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Re: Class Editor

Posted: Mon Sep 08, 2014 5:49 pm
by rubberduck23
Oh ok thanks ;)

Also, would it be ok for me to rename my edited "Objects.rfa" file to something like "ObjectsEdited.rfa" or whatever to distinguish it form the vanilla one?
Oh, and is there a practical way to rename the kits (e.g. "Scout" to "Sniper", "Assault" to "Heavy Assault" and "Medic" to "Scout") once I have edited them?

Regards

Re: Class Editor

Posted: Mon Sep 08, 2014 6:00 pm
by Swaffy
The best thing to do is set up a small mod with only the changes you have made. Because these edits are very etchy... for example changing the kit names means going into each map and changing the spawn kit names too.

If you want to make a "patch" RFA for the base game (instead of making a new mod), try renaming your custom Objects RFA to Objects_003.rfa.

Re: Class Editor

Posted: Mon Sep 08, 2014 6:52 pm
by rubberduck23
Swaffy wrote:The best thing to do is set up a small mod with only the changes you have made. Because these edits are very etchy... for example changing the kit names means going into each map and changing the spawn kit names too.

If you want to make a "patch" RFA for the base game (instead of making a new mod), try renaming your custom Objects RFA to Objects_003.rfa.
Ok, what I am doing is basically a small "mod" (part of a bigger, general BF1942 project), as it is changing something to my liking rather than improving it.
I think I'll leave that re-naming of the kits for now, but is it literally as simple as renaming the kit and then changing the previous name of the kit in the map file to the new one?
Also, why specifically re-name it to "Objects_003.rfa"? As far as I can tell, there isn't an "Objects_001" etc.

Re: Class Editor

Posted: Mon Sep 08, 2014 10:17 pm
by Diamondback
rubberduck23 wrote:
Swaffy wrote:The best thing to do is set up a small mod with only the changes you have made. Because these edits are very etchy... for example changing the kit names means going into each map and changing the spawn kit names too.

If you want to make a "patch" RFA for the base game (instead of making a new mod), try renaming your custom Objects RFA to Objects_003.rfa.
Ok, what I am doing is basically a small "mod" (part of a bigger, general BF1942 project), as it is changing something to my liking rather than improving it.
I think I'll leave that re-naming of the kits for now, but is it literally as simple as renaming the kit and then changing the previous name of the kit in the map file to the new one?
Also, why specifically re-name it to "Objects_003.rfa"? As far as I can tell, there isn't an "Objects_001" etc.
You can't patch the Objects.rfa. Same goes for the Game.rfa. Those two have to be edited and repacked as ''Objects.rfa'' in your mod's Archives folder directly.

Re: Class Editor

Posted: Tue Sep 09, 2014 12:29 am
by Swaffy
Classical Modder wrote:You can't patch the Objects.rfa. Same goes for the Game.rfa. Those two have to be edited and repacked as ''Objects.rfa'' in your mod's Archives folder directly.
Oh crap, I always forget about that. :oops:

Re: Class Editor

Posted: Tue Sep 09, 2014 1:56 am
by Vilespring
oh, so THAT'S why I never got the Objects_003 RFA thing to work?

Re: Class Editor

Posted: Tue Sep 09, 2014 6:34 pm
by rubberduck23
Hmm, that's interesting. After I edited my copy of Objects, I tried to use WinRFA to repack it. When I used the program to place them in the Archives folder,
the edited .rfa file showed up only when I searched the folder with WinRFA, and for a reason unknown to me, displayed with a little padlock symbol next to it.
I thought it was merely a displaying error so I lanched the game and it crashed when loading a map. Then I realise that it probably wasn't a displaying error but a
true problem. So I eventually replace the old Objects file with my new one, and launch the game. The splash screen shows (the one that shows before the application
actually launches), and then nothing happens. I remove my edit of the Objects file, and still just splash screen followed by nothing. Might a re-install be required? Is there another way of fixing it?
Also, what would I need to edit in the said game file and how do I do the necessary to make it work properly?

Re: Class Editor

Posted: Wed Sep 10, 2014 5:23 am
by Swaffy
I believe your example is a good reason why I tend to lean more toward creating a new mod instead of saving over the base game's files. The chance to "break" the vanilla game is too high and reinstalling is a pain in the butt.

Did you back up the original (vanilla) Objects.rfa before saving over it?

Re: Class Editor

Posted: Wed Sep 10, 2014 4:33 pm
by rubberduck23
I did indeed back it up, and then some. In will certainly re-install, but how exactly do I create the mod that you are talking of?

Re: Class Editor

Posted: Thu Sep 11, 2014 8:49 pm
by Swaffy
rubberduck23 wrote:I did indeed back it up, and then some. In will certainly re-install, but how exactly do I create the mod that you are talking of?
Ah. This is where our backup of the ServerSideModding website comes into play. :D

Click the "Basic Tutorials" link at the top right of the page.