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Dnamro

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Everything posted by Dnamro

  1. 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
  2. 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
  3. Does any one have a copy of this tutorial with the images?
  4. Dnamro

    Build And Navmesh A Long Wooden Bridge

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

    [info] Stair Gradients & Info

    I mirrored this tutorial here with the missing images: https://classic-battlefield-modding.wikia.com/wiki/Stair_Gradients
  6. 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.
  7. 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...
  8. Dnamro

    New BF Tutorial Wikia

    Well, I am working on restoring a number of tutorials that are no longer available, as well as creating an indexed mirror for existing tutorials. I was getting frustrated trying to keep track of all the tutorials that I have collected over the years and then trying to find stuff online. Most of the tutorials online are missing images because they were hosted on an image sharing site, which only keeps photos for a limited amount of time. Even with the working tutorials,the download links are probably missing. I am using Wikia, because it allows the images to be hosted locally on the site, it is easy to update, anyone can contribute, and it does not rely on any one person to maintain the site. I Started working on updating tutorials for creating singleplayer, and then expanded it to all areas. The only problems are that since it is Ad supported, there are a large number of ads and that all small images are text wrapped, which can be an issue when using a lot of images or the image sizes have to be increased to prevent the wrapping. http://classic-battlefield-modding.wikia.com/wiki/Classic_Battlefield_Modding_Wikia If anyone has a tutorial that is no longer available, please contact me. I have placeholder for tutorials that I have but have not uploaded yet.
  9. Dnamro

    Billboard Hacker Wanted

    Does this help? http://classic-battlefield-modding.wikia.com/wiki/Change_Billboards_for_BF2142
  10. Has anyone created a static Titan? The docked Titan on the ground in Wake 2142 is a player controlled object, not a static. I need a static version in order to add AI support. I tried creating a basic test bundledmesh static version, but I get a CTD when loading the it in game: eu_titan_static.con GeometryTemplate.create StaticMesh eu_titan_static CollisionManager.createTemplate eu_titan_static ObjectTemplate.create Bundle eu_titan_static ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.creator DAVID:Dnamro ObjectTemplate.mapMaterial 0 metal 0 ObjectTemplate.hasCollisionPhysics 0 ObjectTemplate.physicsType 3 eu_titan_static.tweak rem *** Generated with Bf2Editor.exe [created: 2006/8/17 6:45] ObjectTemplate.activeSafe Bundle eu_titan_static ObjectTemplate.creator Dnamro ObjectTemplate.modifiedByUser "Dnamro" ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.addTemplate eu_titan_exterior_main_front ObjectTemplate.setPosition 0/2.2164/-50.3165
  11. Dnamro

    Has Anyone Created Static Titans?

    I am using the term static loosely as in an object that is not a PCO. I just don't want it a PCO, so any suggestions are welcome. It is set as a bundledmesh just like Devilman said: GeometryTemplate.create BundledMesh eu_titan_exterior_main_backCollisionManager.createTemplate eu_titan_exterior_main_backrem collision eu_titan_exterior_main_backObjectTemplate.create Bundle eu_titan_staticObjectTemplate.saveInSeparateFile 1ObjectTemplate.mapMaterial 0 metal 0ObjectTemplate.hasCollisionPhysics 0ObjectTemplate.physicsType 3include eu_titan_static.tweak[\code]Remdul create a collision mesh importer for max which is on his BFMeshView site: http://www.bytehazard.com/bfstuff/I will have to look for BF2 shader wrapper, I think I have it on an external hard drive somewhere. I will track down and load up the missing textures.
  12. Dnamro

    Has Anyone Created Static Titans?

    Corona, Thanks for the great info. I PMed you links. Devilman, Bots navigate through complex structures better as statics than PCOs. They try to interact with the object instead of going through it.
  13. Dnamro

    Has Anyone Created Static Titans?

