Search found 55 matches

by duffman
Wed Nov 04, 2020 8:18 am
Forum: Modding/Mapping Tutorials
Topic: Battleclaft ain't working in Windows 10
Replies: 9
Views: 48480

Re: Battleclaft ain't working in Windows 10

OpenGL is a standard that has changed over time with different version numbers and different implementations. Good graphics cards implement all the different individual versions and fully support them. Unfortunately "Intel Graphics" only implement the latest version so it looks good from a...
by duffman
Mon Jul 06, 2020 11:17 pm
Forum: 1942 Modding Discussion
Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
Replies: 12
Views: 11910

Re: Lightmapping a non-vanilla map in Battlecraft 1942?

Battlecraft doesnt actually do the raytracing aka shadows/light, it actually executes a shell command to battlefield to do the job. When you select generate terrain shadows in battlefield and you select which "boxes" (surface area) to render it actually just saves that into the textures/lm...
by duffman
Mon Jul 06, 2020 3:30 am
Forum: 1942 Modding Discussion
Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
Replies: 12
Views: 11910

Re: Lightmapping a non-vanilla map in Battlecraft 1942?

yea that sounds a bit weird. Check the folders under: C:\Program Files (x86)\EA GAMES\Battlefield 1942\ShadowWork\bf1942\levels\YOUR_MAP \ObjectLightmaps Contains lightmap for each object in the map that was rendered and would/should be added to RFA file. and \textures Should contain your terrain te...
by duffman
Sun Jul 05, 2020 7:52 am
Forum: 1942 Modding Discussion
Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
Replies: 12
Views: 11910

Re: Lightmapping a non-vanilla map in Battlecraft 1942?

Every object that you want to cast a "shadow" needs to have a ".samples" file in: C:\Program Files (x86)\EA GAMES\Battlefield 1942\StandardMesh\ or C:\Program Files\EA GAMES\Battlefield 1942\StandardMesh\ And ofcoz the model should be in there as well. Example: afr_house1_ste_clo...
by duffman
Fri Jun 26, 2020 9:00 am
Forum: 1942 Modding Discussion
Topic: Getting current map and game mode from Server Console
Replies: 2
Views: 7555

Re: Getting current map and game mode from Server Console

What you are looking for is in the old GameSpy on UDP port 14567. if you send the command: \info\ will response with something like: _check\0\dedicated\2\gameId\desertcombat\gamemode\openplaying\gametype\coop\hostname\Safe House\hostport\14567\mapId\Desertcombat\mapname\dc desertshield\maxplayers\32...
by duffman
Mon Feb 03, 2020 10:15 am
Forum: 1942 Modding Discussion
Topic: Unlimited objects in Battlecraft 1942
Replies: 29
Views: 70332

Re: Unlimited objects in Battlecraft 1942

very Interesting... I have had to do some nifty workarounds to be able to add x4 times as much contents on a map. Mostly by splitting the StaticObjects.con into 4 different areas NE,SE,SW,NW etc (different files for BF1942 to load). The limitation in BC1942 doesnt exist in BF1942 it will x4 that con...
by duffman
Thu Mar 14, 2019 12:33 am
Forum: 1942 Modding Discussion
Topic: Sound bug in Forgotten Hope Secret Weapon
Replies: 3
Views: 8936

Re: Sound bug in Forgotten Hope Secret Weapon

Most likely the wave file is saved in a "newer" format and contains headers that mismatch with what bf1942 expects. To find out open the wave file in a sound program and verify that is not a corrupt file (you can hear the sound is correct). Then "downgrade" the sound file format ...
by duffman
Sat Jan 05, 2019 2:24 am
Forum: 1942 Modding Discussion
Topic: bf1942_lnxded server fixes
Replies: 13
Views: 40495

Re: bf1942_lnxded server fixes

Some serious debugging you been doing!
Have a Linux server used for gaming so applied your patched binaries. (Yet to do some proper field-testing.)
Well done!
by duffman
Wed Aug 01, 2018 10:54 am
Forum: 1942 Modding Discussion
Topic: lightmap issues
Replies: 4
Views: 9544

Re: lightmap issues

Almost forgot, there is a configuration option somewhere I think you can specify what files to load as defaults if the game engine cant find the lightmaps. More of a development tool to help you identify objects that is missing lightmaps or have been moved since the lightmaps was generate. Cant reme...
by duffman
Wed Aug 01, 2018 10:38 am
Forum: 1942 Modding Discussion
Topic: lightmap issues
Replies: 4
Views: 9544

Re: lightmap issues

Have a look in: C:\Program Files\EA GAMES\Battlefield 1942\bf1942\levels\YOUR_AWESOME_MAP\ObjectLightMaps\ Find the file: Palette.pal Download PalEdit to open the palette file and check the colormap/palette, it is applied to all the TGA files during game-time! When using Battlecraft to generate ligh...