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Battlefield Modding Tutorials BFMODS • View topic - Editor 42

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Editor 42
PostPosted: Thu Oct 25, 2007 7:43 pm 
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okay when i saw buletproof monks post about editor 42 i rememberd i had downloaded it long tim ago and couldent use it dident know how so it flashed a memory when i downloaded it i dident have all the smart people at ssm to help me and now i do so can this program replace battlecraft? and how do i use it cuz i still have no idea any link to a place with tuts on it would be greatly appreciated or some suggestions :D


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 Post subject: Re: Editor 42
PostPosted: Thu Oct 25, 2007 9:22 pm 
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 Post subject: Re: Editor 42
PostPosted: Fri Oct 26, 2007 1:08 am 
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 Post subject: Re: Editor 42
PostPosted: Fri Oct 26, 2007 4:42 am 
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 Post subject: Re: Editor 42
PostPosted: Fri Oct 26, 2007 5:24 am 
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 Post subject: Re: Editor 42
PostPosted: Fri Oct 26, 2007 6:58 pm 
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EDITOR42 README FILE

Version 0.31 BETA


* What's new in this readme file
- You are invited to read Changes in Version 0.31.
- Added some forgotten changes in 0.3
- Installation procedure is a little more clear.

NOTE :
This version fixes some bugs in version 0.3
If you are running 0.3, you only need to extract and overwrite editor42.exe



WEBSITE
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For additional help and content, please visit Editor42 Official Website at:
http://bfed.3dmax.org/



BEFORE STARTING
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Using this software means you agree with the disclaimer at the end of this document.

MAKE BACKUP OF YOUR FILES BEFORE USING THE SOFTWARE!!!



INSTALLATION
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READ CAREFULLY SINCE THIS SECTION HAS CHANGED SINCE 0.3.



STEP 1 - EXTRACTING EDITOR42

1.1 - Create a directory where you will put Editor42 program (for instance c:\editor42\)

1.2 - Uncompress the Editor42 archive you downloaded into this directory

NOTE:
The provided init.con is a configuration file used by the editor, it must be in
the same directory as the editor itself. Do not use version 0.2 init.con.

NOTE:
Provided library directory must be a subdirectory of editor42.exe directory.




STEP 2 - EXTRACTING THE RFAs

Editor42 won't read the RFA, so you need to extract them yourself.

2.1 - Create a directory where you will put your extracted content.
The location and name can be anything. In this section I will use
c:\bfdev\ as a reference.

2.2 - Create the following directories within the base directory.
c:\bfdev\bf1942\levels\
c:\bfdev\objects\
c:\bfdev\standardMesh\
c:\bfdev\texture\

2.3 - Extract the OBJECTS.RFA file included with the game and mods into
c:\bfdev\objects\
(With RFAExtractor, you will have to specify c:\bfdev\objects\)

2.3 - Extract the STANDARDMESH.RFA file included with the game and mods into
c:\bfdev\standardMesh\
(With RFAExtractor, you will have to specify c:\bfdev\standardMesh\)

2.4 - Extract the TEXTURE.RFA file included with the game and mods into
c:\bfdev\standardMesh\
(With RFAExtractor, you will have to specify c:\bfdev\texture\)

2.5 - Extract the needed levels' RFA file included with the game and mods into
c:\bfdev\bf1942\levels\my_level_name\
(With RFAExtractor, you will have to specify c:\bfdev\)

2.6 - If you want to display trees, first convert the .TM into .SM using 3dMax
and then put tham all in c:\bfdev\standardMesh\ . Don't forget the shaders too.

NOTE:
Objects, texture and standard meshes need to be EXTRACTED for Edito42
to display them correctly, else it will use default box model and texture.




STEP 3 - RUNNING AND CONFIGURING EDITOR42

3.1 - The first time Editor42 runs, it will ask for several directories.
This dialog window is exactly the same as the one located at File->Directories menu.

3.2 - If your directory structure is as above, the ONLY directory you need to set
is the BASE directory. Change it accordingly. With the exameple above it should be
c:\bfdev\

3.3 - Leave the other values as is. Keep the $basePath tokens there! Unless
you know what you doing.

3.4 - You can always change these directories at a later time in File->Directories menu.

3.5 - Open your level by clicking the yellow folder icon on the top of screen. A windows should appear with a
list containing levels. If the list is empty, double check your level directory
and make sure your levels are EXTRACTED.

