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Kev4000

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Everything posted by Kev4000

  1. Requires 3ds max 6, 7, 8 or 9 (not 2007, not 2008 or 2009, though small chance the importer could work). And naturally the plugins, found in this same forum. http://www.bfeditor.org/forums/index.php?showtopic=10199 Extract weapon's folder to anywhere on your drive. 3ds max filemenu - bf2 - utilities - mesh importer - find weapon's .con. The importer is not perfect. Each polygon will have unique vertices, and smoothing groups will not be imported. I'm a bit unsure on BFp4f support for the mesh importer, though it should work, so let us know. Animations on the other hand are more difficult, there's no easy way to import, modify, and export, without needing to redo all the animations.
  2. Thin triangles (can cause bad calculations), though generally not a worry.
  3. I figured it! There's a hardcode in sceneparser.exe looking for "_kits" To use more then one texture per geom, or use a mix of tangent and object space, the export name must not contain "_kits". Use meshview to rename the mesh after export to avoid the bug. Edit: Additionally, there's a limit to 4 meshes per geom when not exporting with _kits in name. May merge the meshes, but can make for a complex scene.
  4. Here's more. Any information or theories as to why it exports with 1, or 4 rigs, would be appreciated!
  5. Since I was searching around, and after reading this topic and thinking "AH SHUCKS", and after spending lots of time rendering a bunch of textures to the same sheet, I managed to fix the limitation. Check in BF meshview. Kitmeshes are typically reported as having 1 rig and soldiers have 3 rigs, or however many there are meshes. I imported the kitmeshes to a soldier scene, and they managed to export. Meshview reported 4 rigs on geom0 and 3 rigs on geom1. Even with a mix between object space, and tangent, and several textures, all seemingly works fine. Once I know why this is happening, can post more.
  6. The coop bot ratio maybe what you're looking for. Afaik its rather straight forward. Autobalance doesn't do anything with bots, else it wouldn't be any problem. Afaik (I maybe wrong) the coop bot ratio is based on the ingame setting of how many bots exist, and not the one in mods/modname/ai.ai. Thus if the ingame number of bots differs from how many are set ingame, the teams may not be even.
  7. Natty's gone inactive due to RL overload, so we're on the lookout! Can't release Russia with a T34 using cloned Sherman engine sounds, so we need artists! Everything is needed, no preference, weapons, engines, cannons, airplanes, the small details. More specifically, we're looking for static modelers and environmental artists to help us bring the big battles of the Eastern Front to the Refractor engine. We've got a lot of stuff upcoming. Training and feedback cycles are provided to people whom show potential!
  8. Just recently attached a spring to a rotationalbundle which seems to do the trick. The rotbundle is set to input on key, detaching the drive wheels. However getting this to function is a real hand break may be more difficult.
  9. where, cobrachoppergirl? pics or it didn't happen

  10. for example, "ObjectTemplate.creator PHILSCH-Z4KV58U:Phil" Means it was saved in editor by a computer named PHILSCH-Z4KV58U logged into user account "Phil". It has no effect whatsoever ingame. It is a Dice/BFeditor thing so its easily visible who has been working on what. In other words, nothing to worry about.
  11. objecttemplate.activeSafe Engine WillysMB_US_aaMotor objecttempllate.<tab><tab> Brings up list over engine properties which you can change. You can also create a file in mods/modname/tweak.con, copy the block of engine code in here, and type: Console.run tweak.con Executes code in the tweak.con. Can be used to, for example, update the engine values while ingame. vars.set old-turn-mod 3.5 turn radius for tanks vars.set camera-shake-distance 40 Causes tanks to shake the ground upto 40m away. Unfortunately this only works in debugger. shadowManager.shadowMapSize 2048 higher quality shadows. And there's so much more. Have fun!
  12. I put together a package with all the required files in BF2 general discussion. And a nice video showing some of its functionality. But don't forget +ignoreAsserts 1 ! Removes all those error messages. The interesting concept of using debugger for online play however, is clients also have unrestricted console access. Together with python, it could potentially be used to modify code on both clients and servers.
  13. Few tricks, <tab> autocompletes, so if you type ren<tab> renderer.dr<tab> renderer.draw<tab><tab> brings up list over all commands starting with "renderer.draw*". Hit <tab> a few more times and it'll bring up a list over the input arguments. Also, typing "objecttemplate.active" and hitting enter, will return which object is active. You can reload blocks of code by typing "Console.run folder/filename.tweak". Typically it starts in /mods/modname/. It may not work properly if you objecttemplate.create existing templates in mentioned file, but you may objecttemplate.activeSafe and tweak existing templates. Useful for testing physics on the run. Up arrow will bring you to your last typed command, and pgup/pgdown to scroll through history.
