


Oh and for terrain textures, the easiest way to port them over is to merge them to one file via TGAMerge (you may need to flip all the images vertically if they end up in the wrong order when merged to one image) then resplit them out to the correct amount of textures for your BF1942 map. YScale of 0.64 is found here for example: It's the middle value in one of the secondary hieghtmap templates. The yScale setting can be found in BF2's n file. The one last important thing to know is what yScale setting to use in BF1942. Also make sure they have the rotation values defined or else they won't import into max correctly. You just need to extract all the positions and put them in a separate file from that of the templates since BF2 put them all in one file and rexman scripts aren't designed for that. You can do the same method on control point positions and other things in the GPO. So I'd recommend you preserve their position in the scene when you import them from BF2. If you moved them up or changed their position prior to exporting them to BF1942 format, then this whole process will be rendered void and you would either have to make lots of corrections in Editor42/battlecraft or rebuild the map from scratch. The object offsetting only works correctly if you exported all the BF2 statics with their original center of mass that they had when you imported them. That one is from Dalian Plant for example and all statics should be offset by 2048 in that case. The setting that I refer to as a guideline is this command found in the n file: How much you have to offset them is determined by how large the map is. ED42 will add a 0/0/0 rotation value to any object that is missing one. So a quick fix to that is to open the con file with Editor42, adding a dummy object somewhere and re-saving. However rexman's scripts will fail to import any object position that does not have the Object.rotation command present. My trick to fixing that is importing the statiobject positions into max via the old rexman scripts and offsetting them by 256 or more meters on both X/Y axis (vertical axis position does not need to be changed) and then reexporting them. Unlike BF1942/BFV, BF2 has the 0/0/0 position at the center of the map instead of the top corner (I think it's the top corner, if not, it's the bottom left corner). You can either change the ground materials in your mod's damage system to match BF2's or find a easy way of changing the materials in materials RAW file.Īs for the GPO/StaticObjects, their positions are offset by a certain amount. (material 7 for out of bounds doesn't appear to actually be used anywhere in the game however as BF2 and later games use a new combat area system in place of the old system that BF1842/BFV uses. The few ones that do match is the materials for rock/out of bounds. The thing is, BF2 uses slightly different material numbers for the ground materials. BF2 and later heightmaps/material maps have an extra pixel in the image size. Just change the extension to RAW and open it in photoshop. The mat file is the same as the RAW files. As for the material maps, there is no easy way to do that one. The heightmaps will need to be resized with Photoshop.
