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Battlefield Modding Tutorials BFMODS • View topic - Battlecraft question

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Battlecraft question
PostPosted: Mon Jan 17, 2005 7:02 am 
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PostPosted: Mon Jan 17, 2005 5:47 pm 
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OK, NEEDS SOME WORK ;-)


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PostPosted: Tue Jan 18, 2005 12:10 am 
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Ok that is what I do too........load the bf1942 maps and work my way up..............I was trying to open Liberation of Caen. Here are my config files


bc.cfg file

[Editor Paths]
GamePath=C:\New Map Testing\Battlefield 1942\
// custom mod files go here:
ModsPath=Mods\bf1942\
// objects are read from here
ObjectsPath=Mods\bf1942\objects\
// SMs are read from here
StandardMeshPath=Mods\bf1942\standardMesh\
// TMs are read from here
TreeMeshPath=Mods\bf1942\treeMesh\
// textures are read from here
TexturePath=Mods\bf1942\texture\
// Object list
ObjectsList=bf1942.lst

______________________________________________________
bf1942.cfg file:

[Editor Paths]
GamePath=C:\New Map Testing\Battlefield 1942\
// custom mod files go here:
ModsPath=Mods\bf1942\
// objects are read from here
ObjectsPath=Mods\bf1942\Archives\objects\
// SMs are read from here
StandardMeshPath=Mods\bf1942\Archives\standardMesh\
// TMs are read from here
TreeMeshPath=Mods\bf1942\Archives\treeMesh\
// textures are read from here
TexturePath=Mods\bf1942\Archives\texture\
// Object list
ObjectsList=bf1942.lst

OpenMODArchive=Mods\bf1942\Archives\StandardMesh_001.rfa
OpenMODArchive=Mods\bf1942\Archives\texture_001.rfa
OpenMODArchive=BC RFA Files\Customs\Multi-Object.rfa

_______________________________________________________________________________________
DesertCombat.cfg file:


[Editor Paths]
GamePath=C:\New Map Testing\Battlefield 1942\
// custom mod files go here:
ModsPath=Mods\bf1942\
// objects are read from here
ObjectsPath=Mods\bf1942\Archives\objects\
// SMs are read from here
StandardMeshPath=Mods\bf1942\Archives\standardMesh\
// TMs are read from here
TreeMeshPath=Mods\bf1942\Archives\treeMesh\
// textures are read from here
TexturePath=Mods\bf1942\Archives\texture\

// custom mod files go here:
ModsPath=Mods\DesertCombat\
// objects are read from here
ObjectsPath=Mods\DesertCombat\Archives\objects\
// SMs are read from here
ObjectsPath=Mods\bf1942\Archives\objects\
// SMs are read from here
StandardMeshPath=Mods\DesertCombat\Archives\standardMesh\
// TMs are read from here
StandardMeshPath=Mods\bf1942\Archives\standardMesh\
// TMs are read from here
TreeMeshPath=Mods\bf1942\Archives\treeMesh\
// textures are read from here
TexturePath=Mods\DesertCombat\Archives\texture\

OpenMODArchive=Mods\DesertCombat\Archives\STANDARDMESH.rfa
OpenMODArchive=Mods\DesertCombat\Archives\TEXTURE.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_Medina_Ridge.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_No_Fly_Zone.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_Urban_Siege.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_Basrah_Nights.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_Battle_of_73_Easting.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_Weapon_Bunkers.rfa
// Object list
ObjectsList=dc.lst

________________________________________________________________________________________

DC_Final.cfg

[Editor Paths]
GamePath=C:\New Map Testing\Battlefield 1942\
// custom mod files go here:
ModsPath=Mods\bf1942\
// objects are read from here
ObjectsPath=Mods\bf1942\Archives\objects\
// SMs are read from here
StandardMeshPath=Mods\bf1942\Archives\standardMesh\
// TMs are read from here
TreeMeshPath=Mods\bf1942\Archives\treeMesh\
// textures are read from here
TexturePath=Mods\bf1942\Archives\texture\

// custom mod files go here:
ModsPath=Mods\DesertCombat\
// objects are read from here
ObjectsPath=Mods\DesertCombat\Archives\objects\
// SMs are read from here
ObjectsPath=Mods\bf1942\Archives\objects\
// SMs are read from here
StandardMeshPath=Mods\DesertCombat\Archives\standardMesh\
// TMs are read from here
StandardMeshPath=Mods\bf1942\Archives\standardMesh\
// TMs are read from here
TreeMeshPath=Mods\bf1942\Archives\treeMesh\
// textures are read from here
TexturePath=Mods\DesertCombat\Archives\texture\

// custom mod files go here:
ModsPath=Mods\DC_Final\
// objects are read from here
ObjectsPath=Mods\DesertCombat\Archives\objects\
// SMs are read from here
StandardMeshPath=Mods\bf1942\Archives\standardMesh\
// TMs are read from here
TreeMeshPath=Mods\bf1942\Archives\treeMesh\
// textures are read from here
TexturePath=Mods\bf1942\Archives\texture\
// Object list
ObjectsList=DC_Final.lst

//This is used for mods to be able to open mod created archives.
//Right now there is a limit of 8
OpenMODArchive=Mods\DesertCombat\Archives\standardMesh.rfa
OpenMODArchive=Mods\DC_Final\Archives\standardMesh.rfa
OpenMODArchive=Mods\DesertCombat\Archives\Texture.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_No_Fly_Zone.rfa
OpenMODArchive=Mods\DC_Final\Archives\bf1942\levels\DC_First_Light.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_DesertShield.rfa
OpenMODArchive=Mods\DesertCombat\Archives\bf1942\levels\DC_Operation_Bragg.rfa
OpenMODArchive=Mods\DC_Final\Archives\bf1942\levels\DC_Dustbowl.rfa




And thanx for you help


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 Post subject:
PostPosted: Tue Jan 18, 2005 2:47 am 
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Posts: 773
Location: Mars
Well I don't know why it doesn't work. The only thing I can see is that is there a complete installation of BF in this folder

GamePath=C:\New Map Testing\Battlefield 1942\


cause that is not the normal BF install. If there is a complete (mods and all) installation that has no effect. Since BC doesn't care where you put BF, but it does need all the files.

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