Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
"-[QC wrote ... - Alex"]I have remixed the readme.txt of the editor 42 cuz its has some mistakes on it and that why you can't work with it. (or the main reason why)
Ok here, Follow those instruction carrefully, ED42 will works very well after... (if you don't have win98 or win ME)
Don't think its the same read me than ed42 cuz its as a mistakes in is read me since version 0.2... So plz read and don't burn step.
Download Editor 42 Version 0.41
INSTALLATION OF EDITOR 42 0.41 or greater ¯¯¯¯¯¯¯¯¯¯¯¯ READ CAREFULLY SINCE THIS SECTION HAS CHANGED SINCE 0.3.
STEP 1 - EXTRACTING EDITOR42
1.1 - Create a directory where you will put Editor42 program (for instance c:\editor42\)
1.2 - Uncompress the Editor42 archive you downloaded into this directory
NOTE: The provided init.con is a configuration file used by the editor, it must be in the same directory as the editor itself. Do not use version 0.2 init.con.
NOTE: Provided library directory must be a subdirectory of editor42.exe directory.
STEP 2 - EXTRACTING THE RFAs
Editor42 won't read the RFA, so you need to extract them yourself.
2.1 - Create a directory where you will put your extracted content. The location and name can be anything. In this section I will use c:\bfdev\ as a reference.
2.2 - Create the following directories within the base directory. c:\bfdev\bf1942\levels\ c:\bfdev\objects\ Don't do the step 2.2 (rfa extractor will create them) c:\bfdev\standardMesh\ c:\bfdev\texture\ REMEBER: Make sure you have a " \ " at the end of paths.
2.3 - Extract the OBJECTS.RFA and his patch (___000.rfa) files included with the game(bf1942) and mods(is82 in this case) after into c:\bfdev\objects\ (With RFAExtractor, you will have to specify c:\bfdev\)
2.3 - Extract the STANDARDMESH.RFA and his patch (___000.rfa) files included with the game and mods into c:\bfdev\standardMesh\ (With RFAExtractor, you will have to specify c:\bfdev\)
2.4 - Extract the TEXTURE.RFA and his patch (___000.rfa) files included with the game and mods into c:\bfdev\Texture\ (With RFAExtractor, you will have to specify c:\bfdev\)
2.5 - Extract the needed levels' RFA file included with the game and mods into (all level you want to work on it, not just bf42 levels or is82 levels) c:\bfdev\bf1942\levels\my_level_name\ (With RFAExtractor, you will have to specify c:\bfdev\)
2.6 - If you want to display trees, first convert the .TM into .SM using 3dMax and then put tham all in c:\bfdev\standardMesh\ . Don't forget the shaders too.
NOTE: Objects, texture and standard meshes need to be EXTRACTED for Edito42 to display them correctly, else it will use default box model and texture.
STEP 3 - RUNNING AND CONFIGURING EDITOR42
3.1 - The first time Editor42 runs, it will ask for several directories. This dialog window is exactly the same as the one located at File->Directories menu.
3.2 - If your directory structure is as above, the ONLY directory you need to set is the BASE directory. Change it accordingly. With the exameple above it should be c:\bfdev\
3.3 - Leave the other values as is. Keep the $basePath tokens there! Unless you know what you doing.
3.4 - You can always change these directories at a later time in File->Directories menu.
3.5 - Open your level by clicking the yellow folder icon on the top of screen. A windows should appear with a list containing levels. If the list is empty, double check your level directory and make sure your levels are EXTRACTED.
NOTE: Keep the $basePath tokens. The EDITOR will replace them automatically.