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Rexman

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Everything posted by Rexman

  1. You're welcome! Gmax users can get this fix by replacing their \Scripts\bf2\bin\ folder contents with \Scripts\bf2\bin\ from the new 3dsmax tools .zip archive.
  2. Rexman

    Hey Rexman

    Glad to see you were able to figure out a workaround
  3. Download (1.7 MB): http://rex3d.net/bf2/files/3dsmax/bf2_3dsmax_10Jun2006.zip For use with 3dsmax5.1 and higher (tested up to 3dsmax8) Installation Instructions: - Unzip to the contents of the .zip file to your 3dsmax directory, overwrite existing files - If installing for 3dsmax5 then copy the plugins from the zip folder marked "max5" instead normal plugins Un-install: - Use 3dsmax's GUI configuration to remove the "BF2" menu from the 3dsmax interface - Manual file removal required, check the .zip for which files were included in the install, none replace existing 3dsmax files so they are safe to remove Bugs fixed with the June 10th, 2006 release: - Performance bug fix for all geometry exporting, you will want to re-export all geometry with the new tools Geometry includes: Collision, Staticmesh, SkeletalMesh This bug caused faces to be duplicated when there was more than one material assigned. Roughly the bug was this: for each material { // Lots of code here doing important stuff for each material { Add this material's geometry to mesh } } The fixed code now is this: for each material { // Lots of code here doing important stuff } for each material { Add this material's geometry to mesh }
  4. I haven't seen any issues of a body bouncing on the ground when I include the root in 3p animations export. I don't have any resources to try to figure out why/what in the toolchain causes it to inaccurately chose the frame number based on the first joint in a hiearchy. If really necessary a tool could be written that strips out the root bone in a .baf file. Here is one of the scene files I used to test: - Max8 format - RURIF_AK47 weapon - I included the "root" named node in the animation set. http://rex3d.net/bf2/files/3dsmax/rawData/..._runforward.zip Edit: I wrote a function that removes the root bone of a .baf file using my .baf c++ library: http://rex3d.net/bf2/files/tools/animation...oveBoneByID.zip int removeBoneByID(const char * bafName, u32 boneID) { bf2Tools::BAF_File myBafFile; if (0 == myBafFile.LoadBafFile(bafName)) { u32 fileWasModified = 0; // Find first bone with matching boneID and remove that bone // std::vector<BafBoneHolder> & bnList = myBafFile.m_bnData; std::vector<BafBoneHolder>::iterator bnIter; for(bnIter = bnList.begin(); bnIter != bnList.end(); ++bnIter) { if (bnIter->m_boneID == boneID) { bnList.erase(bnIter); fileWasModified = 1; break; } } if (fileWasModified) { int retVal = myBafFile.SaveBafFile( bafName ); return retVal; } return 0; } return -1; }
  5. I'm looking into your report on animations being exported containing only the first frame. 3dsmax seems to only allow animations of 2 or more frames, which causes it to give you that error on importing a .baf to 3dsmax.
  6. 1. Edit existing .baf file: You can use the bafImport script to apply animation in a .baf to a hierarcy in a .max scene (usually your skinned player mesh for the mod or an example one here: http://rex3d.net/bf2/files/3dsmax/rawData/...jects/soldiers/ ). 2. Hierarcy: It's just the skeleton, root node is called root_animation 3. What is eported: The entire hierarcy under the root node is always exported for any type of export (animation and models). Bones in the named selection set "ANIMATED" will be part of the .baf file with a root_animation.
  7. I can't help in every situation, especially where there are several pages of text describing an issue. To find out which weapons are used in a type of animation import one of BF2's. - Have a scene file with a skeleton in it as well as a character - Run the maxscript: 3dsMaxScriptsbf2animationdebugBaf.ms - Select a .baf animation to import. - You will have a printout of the bones animated in the maxscript listener window. Note on skeletons other than 3p_setup.ske: By default it is set to use 3p_setup skeleton, you will have to change that at the bottom of the .ms file if you use a different skeleton for a particular animation. Part where it says: skeName:"3p_setup"
  8. The material manager is about the damage system tweaking values. This does not read mesh files. The tool you used can be found in the 3dsmax tools .zip file under: Scriptsbf2binreleasebf2Materials.exe
  9. Rexman