  14. Oh, lol, I forgot to mention that part. Run in Win XP compatibillity! +ignoreAsserts 1 works eitherway. The only thing changed in the .exe itself is the path to /My Documents/Battlefield 2/ to /My Documents/DebuggerBF 2/ in order to separate it from 1.5's incompatible controls.
  15. soo...anyone wanna setup a dedicated server?
  16. Additional info found in readme file. http://www.battlefieldsingleplayer.com/files/bf2/tools/BF2_debugger.rar video showing it in SP with advanced features EDIT: Forgot to add. Run in Windows XP compatibility mode! Thanks to Apache Thunder for discovering the method to separate settings folders!
  17. I've been using the debugger quite a bit as of lately. Using a "hacked" bf2_r.exe to set the /my documents/battlefield 2/ to /my documents/debuggerBF 2/ to avoid conflicting controls files. Btw, you could've avoided the minutes of clicking by setting +ignoreAsserts 1 But comes in handy when you want to log error messages. Btw did I mention the debugger works online and can be run in dedicated server mode? Should totally get a 64p debugger server up and running someday.
  18. oh ya, late reply, but shadowManager.shadowMapDepthDistance It has some side effects.
  19. care to post some more info on it? I'm especially interested in what variables read from the sky.con.
  20. don't forget to update the link in the first post.
  21. How about cleaning up the stickies a bit in this forum? Had to scroll to second page to find the newest post.
  22. Actually, don't need client.zip at all. Can keep client stuff extracted into the respective folders. However, it is useful for content checking online.
  23. The above technique still produces quite a few bugs. I've since found a much better way to do them. Here is the new 3panimationsystem.inc I'm using: rem *** Animations *** animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_crouchForward.baf animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_proneBackward.baf animationManager.length 1.16667 animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_proneDeploy.baf animationManager.looping 0 animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_proneFire.baf animationManager.looping 0 animationManager.ignoreMotherOrientation 12 animationManager.length 0.291667 animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_proneForward.baf animationManager.length 1.16667 animationSystem.createAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_proneReload.baf animationManager.looping 0 animationManager.ignoreMotherOrientation 12 animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_proneStill.baf animationSystem.createAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_proneStrafeLeft.baf animationSystem.createAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_proneStrafeRight.baf animationSystem.createAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_reload.baf animationManager.looping 0 animationManager.ignoreMotherOrientation 12 animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_runBackward.baf animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_runBackwardToProne.baf animationManager.length 2.2 animationManager.looping 0 animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_runForward.baf animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_runForwardToProne.baf animationManager.length 2.2 animationManager.looping 0 animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_sprint.baf animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_stand.baf animationManager.ignoreMotherOrientation 12 animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_standDeploy.baf animationManager.looping 0 animationManager.ignoreMotherOrientation 12 animationSystem.createAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_standFire.baf animationManager.looping 0 animationManager.ignoreMotherOrientation 12 animationManager.length 0.416667 animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_standToProne.baf animationManager.looping 0 animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_strafeLeft.baf animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_strafeRight.baf animationSystem.createAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_zoom.baf animationManager.ignoreMotherOrientation 12 animationSystem.createAnimation Objects/Weapons/Handheld/MP40/animations/3p/3p_MP40_zoomfire.baf animationManager.looping 0 animationManager.ignoreMotherOrientation 12 rem *** Bundles *** animationSystem.createBundle backwardToProne animationBundle.isLooping 0 animationBundle.fadeInTime 0.1 animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_runBackwardToProne.baf animationSystem.createBundle crouch_move animationBundle.fadeOutTime 0.2 animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_crouchForward.baf animationSystem.createBundle forwardToProne animationBundle.isLooping 0 animationBundle.fadeInTime 0.1 animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_runForwardToProne.baf animationSystem.createBundle hit animationBundle.isLooping 0 animationBundle.fadeInTime 0.1 animationSystem.createBundle prone_fire animationBundle.isLooping 0 animationBundle.abruptPlayback 