| I'm too cool to Post
Join Date: July 9th, 2003 Status: Available Rep Power: 0 | Okay, I'll tell you how I did it...
First of all, ***BACK UP YOUR ORIGINAL BF1942 FOLDER!***
Now that you've done that, you need to download the unnoficial SDK. That can be found right here on bf1942.com. When it's all done, extract it to any folder you like (mine is My Documents/BF SDK). Now, inside that folder (whichever you extracted to) you will see a list of folders. It's something like this:
_help
2d textures
3d models
3dsMax toolkit_scripts
animation
rfa archives
What I did, is made a new folder in there called 'Extracted'. Then, I went into the rfa archives folder, and into rfa extractor v1[1].1. There's an executable in there called RFA Extracter.exe. Open it, then you will need to click FILE | OPEN. Go to C:\Program Files\EA Games\Battlefield 1942 (That's default, you just want your BF folder). Go into Mods\XXX\Archives (xxx = name of mod you wish to edit) and open Objects.rfa. You will see a whole list of directories. That's because RFAs are just simply archives, just like ZIP files. You will need to hit the Extract | All files or hit CTR + E I think it is. Now, when I extract I select My Documents\BF SDK\Extracted for my directory, but you can extract it anywhere. I recommend using some folder like this one because all extracted RFAs will need to be put into one directory. Now, you will see an objects folder. Open it up. Go into Vehicles\Land\XXX (XXX being the name of the vehicle you wish to edit.). Now, I'm not sure exactly what you are trying to do, so I'll just list a few things that are common when editing .con files.
I opened my Humvee folder. I'm editing Objects.con. That's because everything on the jeep/humvee/plane/boat/whatever that is an object will be in there (The vehicle itself, turrets, ETC.). Here are the main factors and what they do:
ObjectTemplate.hasMobilePhysics 1 This is either 1 or 0. 1 = yes, 0 = no. This just means Can it move? 1, like mentioned, being yes.
ObjectTemplate.damageFromWater 1 This is another 1 or 0 answer. This just means Does it endure water damage?
ObjectTemplate.drag 0.5 Just a number that tells how much Drag it has, or how aero dynamic it is.
ObjectTemplate.mass 3000 This is a very huge mass, this is what you would see on the c-133 Hercules (big bomber in Alamein). You want to just use the default.
ObjectTemplate.hasArmor 1 Another 0/1 answer. Just tells if it has armor or not.
ObjectTemplate.hitpoints 10000 Hitpoints, this is what will make it not suffer damage from ramming things, and when it rams tanks and stuff if it has 10,000 hitpoints it will suffer about 7% damage. This is just an example, this is WAY too much for hitpoints.
ObjectTemplate.maxhitpoints 10000 How many hitpoints it CAN have, like, if you set hitopints to 200, then maxhitpoints to 210, if it receives repairs when it will go up to 210.
ObjectTemplate.material 60 This is just what the vehicle is made of. I don't think it has anything to do with armor or anything. I think it's just so it can tell what sound to play when it gets hit and stuff.
ObjectTemplate.criticalDamage 6 How many hitpoints it has when it's rendered useless, when it reaches this number it will shut the engine down and you will sit, burning.
ObjectTemplate.hpLostWhileCriticalDamage 2 Hitpoints lost per second when you are burning.
ObjectTemplate.hpLostWhileUpSideDown 0 How much damage you endure from being upside down.
ObjectTemplate.hpLostWhileDamageFromWater 5 Hitpoints per second (I think) is lost while under water.
And there, that's it for what you want to edit, with the rest you should just read the tutorials over at Planetbattlefield.com and get to know them better before attempting to edit.
Okay, now that you have it all fixed up and ready for a test drive, go into your extracted Battlefield SDK folder. Go into rfa archives, but this time go into MakeRFA alpha. Click MakeRFA.exe. Now, it is in dos, but don't worry it' very easy. Okay, first field you just enter where your objects folder was extracted to, what I recommend doing is copying your MakeRFA.exe into the folder that your objects folder is in. Like, if your objects folder is in C:\Extracted\ then put the MakeRFA.exe in that folder too, just don't put it IN the objects folder unless your ready for a crash. Object, now that you have it in that same folder, just type this in the same order:
objects (now hit enter)
objects.rfa (now hit enter)
no or yes, depends on if you want to see the stuff that's going on (now hit enter)
no (now hit enter)
After it says something like "xxx files done" hit enter. It will close the program.
And you have made a mod! Now you will see objects.rfa in the same directory as the MakeRFA.exe. Copy it and paste it into Battlefield 1942\Mods\XXX\Archives MAKE SURE YOU BACKED UP YOUR ORIGINAL OBJECTS.RFA!!
You're done!! Simple, eh? |