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Battlefield Modding Tutorials BFMODS • View topic - Maps

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Maps
PostPosted: Wed Oct 24, 2007 12:50 am 
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Joined: Sun Sep 16, 2007 2:33 pm
Posts: 1809
Location: Your moms house
okay i am trying to get the map dcx_paintball to work for desert combat final now i was told all you have to do is copy the original map and putt it in the dcf map folder then make a _001.rfa for it with 2 init files in the folder and one looks like this


rem *********************************************
rem Created by Battlecraft 1942. Copyright (c)2003 Digital Illusions CE
rem *********************************************
ShaderManager.setTextureParam envmap bf1942\levels\DCX_Paintball\Textures\ENVMAP_G_.rcm
renderer.globalLodPercent 1
renderer.globalAmbientColor 0.100000/0.100000/0.100000
renderer.ambientColor 0.120000/0.110000/0.120000
renderer.diffuseColor 0.350000/0.300000/0.200000
renderer.specularColor 0.300000/0.300000/0.300000
renderer.vertexFogEnable 1
renderer.fogColorVec 0.680000/0.620000/0.550000
renderer.animatedMeshAmbientColor 0.15

rem *** DC Texture sets ***
textureManager.alternativePath DCTextures/Mapspecifc/DCX_Paintball
textureManager.alternativePath DCTextures/GenericEnvironment/Desert
textureManager.alternativePath DCTextures/GenericEnvironment
rem *** DC_Extended texture sets ***
textureManager.alternativePath MODS/DC_Extended/Textures/Maps/DCX_Paintball
textureManager.alternativePath MODS/DC_Extended/Textures/Brit_Desert
textureManager.alternativePath MODS/DC_Extended/Textures/British
textureManager.alternativePath MODS/DC_Extended/Textures/Cammo_Desert
textureManager.alternativePath MODS/DC_Extended/Textures/Default
textureManager.alternativePath MODS/DC_Extended/Textures
rem *** Map defaults ***
textureManager.alternativePath Texture/Africa


shadow.shadowColor 0.550000

Game.setViewDistance 400
Game.spawnPlayers 1
renderer.fogstart 0
renderer.fogend 400

ObjectTemplate.create Flag BlueFlag
ObjectTemplate.team 1
ObjectTemplate.networkableInfo FlagBodyInfo
ObjectTemplate.radius 5
ObjectTemplate.TimeToReSpawn 10
ObjectTemplate.addTemplate AnimatedGeFlag

ObjectTemplate.create Flag RedFlag
ObjectTemplate.team 2
ObjectTemplate.networkableInfo FlagBodyInfo
ObjectTemplate.radius 5
ObjectTemplate.TimeToReSpawn 10
ObjectTemplate.addTemplate AnimatedUKFlag

game.setTeamSkin 1 IraqSoldier
game.setKit 1 0 Iraq_Sniper
game.setKit 1 1 Iraq_Assault
game.setKit 1 2 Iraq_AT
game.setKit 1 3 Iraq_HeavyAssault
game.setKit 1 4 Iraq_Support2
game.setKit 1 5 Iraq_SpecOps

game.setTeamSkin 2 USSoldier
game.setKit 2 0 US_Sniper
game.setKit 2 1 US_Assault
game.setKit 2 2 US_AT
game.setKit 2 3 US_HeavyAssault
game.setKit 2 4 US_Support2
game.setKit 2 5 US_SpecOps


game.setLevelCheck 2242588848
game.setActiveCombatArea 0 0 1024 1024

shaderManager.setDefaultShaderSolidColor 0.2/0.2/0.2

run Init/SkyAndSun
run Init/Terrain

game.assaultTeam 2

run Sounds/Environment

run objects/CustomKits
run Objects/Bombs

game.setBeforeSpawnCameraPosition 1 547.640991/89.596107/465.330627
game.setBeforeSpawnCameraPosition 2 547.640991/89.596107/465.330627


