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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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PostPosted: Fri Dec 05, 2008 11:34 pm 
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Joined: Sun Dec 31, 2006 12:13 am
Posts: 2027
Ah, open the .rs file with notepad, like a con file. That will tell you what texture. Yes...there can be a lot in one file. :shock:


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PostPosted: Sat Dec 06, 2008 3:59 am 
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Joined: Wed Dec 19, 2007 8:21 pm
Posts: 256
Hey Iced,

I have ported all objects, standardmeshes, texture files relating to the objects/standardmeshes as noted above.

I ported over the Berlin sky standard mesh and the sky texture files.

I have updated init.con and made this a PoE map.

(it half loads then crashes) I think because i dont have any adjustments in place for the textures.

I believe textures (plural as opposed to texture) represent the map textures ie. terrain etc. I dont know how to port that over to PoE from either 1942 or the WW2extended mod, since there are no textures files in the WW2extended mod.

so except from that, i think its getting real close.


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PostPosted: Mon Dec 08, 2008 5:30 am 
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Joined: Wed Dec 19, 2007 8:21 pm
Posts: 256
I ported Berlin over.

Check it out and tell me what u think. I added some ladders and planks to make use of other areas of the map ie. roof tops.

www.ara-deathfromabove.com/joomla

The map is called POE BERLIN.

Its actually much easier than i thought it would be. Next im going to bring in other objects and vehicles.


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PostPosted: Wed Dec 10, 2008 2:37 pm 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
I'm glad you figured it out :)


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