BF1942: [Tutorial] Lightmapping (m)
Before:
After:
Before:
After:
Doesn't that look a lot more pleasant and vivid? I think I'll write a quick tutorial in the next days.
To this article (I've realized this project needs a blog, maybe I'll start it at itch.io later)
(Note: the current project state is 'frozen'. I'm planning to return to it in the future though. Contact me if you have any suggestions. Any feedback is still welcome. The current state of the development hasn't shifted lot, because since this article I only started working on the editor..)
- The vehicle system (the parts that you can build vehicles from). Some work is still required here. Only the wheeled and tracked vehicles are currently present.
- UI framework (not all controls have been added yet but in overall it's an already defined (and well optimized) system (check out the .dat files in the UI folder))
- The animation system (only the tank track has been animated so far, but the core is suitable for the player animation as well)
- Baked AO shadows to the terrain (only an approximation - there's no real baker yet). Blob shadows under some dynamic objects (will be replaced with shadow mapping later, as I'm personally dissatisfied with the results..)
Testing Particles:
(Please, note that this project is currently in a halted state. The following was the plan at the moment of writhing of this article. When it will be unfrozen again it will probably start here.)
- To release some tools to create content for this engine (may be some conversion tools for BF -- please, tell me what you think). Level editor, model exporting tools.
- Player animation (including 1-st person weapon animation). Note: this should refer to the system only, I'm not an animator and planning to use 3-rd party animations.
- Better player physics. Right now it uses a step and slide controller, which has some troubles integrating into the world. I'm planning to replace it with a fully physicalized player controller (a dynamic capsule constrained to rotate only around the up-down axis)
- The sound system
- (Maybe) water
Tree Animation Test:
Any feedback is appreciated. The engine already supports sort of modding, you can edit the .dat files for example (if you know how) and see what's changed. It is not by any means ready to create finished projects on it (I would discourage doing so, because many things at the bottom level may (and will) change).
Autor: mmkr1 (developer)
Source: moddb.com , imagetools.itch.io
For all players who cannot find servers, there is a solution: you just need to overwrite your bf1942.exe in the EA GAMES/Battlefield 1942/Mods folder. This patch works for both CD players and origin.com players equally: moddb.com
Follow the link and join in, sets the game on your gog.com dreamlist: gog.com
If you have difficulty downloading maps and mods for Battlefield 1942 to join an open server, this little helper named datafield will assist you. There are some files stored there, which will then be automatically installed in the correct directory:
About the map:
Context: "Strasbourg is a french town close to the German border.
Annexed by them in 1870, then by the French in 1918 and then again by
the German in 1940.
On 1 March 1941, after a victory by the Free French Forces against
Italian in Libya, the soldiers took the oath of Kufra: «Swear not to lay
down arms until our colors, our beautiful colors, float on the
Strasbourg Cathedral».
On 23 November 1944, Leclerc and the French 2nd Armoured Division
liberated Strasbourg and raised the french flag over the Cathedral."
Editing the map in any way is not permitted. To edit or mod the map, you must ask my permission first. Moreover, the cathedral objects used in the city of Strasbourg as well as the railroad ramp object may not be used in any map or mod.
Overview:
The map has been designed for Conquest game play only. This is the final
version of the map. I do not plan on editing it again, at least not
client side, meaning any modification will be added server-side.
The map opposes the British Army vs the German Army in the French border
town of Strasbourg. Each side has an uncappable base, and an advanced
base in the city of Strasbourg itself at map start.
There are four cappable control points or flags on the map. Holding 3 of
the 4 control points ensures enemy ticket bleed. The city flags are,
from South to North:
Hotel - This flag is held by the British Army at map start
East_Bridge - This flag is neutral at map start
West_bridge - This flag is neutral at map start
Strasbourg_Cathedral - This flag is held by the German Army at map start
Ticket values are 1:1, meaning both sides start with an equal amount of tickets.
Last updates:
I've modified my Strasbourg Day 2 map.
I've also made a third variation of the map with two extra control points located outside the city boundaries. This stretches the combat area to a larger portion of the Strasbourg Day 3 map.
