Monday, June 24, 2013

Modding-Extract Battlefield 1942 Model part3

By Unknown | At 8:56 AM | Label : , | 0 Comments
Sorry I was late making a post entitled "extract battlefieldmodel part 3" because I am having a little trouble with my blogger account so i cannot post any tutorial  for a few months and sorry for the inconvenience (:-/) . All right now we will continue to part 3,as we know that all of the 3d model in the bf1942 game is saved in the/.rfa/archive, in order to open it we must download an application called winrfa which you can download at the following link

Download and install according to the instructions. If the installation has ended
run the application and start extracting. And How To Do That ?
Search application called "Launch Battlefield MDT" just open the application
see the following image





Click winRfa and then click the menu "file-open/.rfa/>" then navigate in the directory where you installed the game bf42 and get in on the the "archive" directory and select the file named "standardmesh.rfa" If it has been chosen, wait for a few moments to appear list 3d model of the game bf42. For example I would like to extract the M1 combat helmet of the USMC

Thursday, April 25, 2013

Modding-Extract Battlefield 1942 Model part2

By Unknown | At 10:51 PM | Label : , | 0 Comments

Installing  Battlefield1942 plugin

In the last article, I have been talking about the 3D editor application that can be used to viewing and editing all of  3d models from battlefield1942 game. Before you can start capturing  all of 3D models from battlefield1942 game, you must locate the directory of these 3d models. These 3d models are packed in .rfa file archive, that you can found in the following directory

\EA GAMES\Battlefield 1942\Mods\bf1942\Archives


Then find standardmesh.rfa file archive, in order to open this archive we need the WinRFA application called this application is similar with winrar, the difference is winRFA used to read .rfa file archive, to extract 3d models or other components from battlefiled1942 game. You can get this software by downloading battlefield1942  game including winRFA along with other mod tools for this game from this website.

Download the application with torrent client, and then run the Installer file and follow the instructions. According to the last post we already have 3dsmax application installed on PC, in the next step we will download the plugin for 3dsmax that is used to read the 3d model from battlefield1942 ,You can download this plugin at the following link


Wednesday, April 24, 2013

Modding-Extract Battlefield 1942 Model part1

By Unknown | At 3:53 AM | Label : , | 1 Comments

How do I Extract the Battlefield 1942 3d Models

Things that must be prepared

Probably most of you already know the game entitled battlefield 1942. Yup, game-themed fps gives freedom to players to play as operators combat vehicles, or as a regular army and you can play as a lonely fighter fought together without the bound command units or fought alongside combat team. battlefield 1942 is a game that is already quite old,

However, if there is no harm in this post we look at the components of the game. one is a 3d model from battlefield1942 game. Why do I want a 3d model? because I want to use it for the project, and I will be sharing in the next post. Then what things should I do for extracting 3d models from this game to be able to edit or change the format?, firstly you need download and install 3dsmax 2010, just click on the link below to download it :



For the installation, extract the rar file then enter the following directory

"files.indowebster.com]Autodesk_3DS_Max_2010.x32.NoPE\Autodesk3DSMax2010.x32.NoPE\Autodesk.3ds.Max.2010.x32\main\32bit ", then find out the execution file named by "3dsMax2010_32-bit.exe", then setting the compability (for users of windows 7 and above) to "Previous version of Windows". See the picture below

Sunday, April 7, 2013

Make Your Own Game - Moving 2D Sprite On the Game Screen By GTGE

By Unknown | At 6:42 AM | Label : , | 0 Comments

As the video link that you see, in this post I will show you how to move the Character 2D Sprites on the game area, but before I get started I will discuss about anything that should be done before moving the 2D character sprites in the game area, certainly on this review I still use 2D game engine library: Golden T game Engine. If you read my previous article titled "animated character 2 Dimensions with GTGE" there is a method named "update" through this metod we can specify the buttons that can be used to move the character sprites in the game.




In this experiment we will make this 2D Charater Sprite move to the left and  the right by using the button "left arrow and right arrow" on the keyboard, and the this 2D Charater Sprite  is still used as in the previous post that the game's character named "bill rizer" with the 6 columns index and 2 rows index as on the picture below:





First, prepare the three abstract methods as a basic foundation in building a game-based Golden T Game Engine, if you do not understand how to make the three abstract methods please visit the following article "animated character 2 Dimensions with GTGE" and download souce code example, well here we already know that to to the left we use sprite index from 1 to 6, to the right we use sprite index from 7 to 14. Implementation of the code is as follows, place the following function into the metod "update"


Wednesday, March 13, 2013

Make Your Own Game - 2D Animation Delay with GTGE

By Unknown | At 12:23 AM | Label : , | 2 Comments

In the previous post, we had discussed about 2 dimensional animations from the introduction of the index rows and columns on a strip of sprite to implementation on a simple game that I created from the java programming language and supported by the library GOLDEN T GAME ENGINE, if you haven't read the last article about the animated figure 2 dimensions, please click this article first "Animated character 2 Dimensions with GTGE".