    help with exporter

    Verify you have the plugin from the .zip file extracted: 3dsmax8pluginsgame_battlefield2.dlx
  10. There are newer 3dsmax tools than the Aug 2005 version. The latest build of the 3dsmax tools is posted/updated in this topic here: http://bfeditor.org/forums/index.php?showtopic=89
  11. It'd be nice to be able to use any multiplier range, could really cut down on performance/memory usage for the types of maps that do not require high resolution terrain.
  12. This issue you are running into was fixed since the Sept 29th updated 3dsmax toolset release. You aren't doing anything wrong, the tools were indeed at fault. You can get the latest 3dsmax tools here: http://bfeditor.org/forums/index.php?showtopic=89
  13. You're welcome! I updated the tool now to make it more user friendly. Here is a screenshot of the new tool version: The file is located here: http://rex3d.net/bf2/files/tools/material_manager/ Filename: BF2_MatManTool-GUI-v02.zip You can also now specify a new material name as the destination, the tool will ask if you want it to create the new material for you.
  14. i used rexes packing tool: http://bfeditor.org/forums/index.php?showtopic=2371 I fixed Rhino's issue I think. It was because the files generated by the editor when you create a mod reverse the order that .zip files should be mounted. Just make sure you mount your mod's archives before you mount bf2's otherwise your files will be ignored. You'll also want to clean out your init.con file, move the run .. camera command to gameLogicInit.con or your game will crash upon loading a 2nd level. Good custom minimap icons are done by artists using photoshop. If you can texture your vehicle, you can make a tiny simple icon
  15. Use the editor, it has names for all these commands. Also take a look at this file for descriptions of commands: battlefield 2bf2editorHelpCommandDescriptions.xls
  16. This command line tool will copy all settings and 'cells' from one material to another material. This saves a lot of time when you are adding new materials to the material manager or if you want to reset the settings of a material to a default baseline. Download the tool here: http://rex3d.net/bf2/files/tools/material_manager/ Source code c++ is available upon request if someone wishes to extend this tool for their own specific purposes. Use the GUI tool if you are new to this, otherwise the older command line tool's instructions are below: Example of the use of this commmand line tool (Bf2MatUtil-v01.zip): Added a new vehicle that you want change the decal effects and sounds used on the surface vs the material you currently have applied. This tool will let you copy settings from an existing material to the new one. Without this tool you would need to copy and paste hundreds of settings individually costing time and adding human error in increasing the chances of copying the wrong setting accidently. 1) You would first create the new material with the bf2 editor then shut down the bf2 editor (save your changes) 2) Backup your common/Material/MaterialManager*.con files 3) Extract this tool's .exe and .bat file to common/Material/ 4) Edit the .bat file with notepad and specify the name of the source material first, then the name of your new material example: Bf2MatUtil.exe Armor_heavy Armor_Plasma_Shield 5) Save the .bat file then run the .bat file 6) Your MaterialManager*.con files are now updated 7) Start the editor back up and assign the new materials to your objects: TweakerBar -> Default -> MapMaterials -> Click the '...' next to 'MapMaterials' and select your new 'Armor_Plasma_Shield' from the drop down list that corresponds to the material name you gave in 3dsmax/maya
  17. Im using a german av called antivir.. And yeah, i doubt that too. I'm pretty sure it was a false positive. I re-compiled the file in question and uploaded a v3.1 .zip to this location anyways: http://rex3d.net/bf2/files/tools/packing/
  18. MSVCP71.dll is a visual C++ 7.1 .dll, I compiled to use standard windows libraries, not sure where you would get that file. I don't use .net in high performance utilities. Glad you got it working and it works well I've been using this tool a lot for the CE: Legends mod.
  19. I have not experienced problems adding custom gamemodes to mod that don't exist in bf2. All methods of hosting work for me except trying to load directly with a commandline non-dedicated like this (gives the crash): start bf2.exe +modPath mods/CE_LEGENDS +loadLevel ce_nml +gameMode gpm_ctf +menu 1
  20. If the new script doesn't fix it send me a scene file of yours and I'll try to find out what is going wrong. I fixed the normal hierarcy export problems introduced with the 20Dec2005 scripts: http://rex3d.net/bf2/files/3dsmax/bf2_3dsm...x_22Dec2005.zip
  21. Don't use these scripts for regular object export. They fix animation export, but at the same time, they will mess up your object export (sorting function issues). - edit - updated link above to updated, updated scripts safe to use - edit -
  22. Here are the fixed scripts. http://rex3d.net/bf2/files/3dsmax/bf2_3dsm...x_22Dec2005.zip They have worked on the stuff I have used it for including 3p seat animations and 1p weapon animations. A common mistake people make is parenting the mesh parts to bones in the hiearachy. Your weapon mesh objects must be parented to the root_animation node. You may not parent a mesh node to another mesh node, they all must have root_animation node as their parent. Keep any extra control objects outside the hierarchy, only bones and the weapon mesh objects should be under the root_animation node. I would just name your mesh1, mesh2 to advoid any confusion. Also, it must be a mesh (not a bone object). I tend to use boxes as the actual mesh1,mesh2, etc.. then I link the actual weapon geometry to that mesh ( you can snap the mesh to it by selecting the actual weapon geometry and typing $.transform = $mesh1.transform)
  23. It has come to my attention that exporting of animation with the 3dsmax is broken in some instances (anything non 1p mosty). The problem is being worked on. If you export an animation and have bones go off at wierd angles, then you can be pretty sure you are seeing this problem.
  24. These are all the technique names used on skinned meshes: Alpha_Test Oil_pump_Texture_Tangent tangent ghillie_tangent_alpha_testAlpha_Test Pilot_tangent dropkit_tangent Mec_tangent ghillielod_ghillie_tangent_alpha_testAlpha_Test uskits_tangent tangent_alpha_test1Alpha_Test US_pilot_tangent dropkit_dropkit_tangent ske1:lod2_us_head_humanskin
  25. It might just be a mistake, I don't know why you would want to do that. If you do, then you would want to keep the staticmesh material down to 1 texture since bundledmesh only uses 1 uv set (unless it is using animated UVs like tank treads where it will use 2 uv sets).
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