    At the time of the post, I was listing the challenges, not actually trying to accomplish it. The lack of a proper editor and debugger makes it difficult to work with the BF2142 game engine and therefore there are not a lot of modders willing to work on it. The problem requires a diverse skill set, which I did not have at the time. SatNav released a navmesh plugin for the Titans a few years back. Using SatNav's work, EzpickNZ navmeshed wake 2142 to include a static Titan, with bots able to go into the Titan. But he did not have the skills to figure out the whitewashed texture issue. Now, that I have picked up some 3d modeling skills I was looking into how to fix the texture issue. I now have the skills to fix up the navmeshes in 3dsmax. So, out of all the issues, many have been resolved.
  14. Dnamro

    Has Anyone Created Static Titans?

    Good deal on the parts that are already staticmeshes. That will make it a little easier. In addition to including the Titan in a navmesh for Wake 2142, I also need it to create a navmesh for a Titan boarding map with two Titans either back to back or docked to some sort of platform in the sky. But, the since the Titan is too complicated for an AImesh, my idea is to use a navmesh version of the titan to weld it onto the generated navmesh from wake 2142 using 3dsmax or Blender. But for a titan in the sky, where there is no generated navmesh to weld anything onto, everything is created in 3dsmax. Then the question is how to position the hand crafted navmesh into the map correctly without a generated navmesh as the guide. I believe the solution is with the static import tool for lightmapping in 3dsmax. Apache Thunder gave me this idea when he showed me a video of how he creates his BF1942 maps in 3dsmax using this tool. BF2 has the same capability. All I have to do is to create a navmesh stand-in for the Titan or any other object that I want to import into 3dsmax. In turn, the 3dsmax import script with do the object placement conversions between the BF2 coordinate system and 3dsmax. All, I need to do is to replace the static mesh with the object navmesh portion and when imported, the statics will be imported as a navmesh and the they will just need to be welded together. The only thing that I have figured out yet is why the textures are looking whitewashed.
  15. Dnamro

    Has Anyone Created Static Titans?

    Thanks Devilman. Since the Titan is made up of many parts, I was hoping that I would not have to convert each from bundledmesh to standardmesh, but it looks like there is no easy way to do this. No worries on the python code, as this won't be for a standard Titan game mode anyway. I want to be able to place a flag in the Titan core room and have the bots be able to get to it. The purpose of this project is more than just getting bots to move around on the Titan, it's part of a proof of concept on a workflow idea to create navmeshes for complex objects. If this idea works with the Titan, it will work for just about anything. So, I have converted the back part of the Titan into a staticmesh and got in game. Image link: https://drive.google.com/file/d/0B_o_kOaz7RpTN0dJY3pNSVM4Szg/view?usp=sharing As you can see the issue now is that it's all whitewashed. Tracking down and fixing the texture will be the next problem to solve.
  16. Dnamro

    Static Titans

    Has anyone created a static Titan? The docked Titan on the ground in Wake 2142 is a player controlled object, not a static. I need a static version in order to add AI support. I tried creating a basic test bundledmesh static version, but I get a CTD when loading the it in game: rem **** eu_titan_static.con GeometryTemplate.create StaticMesh eu_titan_static CollisionManager.createTemplate eu_titan_static ObjectTemplate.create Bundle eu_titan_static ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.creator DAVID:Dnamro ObjectTemplate.mapMaterial 0 metal 0 ObjectTemplate.hasCollisionPhysics 0 ObjectTemplate.physicsType 3 include eu_titan_static.tweak rem *** eu_titan_static.tweak rem *** Generated with Bf2Editor.exe [created: 2006/8/17 6:45] ObjectTemplate.activeSafe Bundle eu_titan_static ObjectTemplate.creator Dnamro ObjectTemplate.modifiedByUser "Dnamro" ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.addTemplate eu_titan_exterior_main_front ObjectTemplate.setPosition 0/2.2164/-50.3165
  17. Dnamro

