This is a sticky post for fellow mappers to post tips on using Battlecraft
& Editor 42.
Please post questions in another thread in the forums.
First of all be aware Battlecraft and ED42 do not support COOP or single
Battlecraft actually adds create problems after coop or single player is
added. In the conquest.con file, it adds a command to run AI - this should be
removed. Finish with your map in Battlecraft before adding single player or
coop. You will need to extract your map, add singleplayer/coop, and then
Battlecraft uses .cfg and .lst files to handle mods. Check with the mods
mapping forums for latests versions.
ED42 everything has to be extracted from the RFA files before you can work on
any maps, and then you have to repack it when you are done.
ED42 has problems handling mods where other than the standard objectspawn
templates are used. If they are created in ED42, they work just fine, but if
you try to load a map from a mod that has custom objectspawn templates, the
map will CTD when you try to save the map. I usually just remove the
objectspawn files from the conquest folder before starting it up in ED42.
You can use Battlecraft to pack your map better, if you ever had to extract
it for any reason like adding singleplayer or manual editing. Just packing with
WinRFA just packs the files but doesn't actually compress it much(if any). Start
creating your map with a genric name, even the default one will do. After
packing your map with WinRFA and making finishing touches, use the 'Copy Level
To...' and enter your real mapname. I did this with a couple custom maps that I
had Botinated and still saved 53MB
Q. I just packed my map and added it to my levels folder and now I can't even
start the mod.
A. A mispacked map will cause the game to CTD when trying to load the mod
(even before you have a chance to load the map). The game scans the levels
folder and does some checking of the maps as its loading the mod. Try
repacking the map, and make sure that the base folder is BF1942 or BFVietnam.
If its still having the same problem, you can open your map in Winrfa and look
at the file structure, then open another map to compare it with. If the file
structures are not the same (except for the mapname) then you mispacked.
Check out this tutorial by Cajun Wolf for help:
Q: I added an object to my custom map, and its all blue - What is the deal?
A: It will go away when you have the pallete.pal file in the ObjectLightmaps
folder. You can get the pallete.pal file from any default map's ObjectLighmaps
folder and just place it in your own. With that, problem solved. - Audiogod
Q: I tried adding a map to a mod and I get a weird error about sun and sky
textures or some other really strange error message?
A: Since BF 1.4 patch, you can't just drop maps into mods anymore. Maps now
have to be set for that mod. In the [mapname]\menu\init.con file you need this
line set to your mod:
for BF1942 - game.SetMapId "BF1942"
for RTR - game.SetMapId "XPack1"
for SW - game.SetMapId "Xpack2"
for DC - game.SetMapId "DesertCombat"
for EOD - game.SetMapID "EOD"
for GC - game.setMapId "GCMOD"
(Note that this setting is currently not required for BFVietnam.
Q: When playing the game, I am now getting a strange black message box on my
screen that won't go away.
A: Your installation of the BF1942/Vietnam or the mod you are playing is
messed up. Try to isolate the problem by trying the standard game and other
mods. Does it only happen in one mod or in BF1942? If you understand the
BF1942 file structure you can look through it for a file or folder that is not
in the right place. Otherwise reinstall the mod or BF1942 depending on where
the problem is.
Q: I am having problems with adding single player/coop with Battlecraft to my
A: Battlecraft or any other map editors don't currently support single player
or coop game modes. That has to be added by manually or with the help of the
Q. I am trying to add single player to a map with non-standard vehicles and
the map keeps crashing when it loads up.
A. Non-standard vehicles may not be AI supported, which can cause the game to
crash. Try replacing the non-standard vehicles with standard or vehicles that
you know have good AI support to determine the problem.
Q: How do I setup/use a custom loading screen for my map?
A: (Audiogod) First, you need to create an image to use. The image must be
800x600 in size, 24-bit TGA format. Also, make sure when saving that you are
not saving it as compressed.
When you have created your image, I recommend you save it to your map's
With the image in your Menu folder, then open up the Init.con file in that
Look for a line that states the following:
You will need to add to that the location of your file in the proper way.
Here's an example:
You will replace the MapName with the name of your specific map, and the
Filename with the name you saved your loading picture to be.
When you've done everything above, your new image will be shown the next time
you pack your RFA and try it out ingame.
Q: How to edit DDS (graphic format used by BF1942 for textures, icons,
Thumbnail, and other in-game graphics) files?
A: Photoshop 7 can be used with the DDS plugin to edit DDS files. Also, the
command line nvDXT tool will convert DDS files to TGA and back. Any decent
graphic editor should read TGA format.
Don't have Photoshop? The DDS plugin should also work with Paintshop. But you
can get a free DDS converter program that will convert to other popular
This Nvidia page has the nvDXT tool and DDS photoshop plugin:
Thanks to Pitmatic, Xacto, and CajonWolf2 for providing the information.
Q: Customizing maps (icons, thumbnails, briefings, loadscreen etc)?
To create the icon next to a custom map name in the map list look for the (mapname)\menu\serverInfo.dds
file. Edit that file and rename if you want. In the (mapname)\menu\init.con
file add/edit the following line:
To change the thumbnail, look for the (mapname)\menu\thumbnail.dds file. Edit
this file, but leave it the same name.
To change briefings & debriefings, In the (mapname)\menu\init.con file you
can change replace the text in all caps with your message in quotes. EX:
game.setMultiplayerBriefingObjectives "This is a battle over the center
control points. Owner of both center control points will cause the other side
to lose tickets."
To make the custom maps display together in the maplist for a mod, each map
should be named beginning with similar letters to indicate that it belongs to
the mod. So DC maps would start with DC_, Galactic Conquest with GC_. BG42
puts a number in front of the mapames like 4104_Karst (BTW -4104 is the date
of the battle). This makes all the maps appear together and at the top of the
Now to create a custom icon for the mod that will show up in the custom game
list, edit the serverInfo.dds file in the mods\(modname) folder. The same
folder where the init.con file is located. Just use the same serverinfo.dds
file you were using in your map.
Note - BFVietnam has some differences, needs someone who has worked with it
more then me to add some customizing tips.