00 pm 
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Uhm yeah, that vehicle importing goes exactly the same for new objects.
And too bad for you, you have to look in every geometry.con file of the objects. But there that much, right?


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PostPosted: Fri Dec 05, 2008 5:43 pm 
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PostPosted: Fri Dec 05, 2008 8:57 pm 
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Great, thanks for confirming my understanding.

One question: Its not always intuitive as to the name of the texture associated with a standard mesh. How do i make certain i have the correct texture.

An example is the Berlin_galler_m1 mesh - i couldnt see the texture by name in the texture file. Same for all the church fences etc.

How does the game identify the relevant texture for the mesh?


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PostPosted: Fri Dec 05, 2008 9:44 pm 
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Does it has a texture?


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