1 animationBundle.fadeInTime 0.01 animationBundle.fadeOutTime 0.2 animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_proneFire.baf animationSystem.createBundle prone_move animationBundle.fadeOutTime 0.2 animationBundle.addAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_proneStrafeLeft.baf animationBundle.addAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_proneStrafeRight.baf animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_proneBackward.baf animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_proneForward.baf animationSystem.createBundle prone_reload animationBundle.isLooping 0 animationBundle.fadeOutTime 0.2 animationBundle.addAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_proneReload.baf animationSystem.createBundle prone_still animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_proneStill.baf animationSystem.createBundle prone_turnLeft animationBundle.playBackward 1 animationBundle.fadeInTime 0.1 animationBundle.addAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_proneStrafeLeft.baf animationSystem.createBundle prone_turnRight animationBundle.fadeInTime 0.1 animationBundle.addAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_proneStrafeRight.baf animationSystem.createBundle proneDeploy animationBundle.isLooping 0 animationBundle.fadeInTime 0.1 animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_proneDeploy.baf animationSystem.createBundle proneToStill animationBundle.isLooping 0 animationBundle.playBackward 1 animationBundle.fadeInTime 0.1 animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_standToProne.baf animationSystem.createBundle stand_fire animationBundle.isLooping 0 animationBundle.abruptPlayback 1 animationBundle.fadeInTime 0.05 animationBundle.fadeOutTime 0.5 animationBundle.addAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_standFire.baf animationSystem.createBundle stand_fire_default animationBundle.isLooping 0 animationBundle.abruptPlayback 1 animationBundle.fadeInTime 0 animationBundle.fadeOutTime 0.2 animationBundle.addAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_standFire.baf animationSystem.createBundle stand_fire_zoom animationBundle.isLooping 0 animationBundle.abruptPlayback 1 animationBundle.fadeInTime 0 animationBundle.fadeOutTime 0.2 animationBundle.addAnimation Objects/Weapons/Handheld/MP40/animations/3p/3p_MP40_zoomfire.baf animationSystem.createBundle stand_reload animationBundle.isLooping 0 animationBundle.fadeOutTime 0.2 animationBundle.addAnimation Objects/Weapons/Handheld/MP40/Animations/3p/3p_MP40_reload.baf animationSystem.createBundle stand_run animationBundle.fadeInTime 0.1 animationBundle.fadeOutTime 0.2 animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_strafeLeft.baf animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_strafeRight.baf animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_runBackward.baf animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_runForward.baf animationSystem.createBundle stand_sprint animationBundle.fadeOutTime 0.2 animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_sprint.baf animationSystem.createBundle stand_still animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_stand.baf animationSystem.createBundle stand_zoom animationBundle.fadeInTime 0.3 animationBundle.fadeOutTime 0.3 animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_zoom.baf animationSystem.createBundle standDeploy animationBundle.isLooping 0 animationBundle.fadeInTime 0.1 animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_standDeploy.baf animationSystem.createBundle stillToProne animationBundle.isLooping 0 animationBundle.addAnimation Objects/Weapons/HandHeld/MP40/Animations/3p/3p_MP40_standToProne.baf rem *** Triggers *** animationSystem.createTrigger MovementTrigger stand_still animationTrigger.addBundle stand_still animationTrigger.valueHolder 3p_still animationSystem.createTrigger MovementTrigger stand_run animationTrigger.addBundle stand_run animationTrigger.valueHolder 3p_stand_run animationSystem.createTrigger MessageTrigger stand_zoom animationTrigger.addBundle stand_zoom animationTrigger.message 4 animationSystem.createTrigger ForwardTrigger stand_sprint animationTrigger.addBundle stand_sprint animationTrigger.valueHolder 3p_sprint animationSystem.createTrigger MessageTrigger stand_reload animationTrigger.addBundle stand_reload animationTrigger.message 2 animationSystem.createTrigger MessageTrigger stand_fire_zoom animationTrigger.addBundle stand_fire_zoom animationTrigger.message 1 animationSystem.createTrigger MessageTrigger stand_fire_default animationTrigger.addBundle stand_fire_default animationTrigger.message 1 animationSystem.createTrigger SwitchMessageTrigger stand_fire animationTrigger.addChild stand_fire_zoom animationTrigger.addChild stand_fire_default animationTrigger.message 4 animationSystem.createTrigger Trigger stand animationTrigger.fadeInTime 0.3 animationTrigger.addChild stand_still animationTrigger.addChild stand_run animationTrigger.addChild stand_zoom animationTrigger.addChild stand_sprint animationTrigger.addChild stand_reload animationTrigger.addChild stand_fire animationSystem.createTrigger