Modding Tips

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HairyRussianDude
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Modding Tips

Post by HairyRussianDude » November 3rd, 2018, 8:53 pm

Dudes and dudettes,

I would like to invite anyone who has any tidbits of knowledge on modding to please post what they can here.
Our resident modder is out for good reason and in the meantime I personally wouldn't mind taking a crack at fixing some of the small map issues, and perhaps others feel the same way.
No info is insignificant (for example I can't even figure out how to open DC in Battlecraft).
So please feel free to explain anything you can to us like we're 5.
Thanks!


(Trench, if this happens to pick up any steam could we perhaps get a sticky?)

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tonawandares
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Re: Modding Tips

Post by tonawandares » November 11th, 2018, 5:12 pm

http://bfmods.com/tutorial28cb.php?page=making_ctf.html
http://bfmods.com/index.php

Thanks for your willingness to help. My time is extremely restricted currently

~ tona

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Jim2102
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Re: Modding Tips

Post by Jim2102 » November 12th, 2018, 6:40 pm

To open DC in Battlecraft, you'll need the DC cfg/lst files in your Battlecraft root folder. Here is a quick link for DCF cfg/lst: https://cdn.discordapp.com/attachments/ ... fg-lst.rar

Place these 2 files in your BC root folder directory, C:\Program Files (x86)\EA GAMES\Battlecraft 1942 (or wherever else you may have it installed)

As for any questions related to modding, feel free to ask me. I'm an above average modder in BF1942 and also love map making

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Re: Modding Tips

Post by HairyRussianDude » November 19th, 2018, 7:55 pm

Thank you very much Jim, I was looking for those files everywhere but apparently I can't internet well.

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Re: Modding Tips

Post by TheoNeo » January 24th, 2020, 9:16 am

Old thread, but I'll pitch in with my experiences with modding, which is mostly modding ServerSide.

:idea:
SSM (Server Side Mod) means that the clients do not need any other files or modifications and that they can simply connect to the gameserver with their normal BF1942 / DCF.8 / DC.7 -installation and they can together play the modified map/server.


So here goes, when I mod a map Serverside I usually;

..think about what I want to accomplish and draw out the basic idea on a piece of paper
this will enable you to more easily rethink a different or second method to accomplish your goal, should the first thing you try not work out in your situation

..think about how I could do the things I want, based on my own previous experiments with mapping and SSM and things I have seen done (so which means it definitely CAN be done) on different online 1942 / DC /DCF servers now and in the past (I have been playing since 2003 so I've seen a few mods over time :D )


..make sure I have a fresh install of BF1942 Dedicated Windows server, and also install the DC and DCF server -files on top of that Server installation.
You can use the dedicated server to real-life test your ServerSideModded maps when you made something by running a game with the server -when it doesn't crash your BF1942 Windows Server- :D (that's sometimes a challenge you come across when you did something wrong).

..make a complete backup/copy of all your BF1942 .RFA map-files both from the Game and Server, including those of mods like DC or DCF.
Be sure to do this from both the Game and Server installation, but don't mix them afterwards -Keep them apart.
Because if you look closely you will see from the file-size these two are different... This has to do with lightmaps and shadowmaps not being included inside the Server .RFA map-files, which kinda makes sense. :)
To make this copy is very useful for two reasons;
1. when you screwed something up :D and you want to revert to the beginning
2. when you need to compare something you've done or made to how it was in the original

..open the internal .CON files inside a .RFA map -file with the RFA explorer (from the MDT) or with Notepad++
to read or modify locations of player-spawnpoints, vehicle-spawnpoints, controlpoints, weapon kits (from spawn) or static weapon pickups

..use Battlecraft'42 to try out the placement of vehicles and how they (and the player-spawn points around it) fit around and between buildings and other props etc.
(this will only be a valid option when you have first successfully set up a .LST file for objects of your mod, see my earlier link to DC and DCF -list files for Battlecraft)

..use BF1942 ingame when playing a map hosted locally (from multiplayer menu) and the ~ console options;
Console.showstats 1 / 0
When this console option is enabled ingame, among a lot of other things; also shows information about current position and current direction of player/camera,
I found this to be a VERY useful way to determine where to place a player-spawn , vehicle-spawn or maybe drop a weapon crate (DC / DCF) or the gun as a pickup-kit on the map at times when Battlecraft'42 does not show all the props like buildings or vegetation

