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simon.blom

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About simon.blom

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  1. simon.blom

    Can't Import Object To Bf2 Editor...

    I know that I need to parent the 3 collision meshes under "nonvis_", but I've followed your tutorial and your heirachy tutorial but I still don't understand how to parent an object under another. I think that I might need a detailed explanation on that part... Thanks for helping! btw. stickman, thanks for the tutorial /// simon.blom
  2. simon.blom

    Can't Import Object To Bf2 Editor...

    UPDATE - DON'T FORGET TO READ MY PREVIUS REPLY! I tried to put the box on a map and it works!!! Here are some things I noticed: 1. It's bad "grafic/quality" on my box, why? 2. It looks like my box have no collision meshes becouse I can shoot and walk through it. I think it's becouse I didnt't set up my "hiearchy" correct? 3. In the editor the object still don't have any "hasCollisionPhysics" and I still can't change "mapMaterials". Help? Don't forget to look at my previus reply - this is just an update! Thanks for helping!
  3. simon.blom

    Can't Import Object To Bf2 Editor...

    I just thought that dice used maya when they created bf2... ------------------------------------------------ Max: I've followed your tutorial about the static object, and I will try again, but first I need help with 2 things that I didn't understand the first time: 1. I didn't understand how to "parent" my collision meshes under the lod0. Can you please explain that to me? Here's a picture of my current hierachy for myBox: 2. I also had some problems with the texturing. I managed to "add material to selection", but the thing about "adding material to each face" was also hard and I think that I didn't do it correctly. Thanks for helping!
  4. simon.blom

    Can't Import Object To Bf2 Editor...

    hi stickman I tried to import the maya file. It shows up the editor and the editor imports it, but in some crazy was the maya file just disappears and I can't find it anywhere in the editor... Here's the code from the import: ******* Import Started ******* execute: maya/mparser60.exe "C:/Program/Battlefield 2/bf2editor/rawdata/objects/staticobjects/temple_steps/temple_steps.mb" Copy failed. Could not find generated file: bf2editor\rawdata\objects\staticobjects\temple_steps\meshes\temple_steps.collisionmesh Copy failed. Could not find generated file: bf2editor\rawdata\objects\staticobjects\temple_steps\meshes\temple_steps.samples Copy failed. Could not find generated file: bf2editor\rawdata\objects\staticobjects\temple_steps\meshes\temple_steps.staticmesh Copy failed. Could not find generated file: bf2editor\rawdata\objects\staticobjects\temple_steps\temple_steps.con Copy: [bf2editor\rawdata\objects\staticobjects\temple_steps\textures\temple_steps_c.dds] -> [mods\bf3\objects\staticobjects\temple_steps\textures\temple_steps_c.dds] done. Copy: [bf2editor\rawdata\objects\staticobjects\temple_steps\textures\temple_steps_de.dds] -> [mods\bf3\objects\staticobjects\temple_steps\textures\temple_steps_de.dds] done. Copy: [bf2editor\rawdata\objects\staticobjects\temple_steps\textures\temple_steps_deb.dds] -> [mods\bf3\objects\staticobjects\temple_steps\textures\temple_steps_deb.dds] done. ******* Import Error ******* ******* C:\Program\Battlefield 2\bf2editor/rawdata\objects\staticobjects\temple_steps\temple_steps.log ******* A collision mesh has no vertices, aborting ! This geometry has no materials Copy failed. Could not find generated file: bf2editor\rawdata\objects\staticobjects\temple_steps\meshes\temple_steps.collisionmesh Copy failed. Could not find generated file: bf2editor\rawdata\objects\staticobjects\temple_steps\meshes\temple_steps.samples Copy failed. Could not find generated file: bf2editor\rawdata\objects\staticobjects\temple_steps\meshes\temple_steps.staticmesh Copy failed. Could not find generated file: bf2editor\rawdata\objects\staticobjects\temple_steps\temple_steps.con ******* Import Completed ******* [Console] : Couldn't open console script "objects/staticobjects/temple_steps/temple_steps.con" Do I need the maya plugins for import to the editor becouse I don't think that I've them... ---------------------------------------------------------------------------------------------------------------------------------------------------- mschoeldgen[Xww2]: read my previous reply which was about max
  5. simon.blom

    Can't Import Object To Bf2 Editor...