MovementTrigger crouch_still animationTrigger.addBundle stand_still animationTrigger.valueHolder 3p_still animationSystem.createTrigger MovementTrigger crouch_move animationTrigger.addBundle crouch_move animationTrigger.valueHolder 3p_crouch_move animationSystem.createTrigger MessageTrigger crouch_zoom animationTrigger.addBundle stand_zoom animationTrigger.message 4 animationSystem.createTrigger SwitchMessageTrigger crouch_fire animationTrigger.addChild stand_fire_zoom animationTrigger.addChild stand_fire_default animationTrigger.message 4 animationSystem.createTrigger MessageTrigger crouch_reload animationTrigger.addBundle stand_reload animationTrigger.message 2 animationSystem.createTrigger Trigger crouch animationTrigger.fadeInTime 0.3 animationTrigger.addChild crouch_still animationTrigger.addChild crouch_move animationTrigger.addChild crouch_zoom animationTrigger.addChild crouch_fire animationTrigger.addChild crouch_reload animationSystem.createTrigger TurnTrigger prone_turnLeft animationTrigger.addBundle prone_turnLeft animationTrigger.valueHolder 3p_prone_turnLeft animationSystem.createTrigger TurnTrigger prone_turnRight animationTrigger.addBundle prone_turnRight animationTrigger.valueHolder 3p_prone_turnRight animationSystem.createTrigger TurnTrigger prone_turn animationTrigger.addChild prone_turnLeft animationTrigger.addChild prone_turnRight animationSystem.createTrigger MovementTrigger prone_still animationTrigger.addChild prone_turn animationTrigger.addBundle prone_still animationTrigger.valueHolder 3p_still animationSystem.createTrigger MovementTrigger prone_move animationTrigger.addBundle prone_move animationTrigger.valueHolder 3p_prone_move animationSystem.createTrigger MessageTrigger prone_fire animationTrigger.addBundle prone_fire animationTrigger.message 1 animationSystem.createTrigger MessageTrigger prone_reload animationTrigger.addBundle prone_reload animationTrigger.message 2 animationSystem.createTrigger Trigger prone animationTrigger.fadeInTime 0.3 animationTrigger.addChild prone_still animationTrigger.addChild prone_move animationTrigger.addChild prone_fire animationTrigger.addChild prone_reload animationSystem.createTrigger PoseTrigger root animationTrigger.addChild stand animationTrigger.addChild crouch animationTrigger.addChild prone animationSystem.createTrigger Trigger fromProne animationTrigger.addBundle proneToStill animationSystem.createTrigger Trigger stillToProne animationTrigger.addBundle stillToProne animationSystem.createTrigger Trigger forwardToProne animationTrigger.addBundle forwardToProne animationSystem.createTrigger Trigger backwardToProne animationTrigger.addBundle backwardToProne animationSystem.createTrigger Trigger leftToProne animationTrigger.addBundle forwardToProne animationSystem.createTrigger Trigger rightToProne animationTrigger.addBundle forwardToProne animationSystem.createTrigger Trigger specialMoves animationTrigger.addChild fromProne animationTrigger.addChild stillToProne animationTrigger.addChild forwardToProne animationTrigger.addChild backwardToProne animationTrigger.addChild leftToProne animationTrigger.addChild rightToProne animationSystem.createTrigger Trigger hit animationTrigger.addBundle hit animationSystem.createTrigger Trigger standDeploy animationTrigger.addBundle standDeploy animationSystem.createTrigger Trigger crouchDeploy animationTrigger.addBundle standDeploy animationSystem.createTrigger Trigger proneDeploy animationTrigger.addBundle proneDeploy animationSystem.createTrigger PoseTrigger startup animationTrigger.addChild standDeploy animationTrigger.addChild crouchDeploy animationTrigger.addChild proneDeploy animationSystem.createTrigger Trigger completeTree animationTrigger.addChild root animationTrigger.addChild specialMoves animationTrigger.addChild hit animationTrigger.addChild startup Using this, only the following 12 animations need to be exported, in contrast to previously 30+. crouchforward reload runbackward runforward sprint stand standdeploy standfire strafeleft straferight zoom zoomfire For all of the above animations, the following bones need to be in the selection set ANIMATED: root (not root_animation*) left_collar to left_thumb3 right_collar to right_thumb3 spine3 to head mesh1 to mesh8 If your export is generating errors, toggle the "remove root bone" option in the exporter. So far I've just left out the prone anims, keeping them as vBF2 animations, doing these as well as the to prone animations is quite a bit more work, but rather unnecessary for regular weapons. Hard part is the strafeleft and straferight, look at vBF2 anims for reference. Also, all running/strafing anims must match the lower body anims, so I'd recommend importing the vBF2 ones, deleting un-needed keyframes, setting up IK, and re-exporting.
  24. Make sure the mesh1 through mesh16 (or however many meshes your weapon has). I would however recommend using Junk's IK setup and redoing the animations completely (very easy task after you get used to it). Setting up an animation scene using vanilla animations is much harder then using an existing one, even if it requires redoing the lot.
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