NOW! this is one of the init files for the level if you notice this was dcx now i have made the weapon spawns for dcf thats what i was told to do now the other looks like this

rem *********************************************
rem Created by Battlecraft 1942. Copyright (c)2003 Digital Illusions CE
rem *********************************************
Game.setLocalized 1

rem ** Allied Briefing **
game.setAlliedCampaign "Head to head conquest map. Close quarters fighting."
game.setAlliedHints "Use your player class well"
game.setAlliedObjectives "Just try to control all the flags"
game.setAlliedSkirmish "Head to head conquest map. Close quarters fighting. Just try to control all the flags"

rem ** Axis Briefing **
game.setAxisCampaign "Head to head conquest map. Close quarters fighting."
game.setAxisHints "Use your player class well"
game.setAxisObjectives "Just try to control all the flags"
game.setAxisSkirmish "Head to head conquest map. Close quarters fighting. Just try to control all the flags"

rem ** Allied Debriefing **
game.setAlliedDebriefingMajorVictory DEBRIEFING_ALLIED_MAJOR_VICTORY_MIDWAY
game.setAlliedDebriefingMinorVictory DEBRIEFING_ALLIED_MINOR_VICTORY_MIDWAY
game.setAlliedDebriefingMajorDefeat DEBRIEFING_ALLIED_MAJOR_DEFEAT_MIDWAY
game.setAlliedDebriefingMinorDefeat DEBRIEFING_ALLIED_MINOR_DEFEAT_MIDWAY

rem ** Axis Debriefing **
game.setAxisDebriefingMajorVictory DEBRIEFING_AXIS_MAJOR_VICTORY_MIDWAY
game.setAxisDebriefingMinorVictory DEBRIEFING_AXIS_MINOR_VICTORY_MIDWAY
game.setAxisDebriefingMajorDefeat DEBRIEFING_AXIS_MAJOR_DEFEAT_MIDWAY
game.setAxisDebriefingMinorDefeat DEBRIEFING_AXIS_MINOR_DEFEAT_MIDWAY

rem ** Multiplayer Briefing **
game.setMultiplayerBriefingObjectives "Just try to control all the flags"
game.setMultiplayerBriefingMapType "Head to head conquest map. Close quarters fighting."

game.setLoadPicture Load/CloseQuarters.tga
game.setMapId "DC_Final"
game.setServerInfoIcon ../../Texture/DC_Extended/MapIcons/serverInfo.dds



IF! you will look at the bottom of this file you will see game.setMapId "DC_Final" which was game.setMapId "DCX" which is now obviously changed now i applied all of this and putt all of it in dcf folder and all i started to load it and it crashed
WTF!! any ideas :?


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 Post subject: Re: Maps
PostPosted: Wed Oct 24, 2007 1:47 am 
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 Post subject: Re: Maps
PostPosted: Wed Oct 24, 2007 2:02 am 
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Joined: Sun Sep 16, 2007 2:33 pm
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Location: Your moms house
uhhh :? well so what youre saying is anything with a dcx on it needs to be dcf ??


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 Post subject: Re: Maps
PostPosted: Wed Oct 24, 2007 2:47 am 
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 Post subject: Re: Maps
PostPosted: Wed Oct 24, 2007 2:58 am 
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Joined: Sun Sep 16, 2007 2:33 pm
Posts: 1809
Location: Your moms house
:P ill axe you in xfire cuz i might need help


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 Post subject: Re: Maps
PostPosted: Wed Oct 24, 2007 10:33 pm 
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Joined: Sun Sep 16, 2007 2:33 pm
Posts: 1809
Location: Your moms house
im not sure that replacing the texture running thing would work cuz ther is no previouse map like that in dcf to run it off


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 Post subject: Re: Maps
PostPosted: Thu Oct 25, 2007 1:30 am 
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Joined: Mon Oct 25, 2004 12:00 am
Posts: 576
Location: 10 Missed Meals From Total Barbarism
yes there is
the original dcx map
put it there
let your oo1 do its bidness
worst case if it can be done take you 3 days
I told you when I did urban sige sp coop ai add in from dnamro for my server wasnt easy
you gotta check all the calls in the map if dcx didnt self contain the stuff you might have an impossible time in finding equivalents in Dc_f


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 Post subject: Re: Maps
PostPosted: Thu Oct 25, 2007 8:59 am 
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Joined: Wed Jun 13, 2007 7:19 pm
Posts: 621
Location: United States of America
dude, i thought your crappy 'puder couldnt handle DCX? hell i took it off so you could play on the server, or did you get the hot little number fired up, the new one, mmmm, i want one!!!

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