Search found 55 matches
- Wed Nov 04, 2020 8:18 am
- Forum: Modding/Mapping Tutorials
- Topic: Battleclaft ain't working in Windows 10
- Replies: 9
- Views: 56889
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...
- Mon Jul 06, 2020 11:17 pm
- Forum: 1942 Modding Discussion
- Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
- Replies: 12
- Views: 23079
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...
- Mon Jul 06, 2020 3:30 am
- Forum: 1942 Modding Discussion
- Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
- Replies: 12
- Views: 23079
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...
- Sun Jul 05, 2020 7:52 am
- Forum: 1942 Modding Discussion
- Topic: Lightmapping a non-vanilla map in Battlecraft 1942?
- Replies: 12
- Views: 23079
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...
- Fri Jun 26, 2020 9:00 am
- Forum: 1942 Modding Discussion
- Topic: Getting current map and game mode from Server Console
- Replies: 2
- Views: 7903
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...
- Mon Feb 03, 2020 10:15 am
- Forum: 1942 Modding Discussion
- Topic: Unlimited objects in Battlecraft 1942
- Replies: 29
- Views: 87229
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...
- Thu Mar 14, 2019 12:33 am
- Forum: 1942 Modding Discussion
- Topic: Sound bug in Forgotten Hope Secret Weapon
- Replies: 3
- Views: 9294
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 ...
- Sat Jan 05, 2019 2:24 am
- Forum: 1942 Modding Discussion
- Topic: bf1942_lnxded server fixes
- Replies: 13
- Views: 42775
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!
Have a Linux server used for gaming so applied your patched binaries. (Yet to do some proper field-testing.)
Well done!
- Wed Aug 01, 2018 10:54 am
- Forum: 1942 Modding Discussion
- Topic: lightmap issues
- Replies: 4
- Views: 10033
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...
- Wed Aug 01, 2018 10:38 am
- Forum: 1942 Modding Discussion
- Topic: lightmap issues
- Replies: 4
- Views: 10033
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...