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Battlefield 1942 mod development toolkit v.9c


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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: 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.

 

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