..have problems getting something to work?
Then I read up on how other people fixed something they came across (online forums, use google, sometimes I have to revert to using Google Cache on the search results or the WayBackMachine on the Internet Archive because some forums and sites are offline by now)


..look in this giant repository of BF1942 SERVER SIDE MODDING FAQ and tutorials, really a great lot of information here:
http://bfmods.com/tutorialea02.php?page ... oment.html

:!: Note:
I thought it would be lost forever after it went offline several years ago, but recently I found that a copy of the entire SSM forum is back online; :D Better quickly save it to your computer before it disappears again, this time perhaps forever !

These are also of great help when you want to start modding and not yet have the tools required (or lost them along the way);

moddb.com,
1942 MDT (mod development toolkit) here:
https://www.moddb.com/games/battlefield ... oolkit-sdk

different 1942 Map-editor here: :idea: (maybe for when your having trouble running the old one?)
https://www.moddb.com/games/battlefield ... or-42-v131

the old standard 1942 Map-editor (battlecraft42) here:
https://www.moddb.com/games/battlefield ... atoreditor

Battlefieldsingleplayer.com
Desert Combat 0.7 .lst (List) and .cfg (Config) Files;
http://www.battlefieldsingleplayer.com/ ... topic=5739

bfmods.com,
Battlefield 1942 modding Forum:
http://bfmods.com/viewforum.php?f=3

you can find a lot tools to do your (ssm) modding here:
http://bfmods.com/viewtopic.php?f=21&t=114

--=[ aX ]=-- forum,
BF 1942 Modding: lnxded server fixes!
http://forum.bf1942.sk/viewtopic.php?f= ... ing#p14822

tweaktown.com
Read more about Console commands and other tweaks here;
https://www.tweaktown.com/guides/420/ba ... ndex7.html

Battlefield Modding Tutorials BFMODS:
http://battlefieldmodding.com/ssm/phpBB3/


Hope this helps everyone along :39: :)

Best regards,
Raoul

a.k.a. TheoNeo
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Re: Modding Tips

Post by HairyRussianDude » January 24th, 2020, 4:14 pm

Thank you for posting all that Neo!
And welcome back!

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Re: Modding Tips

Post by HairyRussianDude » March 17th, 2020, 8:10 pm

tona I'm hoping you see this one.

Lets start wayyyy back at basics here. I'm still dicking up packing and I have no idea why.

I open winrfa, open the level I want through "open rfa", extract to a folder on my desktop, edit the .con file I want to edit, and pack it back up to the levels folder it came from. No freakin' file shows up in that levels folder!
Feel like doing a youtube video for a simple task?

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Re: Modding Tips

Post by tonawandares » March 18th, 2020, 10:59 am

HairyRussianDude wrote:
March 17th, 2020, 8:10 pm
tona I'm hoping you see this one.

Lets start wayyyy back at basics here. I'm still dicking up packing and I have no idea why.

I open winrfa, open the level I want through "open rfa", extract to a folder on my desktop, edit the .con file I want to edit, and pack it back up to the levels folder it came from. No freakin' file shows up in that levels folder!
Feel like doing a youtube video for a simple task?
Let me see if I can't put something together for you to get you past this.
Again, I think your workflow is off.
You "extract" then "pack" the .rfa before you make any edits to a file, or map to be more clear.
Extracting and Packing create the editable file.

~ tona

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Re: Modding Tips

Post by HairyRussianDude » March 18th, 2020, 5:37 pm

Extracting and editing is going fine, it is strictly packing that I am screwing up somehow.

I'm following this guy's guide.
http://www.cajunwolf.com/WinRFAtut.html

But as soon as I get to "You see where my cursor is, well click this button and the browse box will pop up like so.", I am completely missing something (probably simple and stupid).
Everything packs fine, but no files show up in my levels directory.

