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Re: Battlefield 1942 Mod Tools

Posted: Thu Jan 17, 2013 7:06 am
by cajunwolf
dudejo
Is it true you can change vehicle or weapon stats in-game with the debug exe? How does that work exactly?
As an addendum to Senshi's excellent post FourCentsShy showed me how to do this a long time ago, and haven't done it in awhile. I have notes somewhere, but best I remember that as long as you have the map extracted in the game root directory you can make certain changes then reload the map, and you changes are effective. The game engine looks here first when loading a map, and if an extracted copy is not found it decompresses the RFA archive. We used it in most cases to alter settings in a aitweaks.con file we would put in the maps root directory, and it worked quite well. You can also extract the main archives here to, and make changes in them, but remember to copy you standardmash folder you have you lightmap samples files in to an safe place, or you know what will happen don't you?
So far, the original WinRFA from EA's MDT has been sufficient for my needs so I've been using that.
I do too, and I only have issues with it on Win XPpro x64, but I run it from the command prompt, or batch files. I have no problems with GUI packer or WinRFA this way in any versions of windows. The command parameters and switches are in the readme.

Re: Battlefield 1942 Mod Tools

Posted: Thu Jan 17, 2013 8:50 am
by Senshi
WinRFA is known to regularly mess up the envmap files on packing, resulting in no envmaps on the map. This was one of the first nuisances years ago when I wanted to beef up my maps with custom envmaps and they never worked for some odd reason. As soon as I packed my .rfa without WinRFA, it worked smoothly. For everything else, WinRFA is as good as any other tool, true.

Re: Battlefield 1942 Mod Tools

Posted: Thu Jan 17, 2013 9:43 am
by cajunwolf
I don't pack with WinRFA. I use GUI_RfaPack.exe because it uses the game engine to pack with full compression if you want. You can also do all of you archive, or even a whole mod at once. I use in from cmd or in a batch, but here is a tutorial I did on it years back. GUI_RfaPack

Re: Battlefield 1942 Mod Tools

Posted: Thu Jan 17, 2013 10:34 am
by Senshi
I know that tool, and it's good, yeah. But dunno, I just prefer laying hands on directly and having 100% control over what happens ;) . Many ways lead to Rome.

Re: Battlefield 1942 Mod Tools

Posted: Thu Jan 17, 2013 5:17 pm
by cajunwolf
Your right Senshi, many paths lead to Rome, and that is what makes discussion boards like this so great, and the best way is what each is most comfortable with.

Re: Battlefield 1942 Mod Tools

Posted: Mon Jan 21, 2013 4:20 am
by Apache Thunder
I pack RFAs using the debugger. Can't get any more control over it then that. :D

EDIT: Converted topic to an announcement since this is something all new users should see and will stick out better then a sticky. :D

Re: Battlefield 1942 Mod Tools

Posted: Fri Feb 22, 2013 5:09 am
by Swaffy
Should this website host the debugger files? I don't remember where I got mine, but I don't think it comes with BF MDT.

Re: Battlefield 1942 Mod Tools

Posted: Fri Feb 22, 2013 5:43 am
by cajunwolf
I got mine long ago from EA BF42 site. It comes with the versions you buy now (like the Anthology Edition which is a real bargain). I host them over at BFSP as a matter of convenience, and I see no problem, but an advantage hosting them here.

By the way Apache the GUI packer that comes with the 2.75 MDT uses the debugger, but adds an interface with various options. I run it from command line in batch files myself.

Re: Battlefield 1942 Mod Tools

Posted: Tue Apr 02, 2013 10:14 pm
by fo0k
any useful files can simply be attached to a post so feel free to, swaffy

Re: Battlefield 1942 Mod Tools

Posted: Thu Apr 04, 2013 7:51 pm
by Swaffy
fo0k wrote:any useful files can simply be attached to a post so feel free to, swaffy
Well, yes. But I think they're easier to find if the primary [first] post has the link/files.