03-09-2024
Previous version: strasbourg_day2.rfa
Fixes:
- Renamed the map archive from strasbourg_day2.rfa to strasbourg_day_two.rfa. This is necessary in order to enable patching properly;
- Moved the axis light tank spawners at the Strasbourg Cathedral and Hotel CPs out of the way of the allied light tank spawners;
- Removed vehicle team locks on affected vehicles;
- Added a missing static object that had been removed from the previous version (trainmark01);
- Made the out of bounds area of the map larger for a smaller combat area;
- Replaced a Priest spawner by a Sherman spawner in the Allied Main Base CP
If you already have the strasbourg_day2.rfa map in your levels folder, delete it before you use strasbourg_day_two.rfa
03-09-2024
strasbourg_day3.rfa
Fixes:
- Added two new control points on each side of the city bridge flags (Railroads and Crossroads);
- Added a Sherman, Priest and Willy spawner at the Crossroads flag;
- Added a permanent parachute spawn for the Allied side close to the Crossroads flag
For this playing guys and channel would be this Strasbourg map recommend, if anybody can contact him, feel free to do:
Source: bfmods.com
Wir spielen auf dem hslan Server.
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Bereits letzten Monat erschien die neue Version der beliebten FHSW Mod v0.73, (<----hier für euch verlinkt) welche heute noch bis zu 50 Spieler zu Spitzenzeiten dieses Jahr zu diversen Abenden zählen durfte. Die neue Version der Mod will den Zuspruch behalten. Um das noch zu verstärken, entwickelte die FHSW-Europe Community ein Realism Zusatz Pack namens FHSW Mini Mod, welches sehr gut bei den Spielern ankam und sich dementsprechend als gespielter Standard durchgesetzt hat. Wenn wir richtig gezählt haben, dann ist es der dritte Release des Projektes. Dort sind sechzehn neue Fahrzeuge, sechs neue Handwaffen und zwei Brand neue Maps angekündigt. Wir hoffen auf einen reibungslosen Start. Love is a Battlefield 1942!
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New FHSW-Europe minimod version will be out in 2 weeks, on Monday, 16th June! Download links will be posted here, as well as on Discord and Moddb
- BA-10;
- BT-SV
- Flakpanzer 38(t)
- Grille
- HMS Fiji/Nigeria
- Humber armored car
- Lippisch P.13a
- Neger torpedo
- Sturer Emil
- T-37A
- T-50
- Tetrarch
- Type 4 Ho-Ro
- Vosper MTB Type 1 + Type 2 Ke-To and Type 2 Kami-sha - by "owata1942"/"somebody009j"
- Blyskawica SMG
- Hunting shotgun
- Japanese lunge mine
- MP28
- MP34
- Welrod pistol
- Rage at Corunna road
- Targu-Frumos 1944
bug fixes and improvements!
Autor: Jan Paul a.k.a. DALlDA
Source: fhsw-europe.com
Interstate 82 Mod and Maps Files: Download
Gooddaytodie Remake Map 05/25: Download
HERE IS THE LINK FOR THE MUSIC! PLACE IN IN YOU MUSIC FOLDER IN INTERSTATE!
Music for Interstate 82: Download
See you on the Server Soldier.
Autor: GoodDay
Source: is82.com
Shoot and race your way to victory. Buggies taken from Saraha Dunes map. The final flag has been set to not bleed.
Interstate 82 v1.80 + v1.81 (two files): Download
All IS82 Maps: Download
Lakeside Battle Racing Map 04/25: Download
Get Datafield v2.0.0.0.0: Download
it has been a great tool to avoid downloading mass maps.
We are looking for someone that can team up with us to create the new Intestate 82 Patch, v1.9. The last known patch was 1.81 and it's time to retire it. Please message GoodDay if you have interest in this project! Let's keep is82 alive for another 21 years!
Autor: GoodDay
Source & Contact: discord.gg
For months it had been quiet about the FHSW Mod, but the developers were not idle, because now the Japanese developers are back with new content for the FHSW Mod. This time there is no patch, but a full version, which means you have to delete your old FHSW folder, or save it to another location and then install the new FHSW v0.73. In our test, the Mini Mod v1.0 designed by FHSW-Europe did not seem to work. A renewal of the Mini Mod package should follow soon. Unfortunately, the author of the article is unknown, otherwise we would have mentioned him as usual.
