Search found 30 matches

by jdc527
Mon Oct 30, 2023 2:06 am
Forum: 1942 Modding Discussion
Topic: Problem with kit
Replies: 2
Views: 7801

Re: Problem with kit

Hey did you ever figure out how to get those weapons working, if so could you share how you did it? I too am trying to make an improvement mod for my own use, maybe for release, but I can't get dlc or custom weapons working without the game shitting itself. Excuse me, everyone. I am afraid I have a ...
by jdc527
Sun Oct 29, 2023 8:26 pm
Forum: 1942 Modding Discussion
Topic: The mdt object generator
Replies: 0
Views: 677

The mdt object generator

I’ve tried using this to create weapons or other items for a mod but when using it and following the steps on the bfsp site for weapons, nothing works. I either get an empty set of soldier hands or the game crashes when loading with that faction. Any ideas of what’s going wrong? My primary interest ...
by jdc527
Sat Oct 28, 2023 11:47 pm
Forum: General discussion & notices
Topic: bc42 for xpacks
Replies: 2
Views: 1863

Re: bc42 for xpacks

Thanks. I'll try it out and reach back if any issues come up.
One question for the extracting, is that so I can pull all the sm/rs files and other required things? OR am I missing it entirely?
by jdc527
Thu Oct 12, 2023 10:46 pm
Forum: 1942 Modding Discussion
Topic: Create "holes" in the Heightmap for tunnels?
Replies: 14
Views: 18677

Re: Create "holes" in the Heightmap for tunnels?

On the topic of the eagle nest tunnel, how did you get it working? I can’t ever manage it. Or any other custom/ported object either.
by jdc527
Wed Oct 11, 2023 11:04 pm
Forum: 1942 Modding Discussion
Topic: assets from expansions for map creating
Replies: 14
Views: 9053

Re: assets from expansions for map creating

Anyone have any ideas on why objects are appearing in bc42 but not in game. I have manually set the init to have run objects/objects from the decompressed rfa and repacked it. More complex items like the eagle nest tunnel and top snow don’t show, but even simple buildings like the Italy tower from t...
by jdc527
Wed Oct 11, 2023 12:07 am
Forum: General discussion & notices
Topic: bc42 for xpacks
Replies: 2
Views: 1863

bc42 for xpacks

Hi, is it possible to set bc42 to read the xpacks as target locations for static objects, factions, etc? Specifically to make a mod for say, secret weapons in the secret weapons mod folder?
by jdc527
Thu Oct 05, 2023 8:11 pm
Forum: 1942 Modding Discussion
Topic: What's the best free 3d modeling tool on bf1942
Replies: 5
Views: 10146

Re: What's the best free 3d modeling tool on bf1942

Crash42modder wrote: Mon Nov 22, 2021 12:12 pm its an app/plugin that you simply install into blender so its literally one touch import export. No several steps.
Then how do we get it to appear in our maps? I’m new to this and terrible at it too. Can’t ever get custom objects or stuff from the xpacks to work.
by jdc527
Thu Oct 05, 2023 8:04 pm
Forum: Make a Request!
Topic: Need a structure or static object made
Replies: 0
Views: 2311

Need a structure or static object made

Has anyone had luck making a static object that looks like terrain or something similar? I’m looking to make a map with some underground base areas and I cannot get 3dsmax or gmax to run on my system. The object should be flat in some area before curving into a steep mountain that can be placed a fe...
by jdc527
Tue Oct 03, 2023 2:00 am
Forum: 1942 Modding Discussion
Topic: assets from expansions for map creating
Replies: 14
Views: 9053

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 2:00 am
Forum: 1942 Modding Discussion
Topic: assets from expansions for map creating
Replies: 14
Views: 9053

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?