Unlimited objects in Battlecraft 1942

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Skull Kid
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Re: Unlimited objects in Battlecraft 1942

Post by Skull Kid »

Crash42modder wrote:Possible solutions.
1) decrease number of items in which .lst file you use.

2) make sure you set the teams before you start building the map and dont change it, ever. So if you change it from say germans to japanese to germans again, you can confuse BC.
Alright then. I could be the kits, I have no idea.

EDIT: Nope, not the kits either... crap...
Regards,

Skull Kid
Crash42modder
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Re: Unlimited objects in Battlecraft 1942

Post by Crash42modder »

What OS do you use ?

Do you use BC in winxp s2 compatibility mode?
Skull Kid
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Re: Unlimited objects in Battlecraft 1942

Post by Skull Kid »

Crash42modder wrote:What OS do you use ?

Do you use BC in winxp s2 compatibility mode?
Nope, natively in Windows 10.
Regards,

Skull Kid
Crash42modder
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Re: Unlimited objects in Battlecraft 1942

Post by Crash42modder »

Have you tried running it in compat mode also "run as administrator"?
Skull Kid
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Re: Unlimited objects in Battlecraft 1942

Post by Skull Kid »

Crash42modder wrote:Have you tried running it in compat mode also "run as administrator"?
I didn't notice any change in doing so. But I think I might have got an idea on how to place objects using Battlecraft 1942 and then WinRFA to place the object with coordinates.
Regards,

Skull Kid
reegad
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Re: Unlimited objects in Battlecraft 1942

Post by reegad »

Great!

Gonna try this later today, I asked Tuia to look in to a sollution like this some time ago.
Great to see that someone else has already made a fix!
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Apache Thunder
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Re: Unlimited objects in Battlecraft 1942

Post by Apache Thunder »

Oh nice. The object limitation was a major problem with this program. I wonder if it still has a breaking point though. I bet if I tried to load one of my Battlefield Heroes'42 maps in it, it will still crash and burn. Some maps have 30,000+ grass objects I setup to replicate the undergrowth in the original game (with the con file I stored them in being several megabytes in size!).

Editor42 could handle it but would lag a little in large patches near the camera. I wonder how well Battlecraft would handle that. :P
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Crash42modder
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Re: Unlimited objects in Battlecraft 1942

Post by Crash42modder »

Skullkid is a genius.

That is all.
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al13326
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Re: Unlimited objects in Battlecraft 1942

Post by al13326 »

Don't know what's going on, but when I port my custom map made from BC42 to ED42 in order to add more tree meshes which more than 8000 objects, then going back to BC42 to generate terrain shadows most of the objects disappear.
:(
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Skull Kid
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Re: Unlimited objects in Battlecraft 1942

Post by Skull Kid »

al13326 wrote: Sun Oct 22, 2023 10:26 am Don't know what's going on, but when I port my custom map made from BC42 to ED42 in order to add more tree meshes which more than 8000 objects, then going back to BC42 to generate terrain shadows most of the objects disappear.
:(
Hi Al. Nowadays when I want to change or make maps with more objects than Battlecraft 1942 supports, I try to restrict myself. But in your case, I'm not sure what's best.

Maybe try to use the Battlefield 1942 executable by itself to generate terrain shadows. I know the BattleGroup42 team used to stick within the objects limit of 2048.

So my best advice would probably be to use this guide from Reddit: https://www.reddit.com/r/FHSW/comments/ ... ?rdt=46727

Good Luck!
Regards,

Skull Kid
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