    New Tool: Bfmeshview

    In BFmeshview, when looking at collison meshes I frequenlty see a red x by the mesh name (col0, col1, col2, or col3). What are the possible reasons for the red x? Is it a 'bad face' as a above?
  18. I found out how to move the view to the mesh instead of moving the mesh to the view. In file >> user preferences, in the editing tab there is an option to 'Align to View' instead of the default 'Align to Global'. Also in the interface tab there are options which seem useful for editing the navmesh: 'zoom to mouse position' and 'rotate around selection'. It's still clunky to move around. 3dsmax and Maya, although not free, are much easier to work with and cheaper now to get an old version of the tools. The biggest issue that I ran into with Blender is that the importer does not preserve the material groups for land, shallow and deep water. This limits navmeshing with Blender to land only maps. Also, eventually navmeshing will lead to the need to create AImeshes and importing/exporting BF2 structures. Currently, the only import/export scripts that have been created are for BF2 are for 3dsmax and Maya. Until someone can create import/export BF2 scripts for Blender, what you can do with Blender is really limited.
  19. Is anyone editing AI navmeshes with blender? I am giving it a try and having some issues. Blender imports and exports natively. I was able to import the infantry.obj file into blender, make a small edit and then export it. I ran fixnavmesh script on it, and loaded up the BF2 editor to do the loadGTSdata and then savequadtrees. but after that, I am still not able to toggle AI and view the infantry navmesh with the editor and all the infantry spawners still show red as no nav mesh. I can see the qtr files created in the Aipathfinding folder for the level. Normally, the navmesh shows up as soon as the files are created in the Aipathfinding file and I toggle on the option to display the infantry mesh in the editor. Now, when I imported the navmesh into blender, the mesh was not in view and I had to pan/scroll way back in order to find it. I moved it back to the center to the screen to do the edit. I am wondering the mesh could be causing the problems, because it needs to be offset on the x/y/z axis? I have played around with importing navmeshes into maya and don't remember having this issue. Could it be that I need to find out how to adjust my view windows to match the offset of the navmesh?
  20. Dnamro

    Python To Force Ai Commander Support?

    Already looked into this. Python works on events and there are no known events to manage the AI commander.
  21. Dnamro

    Navmesh Needed On Objects?

    What objects are not navmeshing? Project Reality has created AImeshes for a lot of BF2 objects. Collison meshes don't get figured into navmeshing. For objects that don't have a working Aimesh/col3, the navmesh generator creates a bounding box around the entire object, which is what you see in the preopt. Some objects are too complicated to make working AImeshes and it's easier to use a collison mesh of the object to strip down to a navmesh that shows the path the bots will take in the object and weld that onto the main mesh. You may need to place some unique objects to use a reference points when you generate the navmesh so you will know where to weld the collsion mesh. Ask at www.battlefieldsingleplayer.com forums if you need a specific collsion mesh converted into a format that you can use with lightwave.
  22. Dnamro

    Basic Navmesh Editing In 3ds Max 9

    Thanks! I am finally able to edit navmeshes now!!!
  23. Dnamro

    Basic Navmesh Editing In 3ds Max 9

    Wow! the snap to setting setup was exactly my problem. Thanks for the tip! Can you recommend any tutorials on the face draw method? I would like to learn that as well.
  24. Dnamro

    Basic Navmesh Editing In 3ds Max 9

    Great Tut! thanks so much for creating this. Is there any easier way to fill a missing path in the navmesh, other than extruding an edge and then trying to Select and move into position and connect it to the other side. That is a pain in the @ss!. In blender, you can select 2 vertices, and use the connect key to created an edge between them. Then you can select 3 vertices and create a face with the 'F' key. Does 3ds max 9 have that capability? Maybe I am trying to conect or weld the extruded edge to the edge on the other side incorrectly? Any tips?
  25. I read on the BF2 editor forums that somone else ran into the same problem with the importer stripping out the material groups. Everything is converted to ground texture. Unless someone figures out how to fix the importer, blender is limited in it's ability to fix navmeshes. Blender is also hard to move around the mesh because the mesh coordinates are off center from blender's center. I was able to get a 32 bit version of 3dsmax to work in 64 bit windows 7, so I am dropping my attempts with blender for now.
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