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Battlefield 1942 Mods, Modding Tutorials. Forums and Mod Downloads. • View topic - Battlefield 1942 Mod Tools
Page 1 of 10

Battlefield 1942 Mod Tools

PostPosted: Thu Dec 03, 2009 12:56 am
by fo0k
This page is a work in progress and contains a selection of modding tools submitted by the members here.
If you know of a useful 1942 mod tool not here please post the details and a link and I will update.


Description: The official Battlefield map editor.


Description: Provides all the main tools necessary for editing Battlefield 1942 files including 3dmax tools (3dmax versions 5, 6 or 7 supported)



Description: Provides an updated version of the Max plugin contained in the BFMDT 2.75, compatible with newer 3ds Max versions (3dmax versions 8, 9, 10, 11, 12, 13 supported). Also has various added and improved functions (check discussion thread for full changelog).


Description: A from-scratch-development of a very refined and far more powerful tool to handle .rfa files.


Description: Allows full editing of heightmap, textures, object placement, Control Points and Spawns. This is a great tool!


Description: These are my textures I have either made or downloaded for ED42 mapping. They include many road textures to use with the road tool in Ed42 and some other general terrain textures. Enjoy.


Description: Before the BFMDT (above) was released, Rexman made some tools for 3dmax to assist with BF42 modding. These tools have some features which the BFMDT does not, like importing heightmaps into 3dmax. some of the functionality is duplicated in the BFMDT and I suggest you always use the BFMDT as a preference. (exporting/importing objects is possible in Rexmans tools but easier in the BFMDT for example)


Description: By default ED42 will not display Trees and Bushes etc (Treemesh) Extract this file to you Standardmesh folder and ED42 will show all treemesh objects.


Description: This little tool will convert TGA files (required for terrain shadow generation) back to dds in one easy click.


Description: This little tool allows batch-converting files to .dds, retaining full cusomizability with a small batch GUI. Useful for batch-converting tga to dds when quality/size settings are important.


Description: Use this tool to split a large TGA file down to individual terrain maps. This can be useful for creating an entire map texture in photoshop as a huge image and then breaking it down to use in the editor. (use the converter above to convert to dds.)


Description: Radtools will convert a video file to bik format. This is required for animated textures in bf1942 (TV screen, animated load screen etc)


Description: A nifty text editor for coding. Works great! Has syntax highlighting that you can customize


For a full understanding of the syntax files below and their use click here



Description: Syntax highlighting file for Textpad.


Description: Syntax highlighting file for Notepad++.


Description: To make life easy (ier) when creating single player modes

Re: Battlefield 1942 Mod Tools

PostPosted: Thu Dec 03, 2009 5:48 pm
by fo0k
I have added a few tools here and unlocked this thread.. Please feel free to add useful tools here with a link to them and I will update the list :)

Thanks!

Re: Battlefield 1942 Mod Tools

PostPosted: Fri Dec 18, 2009 4:16 am
by fo0k
I have removed the responses to this thread and added the info from them to the list above.. feel free to post more and ill update!

Re: Battlefield 1942 Mod Tools

PostPosted: Fri Dec 18, 2009 10:50 am
by Senshi
You probably should point out that my syntax highlighting is for Notepad++ while Coroner's is for... dunno, honestly :oops:

Re: Battlefield 1942 Mod Tools

PostPosted: Fri Dec 18, 2009 2:20 pm
by Poow
Is it possible to highlight a beginrem & endrem block as well?

Re: Battlefield 1942 Mod Tools

PostPosted: Fri Dec 18, 2009 3:54 pm
by Senshi
Yup, I changed that some time ago, but apparently forgot to uplod it. Just open your styler for customised language (the little lightning icon), choose "BF42", then switch to "Comments&numbers". Then just do as I did:

Re: Battlefield 1942 Mod Tools

PostPosted: Thu Dec 31, 2009 3:58 am
by Coroner47
Not sure if this would be considered a mod tool, but its a great website for free textures that i use quite often.

Re: Battlefield 1942 Mod Tools

PostPosted: Tue Jan 26, 2010 11:46 pm
by LightSpeed///
Would anyone like to convert the BFV treemeshes?

Re: Battlefield 1942 Mod Tools

PostPosted: Wed Jan 27, 2010 1:24 am
by fo0k
if you can provide a link of all the treemeshes i might get a moment.. i dont have bfv.

Re: Battlefield 1942 Mod Tools

PostPosted: Fri Feb 05, 2010 5:20 pm
by Apache Thunder
DACV already has. You can contact him for them. I'm sure he is willing to give them to you. He gave me a copy. :P

It's been while since DACV and I have talked about them. So I'm not sure what his policy is on making copies of it and such. So it's best you contact him. If you don't know where to find him, I can contact him with MSN if you like.