NOTE:
Keep the $basePath tokens. The EDITOR will replace them automatically.



CHANGES - VERSION 0.31
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Minor changes:
* Smoothing tool is now softer. Left mouse for light smooth, Right mouse for heavier blur.

Bug fixes:
* Ground textures higher than Tx07x07 are now loaded.
* Fixed ingame minimap not generated correctly when grid is on.
* Fixed most object spawners not being displayed correctly.
* Fixed editor crashing when some ground textures are missing.
* Fixed creation of soldier spawn points not working at all.
* Fixed minimaps displaying as black on some hardware.
* Fixed save confirmation not showing on some situations.
* Template names for control points are now generated correctly for quoted names.



CHANGES - VERSION 0.3
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Changes:
* Added Object mode (F4):
+ It will now display static objects, control points, spawners, soldier spawns and trees.
+ You can now add, delete, move, rotate, scale, flip and mirror static objects.
+ Left click to select, right drag to change, Return for properties.
+ Mouse Wheel or PageUp/PageDown for moving object up and down.
+ Insert for cloning selection.
* Added a tool that fills the entire map with current layer.
* Added undo capability on Heightmap and Material map.
* Added color adjust layer for adjusting brightness, contrast and saturation, helps a lot for layers reuse.
* Added geometry transform layer for translating, scaling and rotating layers and textures.
* Editor42 will now adapt to provided texture space (textures don't need to be 1024 anymore)
+ They must all be the same size throughout the level though.
* Editor42 will now adapt to provided worldsize (no more worldsize 4 times heightmap).
* Material map no longer needs to be the same size as heightmap.


Minor changes:
* Added arrow keys moving just like ASDW.
* Changed some very ugly icons.
* Changed init.con path structure .
+ editor.openLevel no longer needs a dummy parameter (xxx).
+ editor.path.level must no longer have $levelName.
+ Added editor.path.base config line referred as $basePath.
+ Added editor.path.texture config line.
+ Added editor.path.object config line.
+ Added editor.path.standardMesh config line.
* Added dialog to easily reconfigure above directories.
* Minimap now display static objects.
* Minimap generation now uses hardware acceleration.
* Maps without all ground textures can now be loaded anyway (Berlin).
* Added editor.forceDefaultMesh config to disable mesh loading.
* Added editor.display.objectMaxDistance to tweak max object distance.
* Changed color when out of texture coordinate space to gray instead of red.
* Added a progress dialog when performing lengthly operation.
* Added a editor.display.fov option in init.con.
* Texture layer name now defaults to texture file name.
* Saved ground textures can now be read by BC42.

Bug fixes:
* Fixed color dialog picker always initializing on black.
* Fixed road paver stuck to bell brush.
* Fixed library list scrolling horizontaly rather than verticaly.
* Fixed minimap brighting being too bright in some situation.
* Fixed rem lines in editor's init.con corrupting the file when writing.
* Removed an annoying debug message when loading texture layers.
* Fixed non layer .txt truncating the layers library list. Was common with readme.txt.
* Fixed kernel32.dll crash on Windows9x systems.

DISCLAIMER
¯¯¯¯¯¯¯¯¯¯
This software is distributed in the hope that it will be useful, but
WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
or FITNESS FOR A PARTICULAR PURPOSE. In no event shall the author and its
suppliers be liable for compensatory, special, direct, incidental, indirect,
consequential, or exemplary damages, or any damages whatsoever resulting
from any loss or harm, whether claimed in an action of contract, negligence,
tort, or any other action under any pertinent law of any jurisdiction,
arising out of or in connection with the use of software, information or
data found herein, generally or on any other basis. The user of this
software, information or data, through the act of usage, agrees to assume
all risks, expressly abandons all claims against this software's author.


COPYRIGHTS
¯¯¯¯¯¯¯¯¯¯
This software may be distributed as long as it is preserved in its original
package. This software package can't be modified unless you have expressed
authorization from author.




ER pretty sure i did all that and it had an error with collision


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 Post subject: Re: Editor 42
PostPosted: Fri Oct 26, 2007 8:59 pm 
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 Post subject: Re: Editor 42
PostPosted: Sun Oct 28, 2007 3:37 pm 
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can someone who has this working send me a copy of ther init cuz i keep getting collision loading errors :)


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