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Re: Modding Tips

Post by tonawandares » March 19th, 2020, 12:22 pm

Ok, let's break this down to two things:

1.)
HairyRussianDude wrote: Extracting and editing is going fine, it is strictly packing that I am screwing up somehow.
If your intention is to create a new mod, or patch of an existing map, you shouldn't be editing anything, at this point.
His guide actually deviated from his main goal which is to teach you to create a new map.
His mention of editing was a simple side comment stating that if you just want to make a simple change in the existing map, you could open the map, highlight one of the .con files > edit it > save and you're done...he then continued on to explain how to extract the files.
He should not have done that.
So when you extract the files that you want to use to create your new mod don't edit anything yet.

You extract to pack
You are pulling the files out of a map (extract) to turn right around and pack them back to create your new mod file or patch.
It is after you pack the files and rename the patch that you then open that new file and edit to your heart's content.

2.)
HairyRussianDude wrote:But as soon as I get to "You see where my cursor is, well click this button and the browse box will pop up like so.", I am completely missing something (probably simple and stupid).
Everything packs fine, but no files show up in my levels directory.
His cursor is pointing to the bf1942 file.
When you extract the .con files that you want to work with they become the contents of a new bf1942 file. This is what he was referring to when he mentions this during the extraction part and said "remember."
So what he is pointing out is that when you now Pack the file, you select the elipse button (...) navigate to your working file on your desktop, find that bf1942 file > highlight it. It appears now right where his cursor is pointing to.
Now select the Pack button.
When you do this, his next screenshot is the "Save As" window.
What he is not telling you here is that you have to rename your new file. Forget his dumb_test example.
Let's say you were actually going to mod that Bocage map.
You will see three entries for Bocage; the original Bocage.rfa / Bocage_000.rfa / and Bocage_003.rfa
If you were creating a bocage mod, you would want to rename your newly packed file, something like Bocage_004.rfa
The game reads the files sequentially. You can choose any number after 003...that doesn't matter just as long as sequentially it is numbered higher than 003.
The game must read the original, then the patches then your mod or it will absolutely crash.

To wrap this up, his cursor is only showing you that you need to navigate to that specific bf1942 file which took up residence in the working folder on your desktop. Then select pack and rename your new patch in the correct sequential order so the game can read the files correctly.

After all of that, you open your winRFA application again, find your new map and NOW...you edit the .con files

I hope this helps,

~ tona

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Re: Modding Tips

Post by tonawandares » March 19th, 2020, 4:56 pm

example of dcf patches modded.JPG
examples:

I chose to use _011 for most of my maps so that someone coming in behind me would know exactly which ones were my mods
You do not have the required permissions to view the files attached to this post.

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Re: Modding Tips

Post by HairyRussianDude » March 19th, 2020, 9:32 pm

Thank you very much tona! This is all very well explained.
I'll take another crack at it this weekend when I have time!

I am just trying to edit an existing map, baby steps!

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Re: Modding Tips

Post by tonawandares » March 20th, 2020, 4:07 am

HairyRussianDude wrote:
March 19th, 2020, 9:32 pm
Thank you very much tona! This is all very well explained.
I'll take another crack at it this weekend when I have time!

I am just trying to edit an existing map, baby steps!
Can I ask what map you're thinking of editing?
Are you editing a map in your personal game files?
Or, do you have a copy of the game files that you are working from?

I always create a patch that is sequentially renamed.
I make all of my desired changes in that file and leave the original as is.
Trench can revert any EA117 maps (that I've touched) to the "pre-tona" modifications by simply removing and/or deleting my patch.
For example, if Trench wanted to restore the original Coastal Hammer CTF, he would remove my dc_costal_hammer_011.rfa file from the server and it is restored. He could then turn around and add that back in and everyone would like him again.

And one important tip, make notes in your .rfa as to what you're doing/changing. I name and date my edits so someone that comes behind me (which actually could be me) has an idea of what I was doing and how I did it and especially "when" I did it.
This came in real handy when we were experiencing the weapons glitch in Al Nas. I was able to pinpoint when modifications were made that may have contributed to the glitch and we successfully eliminated those until the issue resolved.

