Battlefield: 1942 is a tactical first-person shooter set in World War II. It introduces combined arms tactics, using tanks and dive-bombers, submarines and carriers, and machinegun nests with AA-artillery. Every aspect of WWII warfare will be accessible to a player and his friends from an FPS perspective, and the ultimate goal is to win enough campaigns to win the war.
Mod Development Toolkit v1.0b.
Battlefield 1942 by Digital Illusions - Mod Development Toolkit v1.0b
The Mod Development Toolkit v.9a is ready for open beta testing. The MDT
introduces tools and guides for both the beginning and advanced Battlefield
1942 modder. The MDT is designed to help you make a mod that works with
Battlefield 1942. If you are interested in contributing to the development of
the MDT please download v.9a and post your comments and suggestions on the open
beta forum.
The Mod Development Toolkit includes:
- GMAX Support (to be added in version 1.0)
- Menu Editor
- Animation Import/Export Tool
- Sound Script Editor
- Standard Mesh Import/Export Tool
- Skeleton & Skin Import/Export Tool
... and much more.
Detailed Tutorials:
- How to edit BF1942 textures
- How to edit BF1942 models
- How to edit BF1942 trees
- How to edit BF1942 weapon animations
- How to create a land vehicle
- How to create a new weapon
- Explaining BF1942 scripting
... and much more.
Cheers... and we'll see you on the battlefield of your own making!
Battlefield 1942 Team
Change Log:
==========
Date: December 5th, 2003
This new update includes many fixes to version 1.0a as well as introducing
support for the free graphics program, gmax. gmax is a free 3D modeling and
animation tool based on Discreet's award-winning 3ds max.
Date: October 30th, 2003
Added new Installer for 3ds max.
Date: October 23, 2003
- GuiRfaPack
FIXED, Now allows you to pack to an open .rfa file (While game is running)
- WinRFA
Pack directory dialog remembers your path settings. (While the program is
still running)
FIXED, pack folder dialog, invalid character checks
FIXED, memory leak in rfa packing
- Console RfaPack
Rewrote .rfa packing methods to allow very large files and very large numbers
of files to be packed.
- 3dsmax tools
FIXED, .sm export crash, when standardMaterial of type: "Strauss" was used
FIXED, choosing mod wizard or rfa tool from the menu no longer crashes
when chosen before ModelExport,Animation Export, etc...
- Menu Editor
Find command now tells you if the text could not be found.
- Mod Wizard
FIXED, Sets the gameID for bocage based on mod_Name
Added, MapIcon that shows up for the maps that will function for that mod
Added, Opens the new mod's folder after mod creation
Date: October 13, 2003
- GUI_RFAPack
Fixed selection from resetting to item 0, after packing all folders
- Menu editor
Tooltips Added
- SSC editor
Tooltips Added
- 3dsmax tools
Lightmaped .sm export now also keeps vertex normals intact
- WinRFA
FIXED
1. User is given an option to create a new folder when being asked to select a
mod for decompression.
FIXED
2. Crash bug - a) open WinRFA. b) Select menu option pack. c) Select ...
(browse). d) Cancel. The program crashes after Cancel is selected, ERROR!
Major Crash! dlg.DoModal()
FIXED
7. Pack can be performed into a subdirectory of the folder being packed, this
places a .rfa.tmp file within the archive.
FIXED (ISSUE ADDRESSED with warning box, normal behavior)
8. After Pack is selected, if the Base Path is altered to have nothing in it,
when the .rfa is extracted again, all files start out in the root directory,
then sub-folders are put into the folder selected for extraction to.
FIXED
9. After Pack is selected, if the Base Path is altered to have illegal
characters in it, ( : * ? " < > | \ / ), when extraction is performed, folders
are extracted into the chosen directory, but no files are extracted. If the
illegal character is \ The program crashes, ERROR! Major Crash! dlg.DoModal()
during pack.
Date: October 10, 2003
- 3dsmax tools
Export of .sm no longer requires .3ds export/import to fix Texture verticies
Vertex normals are now kept for direct export ( .sm meshes no longer have
extra hard edges )
Date: October 9, 2003
- Menu editor updated (v0.8)
- 3dsmax tools
Fixed one line of code in maxscripts, simple shader export now includes
texture file name
Date: October 5, 2003
- Menu editor updated (v0.6)
- BF_Tools.exe frontend updated for better .ssc editor support
- SSC editor has been cleaned up and should be more useable.
Date: October 3, 2003
- Menu editor updated (v0.5)
- BF_Tools.exe frontend updated with weblinks for the 2 help buttons.
Date: October 02, 2003
- Menu editor added
- Rfa unpack console bugfix (extract directory path check)
- BF_Tools.exe frontend menu editor launch implemented
Date: Sept 24th, 2003
- FrontEnd as "Tools\BF_Tools.exe"
Date: Sept 20th, 2003
- WinRfa (v1.92) now has new browse for folder dialog style
with Create Folder button, Type in path etc..
- 3dsmax tools
Import .sm now imports to the bf1942_rs material type instead of
standardmaterial
Export .sm uses different method for exporting materials as well
Wrapper functions are now in use to help make the port to gmax
- Sound Script editor v0.51
Uses registry to store extracted sound files location (tools->settings
dialog)
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