Mod Development Toolkit Version 2.0 Beta K
Electronic Arts is proud to present you with the Battlefield...
- Category First Person
- Size 4.1 MB
Mod Development Toolkit Version 2.0 Beta K
Electronic Arts is proud to present you with the Battlefield 1942 MDT (Mod Development Tool). This toolkit with give you everything you need to create your own mods.
Date: November 28, 2003
- 3dsmax tools
.SM export, named export supports exports of seperated LOD objects (eg. LOD01_LeftWing, LOD01_sidePannel)
- WinRfa
File open dialogs, read Only checkboxes have been removed.
Smart save, only repacks when the file has changed (save changes button).
When changing selection, user is prompted to save changes if there were changes (Yes/No Dialog).
- ALL RFA programs
Fixed Crash, Extract mod folder command
Disk space is now checked before packing an archive
Disk space is now checked before unpacking all files from and archive
Read only disk spaces return disk freespace errors now. (unpacking or packing to a CD rom for example)
- SSC editor
File open dialogs, read Only checkboxes have been removed.
Pressing Enter will no longer exit the program.
- Menu Editor
File open dialogs, read Only checkboxes have been removed.
Fixed several crash bugs
- Mod Wizard
Prompts user with more helpful dialog, if mod with same name exists or invalid characters are used in the mod's name.
Date: November 21, 2003
- RFA tools (ALL)
Better packing all around (speed, progress updates, large files, disk usage)
- 3dsmax tools
Treemesh now has simple triangle sorting (for better transparency appearence in game)
Weapon .ske and .baf import/export improved
Weapon .ske import will search for and attach itself to Bip01 R Hand properly
Weapon .ske and .baf export/import has been modified (there were some mixups with transforms)
Notes/Tips on weapon animations:
+ Have the player model scene open before importing a weapon's skeleton.
+ Weapons should have one base model parented to "Bip01 R Hand".
+ You can add children to the base but try not to add children to the children of the base.
+ Export weapon .baf animation only of moving children of the base.
+ The weapon base should always stay fixed to the Right Hand (Try not to animate the base directly).
Date: November 7, 2003
- 3dsmax tools
Fixed, .rs import blendsource and blenddest
Fixed, .sm export dropped faces with certain modifiers present with selected faces
Fixed, .sm import collision mesh crash if .sm had no collision model
Date: October 31, 2003
- 3dsmax tools
FIXED, Animation file export crash when using over 126 frames of animation
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)