[OTHER] Add Vehicles to BF1942 map from another mod / BOB like map

Ask questions, discuss ideas, get answers

Add Vehicles to BF1942 map from another mod / BOB like map

Postby YeOldOne404 » Wed Jul 11, 2018 6:38 pm

I would like to add the B25 from FH mod to my BF1942 map. Finding the files isn't really hard. I just need help placing them in the right locations in my map files.

My plan is to replace the planes on the Enterprise with the B25. I would like to have two carriers with spawn points, and two B25.

I've been trying to get it to work in BC1942. But my map wouldn't load. So I had to start over.

My goal is to have a map similar to Battle of Britain. I can't get the destructible factory or radartowers to load in BC1942. How do I get the whole map to load in BC1942?
I need the destructible factory and radartowers for my map to work.

How do I get this to work? I have BC1942, MDT, Editor42.
YeOldOne404
 
Posts: 3
Joined: Mon Jul 02, 2018 5:40 pm

Re: Add Vehicles to BF1942 map from another mod / BOB like m

Postby freddy » Fri Jul 13, 2018 2:55 am

The planes should be fairly easy to port over, but unfortunately i think the FH mod uses its own damage value system. Meaning bf42 bullets might not work on those planes.
User avatar
freddy
 
Posts: 1224
Joined: Sun Oct 18, 2009 4:58 pm

Re: Add Vehicles to BF1942 map from another mod / BOB like m

Postby Swaffy » Fri Jul 13, 2018 12:07 pm

Right, you want to bring the 3D models into 3ds Max or something and change the COL01 and COL02 mesh IDs that represent vanilla BF'42 planes. Since it's a B25 you may want to use the B17 or Ju 87A as a reference, you can also use this to help:

Code: Select all
60 Planes: Mstng, Crsr, Sptfr, Yak9, Ju87, Bf109 (engines/cockpit)
           Zero (engines/cockpit/fuselage)
           SBD  (all)

61 Planes: <most>    (wings)
           Mustang (tail)

62 Planes: Mustang (wings)
           B17     (tail)

63 Planes: D3A1, Ju87 (cockpit)
           <most>     (tail)
64 ?
65 ?
(Forum Thread|Download) Swaffy'sMod v0.34 | Download link to come Soon™
Image
User avatar
Swaffy
 
Posts: 1700
Joined: Sun Aug 29, 2010 9:25 pm
Location: Cibolo, Texas

Re: Add Vehicles to BF1942 map from another mod / BOB like m

Postby takiwa » Mon Jul 16, 2018 1:36 am

Battlecrap is from Satan.

Ed42 is from God.

Where do you wanna go when you die?
Image
takiwa
 
Posts: 115
Joined: Mon Dec 30, 2013 4:29 pm
Location: The Great State of Georgia

Re: Add Vehicles to BF1942 map from another mod / BOB like m

Postby YeOldOne404 » Wed Jul 18, 2018 7:21 am

freddy wrote:The planes should be fairly easy to port over, but unfortunately i think the FH mod uses its own damage value system. Meaning bf42 bullets might not work on those planes.


The files are easy to find. But I'm not a coder or modeler.



Swaffy wrote:Right, you want to bring the 3D models into 3ds Max or something and change the COL01 and COL02 mesh IDs that represent vanilla BF'42 planes. Since it's a B25 you may want to use the B17 or Ju 87A as a reference, you can also use this to help:

Code: Select all
60 Planes: Mstng, Crsr, Sptfr, Yak9, Ju87, Bf109 (engines/cockpit)
           Zero (engines/cockpit/fuselage)
           SBD  (all)

61 Planes: <most>    (wings)
           Mustang (tail)

62 Planes: Mustang (wings)
           B17     (tail)

63 Planes: D3A1, Ju87 (cockpit)
           <most>     (tail)
64 ?
65 ?



I can understand using the B17 as a reference point. But I don't have a clue how to do those changes.
YeOldOne404
 
Posts: 3
Joined: Mon Jul 02, 2018 5:40 pm

Re: Add Vehicles to BF1942 map from another mod / BOB like m

Postby takiwa » Wed Jul 18, 2018 1:17 pm

you will either have to open those models in Max and change the collision matIds to vanilla BF values, or use forcematId to change them.

Download forcematId here --> https://gamefront.online/files/650675/_ ... ep2002.zip

Copy forcematId.exe to your StandardMesh folder. Grab the mesh you want to change (the .sm, not the .rs) and drag/drop it onto forcematId.exe. When the command opens, input a new collision number...in this case, use 60.

You won't be able to set multiple collision ids, but this will allow the plane to be damaged by vanilla projectiles.
Image
takiwa
 
Posts: 115
Joined: Mon Dec 30, 2013 4:29 pm
Location: The Great State of Georgia

Re: Add Vehicles to BF1942 map from another mod / BOB like m

Postby freddy » Thu Jul 19, 2018 1:40 am

If you just want those planes in a map, then i recommend open the battle of britain map and look at how they implemented the Junkers Ju 88
User avatar
freddy
 
Posts: 1224
Joined: Sun Oct 18, 2009 4:58 pm

Re: Add Vehicles to BF1942 map from another mod / BOB like m

Postby YeOldOne404 » Thu Jul 19, 2018 6:14 am

takiwa wrote:you will either have to open those models in Max and change the collision matIds to vanilla BF values, or use forcematId to change them.

Download forcematId here --> https://gamefront.online/files/650675/_ ... ep2002.zip

Copy forcematId.exe to your StandardMesh folder. Grab the mesh you want to change (the .sm, not the .rs) and drag/drop it onto forcematId.exe. When the command opens, input a new collision number...in this case, use 60.

You won't be able to set multiple collision ids, but this will allow the plane to be damaged by vanilla projectiles.


Would I click on the forcematId.exe first? Or would I literally drag/drop it onto forcematId.exe? Would I do this to just one .sm for the plane, or for each .sm the plane has? If all .sm one by one, or all at once?

freddy wrote:If you just want those planes in a map, then i recommend open the battle of britain map and look at how they implemented the Junkers Ju 88


I want to replace the planes on the carriers for the B25. Instead of each carrier having corsairs & SDB, they'd have B25's. The B25's would not spawn on land.
YeOldOne404
 
Posts: 3
Joined: Mon Jul 02, 2018 5:40 pm


Return to 1942 Modding Discussion

Who is online

Users browsing this forum: No registered users and 11 guests