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Dnamro

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Everything posted by Dnamro

  1. 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
  2. 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
  3. 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
  4. 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.
  5. 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.
  6. 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
  7. 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
  8. Does any one have a copy of this tutorial with the images?
  9. Dnamro

    Build And Navmesh A Long Wooden Bridge

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

    [info] Stair Gradients & Info

    I mirrored this tutorial here with the missing images: https://classic-battlefield-modding.wikia.com/wiki/Stair_Gradients
  11. 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.
  12. 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...
  13. 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.
  14. Dnamro

    Billboard Hacker Wanted

    Does this help? http://classic-battlefield-modding.wikia.com/wiki/Change_Billboards_for_BF2142
  15. 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
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. 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?
  23. 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.
  24. 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?
  25. 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.
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