Please normally download the client package.This time, due to the extensive update contents, we do not have a differential file prepared. Only the full version is available for release. You can unzip it directly with various decompression tools that support .zip format.- Client Package (Client)
・Regarding Redistribution The above file permits redistribution through various file uploaders, P2P, FTP servers, any cloud service, courier services, and any other feasible means.・Points to Note When InstallingIf you are using external add-ons such as custom sounds/texture packs, there may be instances where the game does not start correctly or fails to connect to the server. In such cases, please refrain from applying custom sounds/texture packs.
Change Log:
(Weapons and Ammunition)
+ Additions* Modifications
◆ Common to All Countries
* Improvements to the behavior of towed artillery, bombing request radios, and forward base tent installations.The issue where towed artillery, bombing request radios, and forward base tents could respawn after being destroyed has been fixed. Now, when attempting to install in a location with nearby objects, it will automatically search for empty spaces to place them.
* Changes to the management of remaining ammunition for packaged explosives.In each country's packaged explosives, the reference relationship for 10-second and 5-second explosions has been changed for better management of remaining ammunition. This may improve the phenomenon where 'even when there is remaining ammunition, selecting 5 seconds switches to another weapon.' However, there may be instances where you cannot select 10 seconds, and if you embedded only 10-second explosions, it could crash. The stateless ones maintain the previous reference relationship, so please ensure to assign stateless 10 seconds when used in embedded settings.
* Increased ammunition count for self-propelled artillery focused on indirect fire.The ammunition count for self-propelled artillery and self-propelled rocket artillery, which mainly engage in indirect fire, has been increased. They can now sustain fire for a while even when away from ammunition boxes. Note that there have been no changes to direct-fire self-propelled artillery.
* Improved accuracy of mounted machine guns.Considering changes in combat distance due to the expanded zoom application range, the accuracy of mounted machine guns across all countries has been improved. More caution is advised against enemy tank machine gun fire. However, there are no changes to machine guns used by infantry.
* Removal of black smoke effects from some artillery.The black smoke effects when low on HP have been removed from anti-tank guns with a caliber of 10 cm or less, and from anti-aircraft machine guns. While this prevents obstruction of visibility even when on the verge of destruction, it also means you can no longer judge damage accumulation status based on appearance.
* Aerial Supply Aircraft.The minimap icon has been changed again, and the supply range has been slightly expanded.* Reconnaissance Lead Aircraft.The respawn time of the aircraft being spawned has been adjusted.
* Ammunition Boxes.The time until it can be replenished again after depleting the quota for supplying infantry with anti-tank weapons has been shortened.
* Improved rapid-fire capabilities of revolvers.Settings have been reviewed, and the rapid-fire capability of revolvers from all countries has been improved.
* Increased blast radius of rifle grenades
The blast radius of each country's rifle grenades (grenades) has been improved, making them more destructive.
* Automatic rifle ejection effect
Fixed an issue where some of the automatic rifles in each country did not have the ejection effect properly.
* Infantry firearms cartridge case release direction
The direction of ejection of the cartridges of each country's infantry weapons has been revised so that they are kicked in a more accurate direction.
* Sniper rifle reload sound
Fixed an issue where the sound effect on reload was not changed from infantry guns for some sniper rifles in each country.
* Effects, sound effects
Fixed an issue where some effect sound effects were not playing properly.
*Static draw distance improvements
Fixed an issue where some static objects were no longer depicted at a relatively close distance.
*FHT barbed wire fence
In order to prevent the phenomenon of damage to some vehicles, the material of the FHT barbed wire fence has been changed to one without BF marks.
◆ United States
+T20E2 Automatic Rifle
To further improve the firepower of the M1 Garand, it was one of a myriad of ideas to add a swappable box magazine and a fully automatic fire function.
It has a large "parasol" muzzle brake and bipod to reduce muzzle bounce and improve rapid-fire performance.
+ENERGA Anti-Tank GrenadeDeveloped by Belgium after World War II, this shaped charge grenade was adopted by Western countries to enhance infantry anti-tank firepower. It boasts a level of penetration capability that can be expected to be effective when striking the front of a typical WW2 tank, but the post-penetration effectiveness is not as significant, making coordination with friendly infantry crucial.
+M9 Anti-Tank GrenadeThis is a remodeled and renamed version of the anti-tank grenade for the Springfield rifle that is currently implemented. It was only used in small numbers in the early stages of the war, but it is also an important step in passing the baton to the successor anti-tank weapons.