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TurboLs1

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About TurboLs1

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  1. I seem to have new problems with every new model I import...this weeks project is an F4U Corsair that spawns, half heartedly sits on the landing gear and then instantly flies 20 or 30 feet in the air while rolling over multiple times. By reducing the wheels (springs) strength to 10 and damping to 1, the plane will spawn, bounce a little, and then settle. Once someone gets inside though, as soon as the engine starts to accelerate the plane, it shoots up in the air, starts rolling widly, and eventually finds something to collide with. I have checked to ensure I have a mass and drag in the tweak file. The mass is 6653 (correct weight for a Corsair), so its not too light. The plane behaves this way, even with no engine added to the tweak file. The plane seems to settle upside down most of the time after a few flips (I gave it 10000 hitpoints for debugging). I have check my pivots and they all seem sane. Any ideas? Thanks again everyone!
  2. I dont have any unused materials and have removed isolated vertices but still having issues. Is there a limit to the number of mapmaterials one can use? I have 23 as my friend used a different material slot for each texture.
  3. Just noticed that all of my materials didnt make it into the .con file and I have a "undefined" material?
  4. Like the title says, when I spawn in, my aircraft is some odd color and changes colors as I approach. As I get within grenade distance, the correct textures start to fade in. Anybody experience this and know of a fix? Thanks for the help in advance.
  5. TurboLs1

    Maxscript Rollout Handler Exception When Exporting Vehicle

    Thanks for the help mschoeldgen. I just got the opportunity to try your suggestion as I have been out of town and it worked. Back to modelling now.
  6. TurboLs1

    Maxscript Rollout Handler Exception When Exporting Vehicle

    Thanks, I already tried both Rexmans tools and the POE tools in Max9. I actually got a generic model to export using Max9, and I also got one of my older aircraft models to export out of GMax. The one exported out of GMax has no UVMap, texture, etc, but the heirarchy is there. The model exported from Max9 was just a generic model with no UVMap, texture, heirarchy or anything. Im starting to think maybe the UVMap is why my latest model wont export. Ive tried removing the textures, deleting the maps, deleting everything except the PCO, which is how I exported the generic, but nothing works with this one. Like I said, the only difference is the geometry itself, and the UVMapping?
  7. TurboLs1

    Maxscript Rollout Handler Exception When Exporting Vehicle

    Thanks for the response, I checked everything you mentioned above and I have already read many of your tuts countless times. I have designed models in max 2010, max 9, and now Gmax, all without being able to export the models. In Gmax, if I remove the isolated vertices, the exporter will run, but fails to create a .con file or meshes. I get the same error in max 9. For the record, I am running Vista 64 bit. I will try again tomorrow...have been trying to get a model ingame for about 2 weeks now...
  8. TurboLs1

    Maxscript Rollout Handler Exception When Exporting Vehicle

    If I remove isolated vertices from my PCO's, the exporter will work in GMax, but only creates a .dat file in the output folder. Not sure why removing the isolated vertices causes a failure to create the .con file.
  9. When using the BF2 export tool in Gmax, I get a "Runtime error: Mesh map vertex index out of range: < 1 or > 15306:15307". If I delete my Playercontrolobjects (the hull), then the exporter will run but fails to create the meshes. I can leave the rudder, ailerons, landing gear, wheels, etc without issue, but as soon as I add the hull, I get the error. Any ideas? FYI, I designed the model in 3DS Max 2010 and exported it to GMax after I UVmapped it etc. I changed the maps to a bmp file instead of a dds file since i was having problems with GMax, not sure if this is affecting my error?
  10. TurboLs1

    Any Other Way To Export Vehicles?

    Thanks for the reply. I found a script that will export a 3DS Max 2010 model into a saved script file itself. Then you simply run the script in GMax and it recreates your model. There is a loss of hierarchy if there is more than one instance of any object name, so I just export my models before doing the collision meshes and finish them in GMax. The script is called BFF-2007 (known as both Back from Five & Bobo's File Format) and can be found via Google. Thanks for the help though!
  11. TurboLs1

    Any Other Way To Export Vehicles?

    I have Max 2010 and unfortuneately modeled an aircraft before finding out that BF2 tools doesnt work with 2010. Is there any other way to export with 3ds Max 2010? I have an older version of 3ds Max (Max9) on an old laptop, I tried to export some of my newer models but they wont open in Max 9. Tyring to find a way to salvage this since I have alot of time invested. In the future, I guess I will need to model anything for BF2 in Max9? Thanks for any suggestions.
  12. TurboLs1

    Crash When Switch To Copilot View In Sp

    That was the problem, now on to modding it. Thanks again.
  13. TurboLs1

    Crash When Switch To Copilot View In Sp

    Thanks for the help. I will try that as soon as the servers come back up. A nice break from reading about importing aircraft from 3ds models...lol.
  14. Hey everyone, im fairly new to modding and have been reading many tutorials lately. I have figured out how to edit a/c weapons, and have now added the hind from SF to my developing mod as a base to build a Russian skinned version off of. I have not yet modded the hind's files at all. I can load the hind into a conquest game and everything works great, but when I load it into a SP game, it will crash if I attempt to enter the copilots seat? Im sure someone has experienced this before and I was hoping for some guidance. I attempted to search for this problem, but the words crash and copilot bring up tons of erroneous results. Thanks in advance for any help. -Mike
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