Simo, have you looked into the Readme file at all?
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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\
c:\bfdev\standardMesh\
c:\bfdev\texture\
2.3 - Extract the OBJECTS.RFA file included with the game and mods into
c:\bfdev\objects\
(With RFAExtractor, you will have to specify c:\bfdev\objects\)
2.3 - Extract the STANDARDMESH.RFA file included with the game and mods into
c:\bfdev\standardMesh\
(With RFAExtractor, you will have to specify c:\bfdev\standardMesh\)
2.4 - Extract the TEXTURE.RFA file included with the game and mods into
c:\bfdev\standardMesh\
(With RFAExtractor, you will have to specify c:\bfdev\texture\)
2.5 - Extract the needed levels' RFA file included with the game and mods into
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 them all in c:\bfdev\standardMesh\ . Don't forget the shaders (.RS) 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.
BTW I suggest you using this tool for managing RFA archives.