    And I have stopped counting how many times you helped me My tweaker bar isn't grey, I can click on the the different options (defaults, physics, animation) but when I click on "defaults" there is just "..." in the MapMaterials field and I can't click on it to change it. I tried to put the box on a map and started bf2 but when the map loads bf2 crashes, probably becouse of the box? I found the "hasCollisionPhysics" field (physics > hasCollisionPhysics) and it wasn't checked, but I could check it, it wasn't "locked" as the MapMaterial. About the "materialID1", I didn't assign it. I followed everything in you tutorial but I had some problems with the "materialID1", I couldn't find it... But I thought that it shoudn't matter Can you explain the "materialID1" thing for me? In the meshes folder there is a samples and staticmesh file, no colisionmesh. Strange becouse I think that I did a collisionmesh in max... Heres the content of my "box01.con" file: GeometryTemplate.create StaticMesh box01 ObjectTemplate.create SimpleObject box01 ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.creator CNU9303RQQ:vxo9siblom ObjectTemplate.geometry box01 include box01.tweak Thanks for helping, mschoeldgen[Xww2]
  6. simon.blom

    Can't Import Object To Bf2 Editor...

    I've found the "Map Materials" but I can't change it. I click on the "..." but nothing happens ? btw. I added you as a friend Do you know how many times you have helped me out? Thanks a lot
  7. simon.blom

    Can't Import Object To Bf2 Editor...

    yay I soloved it! I placed the "box01" inside my "objects_clint.rar" and then started the editor. Then in the resource i clicked on the "+" and found the "box01". Thanks for the help mschoeldgen[Xww2] Does a staticobject needs any tweaking or can I place it on a map? Becouse of no texture there was a picture of a man with a hat and a text "I want you!" on my box. Is this becouse I didn't place the texture .dds in the folder or becouse I did something wrong in the texturing part in max? Can I create my own textures and use, like create wood texture in photoshop? In which format does the texture-file has to bi in then? Again, thanks a lot mschoeldgen[Xww2] for helping me out, you are a nice friend -------------------------------------------------------------------------------------------------------------- [TLB]stickman or Chael, have you any help for me about export/import, that would bee wonderfull THANKS EVERYBODY
  8. simon.blom

    Can't Import Object To Bf2 Editor...

    mschoeldgen[Xww2] Sorry, I mayby missed that about no import, I'm a newbie to all this about moddeling and tweaking... I tried to place my "box01" folder inside: /Battlefield 2/mods/mymod/objects/staticobjects/ But I can't find it in the resource window either. I checked under "mymod" and "bf2editor" but just the usually files where there Tips? Dogbox I will try it thanks
  9. simon.blom

    Can't Import Object To Bf2 Editor...

    mschoeldgen[Xww2] ok I tried with the tools for 3ds max 9 and now I can export Now I have a main folder called "box01" with 2 files init. 1 folder, "Meshes", and 1 .con file, "box01.con". Inside the "Meshes" folder I have 2 files; "box01.samples" and "box01.staticmesh". I tried to open up bf2 editor and click file > import. I can navigate to my "box01" folder but then the editor finds nothing init. What should I do? [TLB]stickman Do you have any tips for maya? Mayaby you can setup a very basic box for me that is ready for the editor, and then I can just try if I do something wrong or if it's my coputer thats insane Thanks for helping [TLB]stickman
  10. simon.blom

    Can't Import Object To Bf2 Editor...

    Ok, sorry. Just thought that it could be usefull I did'nt know how to do so the codebox got scrollbars, how did you do that? ------------------------------------------------------------------------------------------------------------------- I'm using 3D Studio Max 9. ------------------------------------------------------------------------------------------------------------------- I checked in my file and it also says "bf2editor/rawdata". btw. Thanks for coming over here and helping with maya ------------------------------------------------------------------------------------------------------------------- I think that I could learn the export/import for both maya and max, becouse this part looks like the hardest of the whole process. Then when I know the export/import part, I go further and choose between which program I should use. Mayby one program is better for one thing and the other is better for another thing. ------------------------------------------------------------------------------------------------------------------- Thanks for the tip ------------------------------------------------------------------------------------------------------------------- 1. I'm using the maya bunker from Lawrence Brown:s tutorials "BF2 Modding Tutorial Building the Bunker Maya". Think that you may find it on google 2. No, it was pretty long time ago since I updated it and think that I deleted it becouse I can't find it. Sorry for the bad news 3. I will take a look at the collision mesh you mentioned. btw. I was writing all this while you posted your reply, if you wonder why I didn't answer on you post - EDITED -------------------------------------------------------------------------------------------------------------------- Thanks very much for helping mschoeldgen[Xww2], [TLB]stickman, Dogbox and Chael. I really appreciate it I thought like this: mschoeldgen[Xww2], if you want , you take the Max part. [TLB]stickman, if you want , you take the Maya part. Chael and Dogbox you can also help if you want Thanks again, it's really nice that you take you time and helping me /// simon.blom
  11. simon.blom

    Can't Import Object To Bf2 Editor...