If we look at the results of compiling of the program 2-dimensional animated sprites on youtube video links as in the last post, the animation seen walking too fast or otherwise delay the animation is too fast, now in this tutorial I would like the movement of the animation is a little slow on the character "Bill Rizer" that has been created in a simple project on the post article yesterday, the goal is to give the impression of "dramatic" for the animated character when in motion

Delay animation that looks too fast on the character sprite "Bill Rizer" like on the video link above, to overcome it, there is a feature on the GTGE library for sprite 2D animation delay arranging in the game area the feature is to use the two methods with reference from the GTGE class library

Monday, March 11, 2013

Make your own game - Animated Sprite 2 dimensions with GTGE

By Unknown | At 5:07 AM | Label : , | 0 Comments
Sprite is a 2 dimensional object in a flat format used to develop a game based on two-dimensional graphics. Surely you still remember with a game called "Contra" there there are two playable characters, Bill Rizer and Lance Bean. If we play it seemed the games actor moves to the left and to the right in accordance with the input joystick that we use, and Sprite Bill Rizer and Lance Bean on the game moves according to the input of the joystick that we use and we can also see the animation of the sprite.

Sprite Bill Rizer and Lance Bean are animated sprites, or an animated objects in a condition that is determined by the programmer of the game, for example when the character Bill Rizer is moving to the right then it will display the animation runs.

A single strip of Sprite character Bill Rizer in the NES game 3 with the index 6 columns and 2 rows (image source: www.spriters-resource.com)


Based on the theory that already described above, then it appears a question, "How do we display a sprite and animating sprites in the game application that will be created?", on a simple game application that has been built using the Java programming language and supported by the library from Golden T Game Engine. If we look at sprites like in the image above, the Sprite has index 6.2 means a strip of Sprite above has 6 columns and 2 rows. For example we want the sprite doing animation on the game area, then before we start coding take a variable declaration for Sprite.



In order to do the animation for the sprite, we use a AnimatedSprite class that derives from the class library Golden T Game Engine and declared with the name of the variable "Bill_Rizer". As seen on line at number 3, the sprite variable will be inserted into the sprite group that serves to set the Sprite in the game area such as rendering, collision between sprite objects on the game area, and increase or decrease the amount of sprite object that exists on the game area. 

The variables of the class AnimatedSprite which contains the parameters of the sprite image directory will be used by the class playfield to render objects from the Sprite. On the application of games that have been made,  there is a class named by playfield that was declared by the variable "playField" as seen in the code line number 2. After determining the variable Animated sprites, Playfield, and the sprite group, the next step is to initialize the variables property of the game on a method named "initresources ()" variable from the property game is a variable component of sprites, background picture, the position coordinates, as well as the sprite variable insert into sprite group. As for pseudocode is as follows



The code at line number 4 is the sprite variable named "Bill_Rizer" with the parameter that contains the directory location of the sprite image, and there are a number of 6.2 on the parameter which means the sprite has 6 rows and 2 columns. In the code I also added a function static coordinates which aims to make the sprite is still at coordinates 50,50 on a games area or the playfield as seen on line number 10. After I define a variable that contains the directory sprite. then I added a spritegroup Variable to a method playfield as in lines of code number 12, then I add the sprite variable to the spritegroup method as shown in line number 13.


The entire property of the sprite and background we have the initialization method "initresources ()", to animating sprite we need to specify the index columns frame the picture that would we use for animated sprites.

A single strip of Sprite character Bill Rizer in the NES game 3 with the index 6 columns and 2 rows (image source: www.spriters-resource.com)
For example, I want to display the animation running to the left on the character "bill_rizer". That means we will use an index on the column to column 1 to 6. For the implementation of the programme of the "setAnimationFrame" method inputed as code on the line to 14. on library Golden T Game Engine sprite index calculated from 0, for example for the animation running to the left is the column frame 1 to 6. Because in writing programs, sprite index calculated from 0 then sprite column index is expressed from 0 to 5 (notice the back line to 14) then give it a value of true on two boolean method for animating sprite objects on the game area and repeat simultaneously on the sprite animation as seen on line 15 and 16.
 

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