Search found 41 matches

by jdc527
Tue Oct 03, 2023 2:00 am
Forum: 1942 Modding Discussion
Topic: assets from expansions for map creating
Replies: 14
Views: 34887

Re: assets from expansions for map creating

Crash42modder wrote: Wed Sep 27, 2023 10:31 am I use winrfa and simply "unzip" the textures.rfa from a mod, the objects.rfa etc etc etc to get access to those things.
Is that an easy way to get objects to be placeable and visible?
Or what are you talking about exactly?
by jdc527
Tue Oct 03, 2023 1:58 am
Forum: 1942 Modding Discussion
Topic: assets from expansions for map creating
Replies: 14
Views: 34887

Re: assets from expansions for map creating

For specific objects like the tunnel from eagles nest, how do we go about grabbing and adding all the needed files? I’ve tried it twice now and it’ll never show up textured right in bc42 and nothing loads in game. Please advise.
by jdc527
Mon Sep 18, 2023 8:45 pm
Forum: New here?
Topic: Intro: overdue
Replies: 2
Views: 27618

Intro: overdue

Hi I realized I never did this. Here I’m jdc527, but in games it’s fuzzy sheep. Relatively new to modding, but I just wanna make and improve maps and maybe animations. I may post a lot for help, so sorry for bugging. You guys a a great team of helpers and I appreciate it. See ya on the forums.
by jdc527
Sun Sep 17, 2023 2:06 am
Forum: General discussion & notices
Topic: Self flying planes
Replies: 3
Views: 24933

Self flying planes

Saw the video Senshi posted some time back that had b17s flying apparently by code. I’ve also seen this in a DDay map of Ste. Mere Eglise that had flying C47s as spawn points.
Can someone tell or show me how?
by jdc527
Wed Sep 13, 2023 11:03 pm
Forum: 3dsmax (3dmax) Tutorials
Topic: Soldier/weapon animation video tutorial
Replies: 3
Views: 37033

Re: Soldier/weapon animation video tutorial

As they got lost before (understandably, as they really are posted in an odd place), I repost my "Beginner's tutorials on animation" videos here http://www.youtube.com/view_play_list?p=1ECA6BA7F4291CEA I only got the first two parts done, simply because there was no more interest in furth...
by jdc527
Sun Sep 10, 2023 11:15 pm
Forum: General discussion & notices
Topic: Issue with ed42
Replies: 0
Views: 46582

Issue with ed42

I have an issue with ed42, making a map in ed42 or editing a bc42 map in ed, no changes save when I pack the rfa to the 1942 directory. What am I doing wrong? If I try to load dice/modder-made maps the program crashes. Any idea of what's wrong? this didn't ever happen when I started developing aroun...
by jdc527
Sun Sep 10, 2023 8:54 pm
Forum: ED42 (Editor 42) Tutorials
Topic: Using ED42 to make a working map
Replies: 1
Views: 28105

Re: Using ED42 to make a working map

Hey fook are you able to share the video for how to use ed42 as unlisted? It’s been a while since I’ve used ed42 and I need a refresher. I don’t remember how/which files I need to import/export to and from ed in order to have changes apply to the maps in bc42. Cheers man.
by jdc527
Thu Sep 07, 2023 12:29 am
Forum: Make a Request!
Topic: Heightmaps!
Replies: 1
Views: 51088

Heightmaps!

If I can get my bc42 working again, would somebody care to design the terrain/heightmaps for some western coastal US areas and/or something like Warsaw from the 1940s? Cheers folks.
by jdc527
Thu Sep 07, 2023 12:25 am
Forum: General discussion & notices
Topic: BC42 issues
Replies: 0
Views: 46145

BC42 issues

I’ve been unable to get bc42 to work lately. Even with new fresh installs and even on a different computer. When I boot up the program it tells me it’s failed to locate standardmesh and standardmesh001 and a couple times it’s said it can’t load staticobjects. Anyone have any advice? This is a issue ...
by jdc527
Tue May 30, 2023 5:36 pm
Forum: 1942 Modding Discussion
Topic: assets from expansions for map creating
Replies: 14
Views: 34887

Re: assets from expansions for map creating

I've gotta find the website again but I found a guide online that showed a step by step of what to do with your files both in bc42 and in terms of folders on your pc.