    Thanks a lot for all the tutorials mschoeldgen[Xww2] I tried with what you wrote dogbox, but I get an error when I press "export" in bf2 exporter: ---------------------------------------------------------- "MAXScript Rollout Handler Exception" "-- Unknown property: "runDosBatch" in undefined" ---------------------------------------------------------- When I click "ok" a MaxScript window comes up with some code... -- BF2 Scene -- ------------------------ -- INCLUDE FILES ------ ----------------------- g_bf2doInclude "general/strings.ms" g_bf2doInclude "general/misc.ms" g_bf2doInclude "general/nodes.ms" g_bf2doInclude "materials.ms" g_bf2doInclude "RMesh.ms" g_bf2doInclude "settings.ms" g_bf2doInclude "util/NamePrefixer.ms" g_bf2doInclude "util/positionFloater.ms" ----------------------- -- For weapon parts (relative to right hand or torus): -- 1p == "torus" // this is the root bone of the 1p skeleton -- 3p == "right_ullna" -- We have to re-order our bones to match this order -- .baf animation files identify bones by using an ID number, the order of which are listed in the file -- the bf2 skeleton was exported with bones out of numerical order -- we need to make sure that 10 comes after 9 and not ( 1,10,11,...,2,3,4,5) global g_BF2skeMeshOrdering = #(1,2,3,4,5,6,7,8,16,14,15,10,9,11,12,13) ---------------------- fn BF2testEqualsClose t c= ( if t < c + 0.0001 and t > c - 0.0001 then ( return true ) return false ) fn BF2checkScaleUniform pt3= ( if BF2testEqualsClose pt3.y pt3.x then ( if BF2testEqualsClose pt3.z pt3.x then ( return true ) ) return false ) fn BF2checkScales objs= ( local hadWarning = false for o in objs do ( if not BF2checkScaleUniform o.scale then ( format "WARNING! Scale must be uniform! %: %\n" o.name o.scale hadWarning = true ) ) return ( not hadWarning ) ) ---------------------- g_bf2doInclude "skinnedMesh.ms" ---------------------- fn BF2ChangeOutputPaths objs val= ( local rtNodes = #() local numChanged = 0 for i=1 to objs.count do ( local rootObj = getParentWithSubStr objs[i] "root_" if isValidNode rootObj then ( local foundID = -1 for j=1 to rtNodes.count do ( if rootObj == rtNodes[j] then ( foundID = j exit; ) ) if (foundID == -1) then ( append rtNodes rootObj setUserProp rootObj "bf2Path" val numChanged += 1 ) ) ) return numChanged ) global rolbf2ChngOutPaths rollout rolbf2ChngOutPaths "BF2 - Change Output Paths To" width:267 height:122 ( editText edt3 "" pos:[16,40] width:232 height:20 groupBox grp3 "Change Output Paths To: " pos:[8,8] width:248 height:104 button btnOK "OK" pos:[88,72] width:88 height:24 on btnOK pressed do ( if edt3.text.count > 0 then ( if selection.count > 0 then ( local numChanged = BF2ChangeOutputPaths selection edt3.text MessageBox ("SUCCESS! Number of objects changed: " + (numChanged as string)) title:"SUCCESS!" DestroyDialog rolbf2ChngOutPaths ) else MessageBox "Error! Please select objects!" ) else MessageBox "Error! Please enter text!" ) ) ---------------------- g_bf2doInclude "rSceneDump.ms" ---------------------- global rolWorkingStatus rollout rolWorkingStatus "Working...." width:224 height:80 ( button btn1 "Please Wait ..." pos:[32,24] width:152 height:40 enabled:false ) fn CreateRolWorkingStatus = ( createDialog rolWorkingStatus style:#(#style_sysmenu, #style_titlebar) ) fn Bf2Export dbg:true objs:undefined fname:undefined pauseOutput:true anmRange:undefined anmObjs:undefined prefix:undefined s:undefined= ( if dbg == true then format "Bf2Export()\n" if objs == undefined then objs = objects as array if fname == undefined then fname = getSaveFileName types:(rSceneDump.getFilenameExt()) if fname != undefined then ( local fnamePath = getFilenamePath fname makeDirPath fnamePath -- Get our scale value -- If the user has set to generic unit display then we just use 0.1 otherwise we calculate out what the scale should be if s == undefined then s = BF2_GetUnitMultiplier() -- Save out our .dat file local destDat = rSceneDump.save objs:objs fname:fname anmRange:anmRange anmObjs:anmObjs prefix:prefix dbg:dbg s:s local meshTYPE = undefined ( local rootObjNode = rSceneDump.getRootNode objs local objectTypeName = rSceneDump.getRootNodeType rootObjNode if classof objectTypeName == string then ( meshType = "." + objectTypeName ) ) -- Convert the exported .dat file with sceneParse.exe -- destDat =1 if classof destDat == string then ( local fnamePath = getFilenamePath destDat local fnameWithoutExt = fnamePath + (getFilenameFile destDat) local buildMode if dbg == true then ( buildMode = "debug/" ) else ( buildMode = "release/" ) local strExeA = g_bf2ToolsLoc + "bin/" + buildMode + "SceneParse.exe" local convertStr = "\"" + strExeA + "\" \"" + destDat + "\"" local convertStrB = undefined if classof meshTYPE == string then ( local strExeB = g_bf2ToolsLoc + "bin\\release\\bf2Materials.exe" local convertStrB = "\"" + strExeB + "\" -applyTechniques \"" + fnamePath + "Meshes/" + (getFilenameFile destDat) + meshTYPE + "\"" format "convertTechniques: %\n" convertStrB ) if pauseOutput != true then ( CreateRolWorkingStatus() bf2mdtops.runDosBatch convertStr destroyDialog rolWorkingStatus ) else ( runDosCommand convertStr doPause:pauseOutput ) -- Applies custom technique names to materials after exporting the mesh file if convertStrB != undefined then ( bf2mdtops.runDosBatch convertStrB ) -- Deletes Debug files/logs if dbg != true then ( local filesToDel = #() -- primary files append filesToDel destDat append filesToDel (fnameWithoutExt + ".material") -- Debug files append filesToDel (fnameWithoutExt + ".nfo") append filesToDel (fnamePath + "samples.tga") append filesToDel (fnamePath + "uvs.tga") append filesToDel "Log.txt" for f in filesToDel do ( deleteFile f ) ) else deleteFile "Log.txt" -- this one should always be removed, as it goes in the wrong spot! -- modify the .con file to prevent assert for .creator command -- "ObjectTemplate.creator REX-NFORCE2:Rex H" -> "ObjectTemplate.creator REX-NFORCE2:Rex_H" --format "postFix: %\n" (fnameWithoutExt + ".con") bf2_PostFixConFile_spacesInName (fnameWithoutExt + ".con") return true ) ) return false ) When I close down the MaxScript a popup says: ---------------- "Working..." "Please wait..." ---------------- But then it just freezes and nothing happens... I waited for 1h with no result... Help!
  12. simon.blom

