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About Dnamro

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  1. Dnamro

    3ds Max BF2 Plugins and Windows 10

    I think I finally have it all figured out: - Directx9 is required - the helper tools need to be set up for backwards compatibility - make sure you have working versions of the helper tools Expanded Tutorial here: https://classic-battlefield-modding.fandom.com/wiki/Getting_the_latest_3ds_Max_BF2_Tools_to_work
  2. Dnamro

    3ds Max BF2 Plugins and Windows 10

    Apparently, I have been overthinking the problem of getting the 64bit versions of 3ds max to export and possibly other functions that use the the 32 bit exe files. In the folder: \Program Files\Autodesk\3ds Max [ver]\Scripts\bf2\bin\release There are 4 files: bf2Materials.exe HMParts.exe mergeTGAColors.exe SceneParse.exe Select properties of each file and set compatibility to XP SP3 for each one. Now they will run correctly as 32 bits app with the 64 bit version of 3ds Max.
  3. Dnamro

    Kit Skinnedmesh Editing

    Thanks for the tutorials. I will work on uploading the picture tutorial to the BF modding Wikia: https://classic-battlefield-modding.fandom.com/wiki/Classic_Battlefield_Modding_Wikia
  4. Dnamro

    Kit Skinnedmesh Editing

    Thanks for the tutorials. I will work on uploading the picture tutorial to the BF modding Wikia: https://classic-battlefield-modding.fandom.com/wiki/Classic_Battlefield_Modding_Wikia
  5. Dnamro

    How To Export Collisionmesh

    For future reference, I have created/collected/updated tutorials for collision mesh Hierarchy and setup. My main focus was AImesh set up and exporting, but since the Aimesh is the collision3 and the collision meshes have to be set up and exported together, with the collsion3/Aimesh only need to navmeshing, these tutorials are useful for all collision meshes: https://classic-battlefield-modding.fandom.com/wiki/How_to_set_up_3dsmax_collision_mesh_schematic https://classic-battlefield-modding.fandom.com/wiki/AIMesh_Hierarchy_Editing https://classic-battlefield-modding.fandom.com/wiki/AImesh_Export_3dsmax https://classic-battlefield-modding.fandom.com/wiki/How_to_create_Collision_Meshes
  6. Dnamro

    3ds Max BF2 Plugins and Windows 10

    That may be a work around for new installs, but Autodesk products are notoriously problematic for trying to reinstall to a different folder. I will try that out the next time I have a clean system . I found where the global variable is being set that has the location to the tools folder. The variable is: g_bf2ToolsLoc It is set in the plugin folder in bf2_mat_staticmesh2.ms: if not g_BFisGmax then g_bf2ToolsLoc = (getDir #scripts) + "\\bf2\\" What I am thinking is that g_bf2ToolsLoc could be searched for \Program Files\ and if it exists change it to \Program Files (x86)\ A batch file could be kicked off to copy the tools over to the \Program files (x86) if they don't already exist. That, I can handle. I have scripted in other languages, I just don't know enough about max script. The 3ds Max help does not have many examples, so it's not exactly easy to follow. Its also hard finding examples online.
  7. There has long been an issue with getting BF2 plugins to fully work with 64 bit versions of 3ds Max. There are also issues with getting them to work with newer Operating Systems such as windows 7 & 10. Autodesk, the parent company of 3ds Max does not support any 32 bit versions on Windows 10 and 32 bit versions have graphic artifact issues with Windows 7 and newer Operating systems (7, 8, 10), even when run in compatibility mode for Win XP and using alternate graphic options. Project Reality forums have a running thread with updated 3ds Max Plugins which will only partially work on newer versions of 3ds Max. The big problem is that export will not work properly. The export functionality uses two helper programs: sceneparse.exe and BF2Materials.exe. What I have figured out is that the export process stops when it tries to run sceneparse.exe and BF2Materials.exe. The 3ds Max plugin script exports the model into .dat and .mtl files. Sceneparse and BF2materials then help to convert these into the BF2 model files used by the game. These tools are located in the scripts folder of 3ds Max. For the 64 bit version, this is installed under \Program Files which is for 64 bit apps. That is the main problem, since these helper tools are 32 bit tools and need to run from a 32 bit safe folder, such as under \program files (x86) folder. The tools will run manually in the \program files ( X86) folder but not under the 64 bit location. There are probably other 32 bit helper tools with the same issue used with the 3ds Max plugin script. The solution is to make sure there is a copy in \Program files (x86) and change to the script to run them from there. I just don't know 3ds Max script well enough to make those changes yet. Also when sceneparse.exe is run manually from a command line, it provides a tremendous amount of information on the object that is exporting.
  8. I recreated this tutorial from a backup archive that I had, but I did not have the multiple camo examples that were later added: https://classic-battlefield-modding.wikia.com/wiki/How_To_Create_Camos_For_Existing_Bf2_Weapons
  9. Dnamro

    How To Modify The Bf2 Flash Menu

    Restored the tutorial with images, but I do not have the download tools https://classic-battlefield-modding.wikia.com/wiki/How_To_Modify_The_BF2_Flash_Menu
  10. Does any one have a copy of this tutorial with the images?
  11. Dnamro

    Build And Navmesh A Long Wooden Bridge

    Tutorial restored: https://classic-battlefield-modding.wikia.com/wiki/Build_a_Long_Wooden_Bridge
  12. Dnamro

    [info] Stair Gradients & Info

    I mirrored this tutorial here with the missing images: https://classic-battlefield-modding.wikia.com/wiki/Stair_Gradients
  13. If you have ever run into this problem you know it can be complicated. If you have never run into this situation, one reason you may want to is if you are trying to create an AImesh or edit a navmesh for an object bundle. Object bundles don't load into 3ds Max. You can import each part, but then you are trying to line them up one by one. That will work for small bundles where you can easily figure out how each piece lines up. But if this is a complex object bundle with a lot of pieces or if it is difficult to figure out how they line up, then this can be a frustrating problem. Once common example would be a bridge made of overlapping sections. Since they overlap, it can be difficult trying to match the exact overlap when importing into 3ds Max. Then what if the sections are rotated and overlapped. In that case it gets a lot more complicated. I wrote a script that will convert each object in an object bundle into static Object format. It adds a position and rotation line for each object in the bundle and sets each object to layer 1.Download the Python 2.7 script here: (you must have Python 2.7 installed to be able to use)https://classic-battlefield-modding.wikia.c...ts_into_3ds_MaxNote: You would use the imported objects in 3ds Max as a placement guide.
  14. Dnamro

    Anyone heard from Detrux?

    It's been over a month since Detrux last logged onto the site. Has anyone heard from him? I was hoping he was just on VACA...