Below is an example of what I mean by describing what I've done and when:

rem
rem --------------------------------------------------------------------------------------------------------------------------------------
rem --- Transport_Rocket_spawn_NOW_Red Med Locker + Ammo_tona_12.01.2019 ---
rem --------------------------------------------------------------------------------------------------------------------------------------
ObjectTemplate.create ObjectSpawner Transport_Rocket_spawn
ObjectTemplate.setObjectTemplate 2 mediclocker
ObjectTemplate.setObjectTemplate 1 mediclocker
ObjectTemplate.setObjectTemplate 4 AmmoboxSupplyDepot
ObjectTemplate.setObjectTemplate 3 AmmoboxSupplyDepot
ObjectTemplate.setObjectTemplate 5 AmmoboxSupplyDepot
ObjectTemplate.SpawnDelay 0
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 9999
ObjectTemplate.Distance 9999
ObjectTemplate.DamageWhenLost 9999
rem
rem --------------------------------------------------------------------------------------------------
rem --- DPV_spawn_Now Pickup_Tanker Wreckage_tona_12.15.2019 ---
rem --------------------------------------------------------------------------------------------------
ObjectTemplate.create ObjectSpawner DPV_spawn
ObjectTemplate.setObjectTemplate 10 UralTanker
ObjectTemplate.setObjectTemplate 20 Pickup
ObjectTemplate.setObjectTemplate 30 Pickup
ObjectTemplate.setObjectTemplate 40 UralTanker
ObjectTemplate.setObjectTemplate 50 UralTanker
ObjectTemplate.setObjectTemplate 60 Pickup
ObjectTemplate.setObjectTemplate 70 UralTanker
ObjectTemplate.setObjectTemplate 80 UralTanker
ObjectTemplate.setObjectTemplate 90 Pickup
ObjectTemplate.MinSpawnDelay 1
ObjectTemplate.MaxSpawnDelay 1
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 9999
ObjectTemplate.Distance 9999
ObjectTemplate.DamageWhenLost 9999
ObjectTemplate.teamOnVehicle 1
rem

Good Luck!

~ tona

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Re: Modding Tips

Post by HairyRussianDude » March 20th, 2020, 9:14 pm

tonawandares wrote:
March 20th, 2020, 4:07 am
For example, if Trench wanted to restore the original Coastal Hammer CTF, he would remove my dc_costal_hammer_011.rfa file from the server and it is restored. He could then turn around and add that back in and everyone would like him again.
LOL!!! So modest tona!

I guess I would be trying to edit a personal map?
I'm starting with Bridge. I just want to try and get the control points working on the CTF version. I was basically comparing CTF and CQ con files for it trying to find differences in commands between the files. There are a few maps that could be "new" if we just had damn control points!

That is my starting point, and if I figure it out I will start moving on to more complicated stuff.

I also need to get back to re-installing and getting Battlecraft working. I figured out minor changes in that program years ago, I'm sure I could do it again. I added the POW to the river in Bulge. It was dumb and awesome.

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Re: Modding Tips

Post by tonawandares » March 21st, 2020, 10:37 am

HairyRussianDude wrote: I guess I would be trying to edit a personal map?
Just be careful not to jack up your playing files.
What are you going to use for a test environment? I may have asked you this before...my apologies if I have.
HairyRussianDude wrote:I'm starting with Bridge. I just want to try and get the control points working on the CTF version. I was basically comparing CTF and CQ con files for it trying to find differences in commands between the files. There are a few maps that could be "new" if we just had damn control points!
That is my starting point, and if I figure it out I will start moving on to more complicated stuff.
In reality, you started with complicated stuff
Some maps, especially DCF maps are really jacked up. I've said to Trench before that it seems as though they allowed modding interns to have a go at it.

~ tona

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Re: Modding Tips

Post by HairyRussianDude » March 21st, 2020, 7:48 pm

So what you're saying is...
If I pull this off I will be a grand master of modding!

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Re: Modding Tips

Post by tonawandares » March 22nd, 2020, 12:10 am

HairyRussianDude wrote:
March 21st, 2020, 7:48 pm
So what you're saying is...
If I pull this off I will be a grand master of modding!
no.

~ tona

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Re: Modding Tips

Post by HairyRussianDude » March 22nd, 2020, 11:45 am

... graaaand master you say.... I like the sound of that!

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