    Can't Import Object To Bf2 Editor...

    Ok, sorry, but I didn't understand anything of that, and all the code in the link just made it worse I can't even find the "window" that I should write all this in Details?
  13. simon.blom

    Can't Import Object To Bf2 Editor...

    I've tried to export the 3ds max file in the bf2 pluggin, but then I get this error:
  14. simon.blom

    Can't Import Object To Bf2 Editor...

    I'm using Maya 6.0.1 I checked Lewrence Brown:s profile on this site and it says that he was last seen 2006 Do you know where I can find him? I have the bunker in 3D Studio Max Version (Max Scene File), but this doesn't even show up in the editor... Also, the bunker (both Maya and Max) is in a complete version. In the tutorials it says that I can import them to the editor. So in my thoughts there is no maya or max knowledge here, just bf2 editor knowledge Thanks a lot for helping!
  15. Hi everybody! First of all I'm using the already done "MyBunker" from the tutorials "Building the Bunker" from Lawrence Brown. When I try to import the bunker (maya scene file) to bf2 editor I get this message: I've found out that it helps to klick "ok" and then direct the program to my Maya instrallation path. But here's the problem: When I've directed the program to my Maya path, then it starts to import my object but when finnishes I get this message in the bf2 editor Output Debug window: ******* Import Started ******* execute: maya/mparser60.exe "C:/Program/Battlefield 2/bf2editor/rawdata/Objects/StaticObjects/_MyBase01/My_Bunker/My_Bunker.mb" ******* Import Started ******* execute: maya/mparser60.exe "C:/Program/Battlefield 2/bf2editor/rawdata/Objects/StaticObjects/_MyBase01/My_Bunker/My_Bunker.mb" ******* Import Error ******* ******* C:\Program\Battlefield 2\bf2editor/rawdata\Objects\StaticObjects\_MyBase01\My_Bunker\My_Bunker.log ******* A collision mesh has no vertices, aborting ! This geometry has no materials ******* Import Completed ******* [Console] : Couldn't open console script "objects/staticobjects/_mybase01/my_bunker/my_bunker.con" AND, it never shows up in the editor (or I cant find it?) PLEASE help me!!! Kindly regards - simon.blom btw. If I've forgot to tell you something or if you need more info, please reply
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