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About HarryO)))

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  1. i need to import 1p meshes into the scene?
  2. i did the first part... second part, i dont really know what you mean.
  3. ok so -modeled a character -rigged it to the skeleton as per this tutorial: http://forgottenhope.warumdarum.de/tutorials/newteammax.php -edited the heirarchy as per that tutorial -installed POEtools, set up paths -applied bf2 dx materials with proper paths to textures -named each skinned mesh segment according to tutorial -tried exporting, the "debug" files (.dat, etc) show up, while exporting -debug files disappear when export is "finished," no skinnedmesh or con file or any of that appears in the folder. My maxscript listener looks like this save() scalesAreUniform: true anmRange: #(0f, 40f) anmObjs: #() fname: S:/SteamLibrary/SteamApps/common/Battlefield 2/mods/ww1/objects/soldiers/german/root/root.dat objs: #($Point_Helper:root_bundledMesh_root @ [0.000000,0.000000,0.000000], $Dummy:geom0 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000]) jointNodeTypes: #(BoneGeometry, Pyramid) BF2SortSkeParts: #($Point_Helper:root_bundledMesh_root @ [0.000000,0.000000,0.000000], $Dummy:geom0 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000], $Dummy:geom1 @ [0.000000,0.000000,0.000000], $Dummy:lod0 @ [0.000000,0.000000,0.000000]) validMeshIDs: #() animatedNodeNames: #() convertTechniques: "C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\bin\release\bf2Materials.exe" -applyTechniques "S:/SteamLibrary/SteamApps/common/Battlefield 2/mods/ww1/objects/soldiers/german/root/Meshes/root.bundledmesh" SkinnedMesh ... Getting skeleton bones for mesh: R_pink_3 WARNING: R_pink_3 has undefined .fxFilename SkinnedMesh ... Getting skeleton bones for mesh: R_pink_END WARNING: R_pink_END has undefined .fxFilename animatedNodeNames: #() convertTechniques: "C:\Program Files (x86)\Autodesk\3ds Max 9\scripts\bf2\bin\release\bf2Materials.exe" -applyTechniques "S:/SteamLibrary/SteamApps/common/Battlefield 2/mods/ww1/objects/soldiers/german/Meshes/test_german.skinnedmesh" here's the file if anyone can tell me what's going wrong http://puu.sh/3UTOY.max
  4. slow work on an animation. Bad quality vid, but it's a wip and it shows enough i guess. http://dl.dropbox.com/u/11806970/wips/lewanim_wippy.mov
  5. made a chauchat now too. These weapons are all uvmapped and im happy to texture them if i can get any indication someone might try exporting them for ingame. Until then i will focus on getting models done.
  6. So bf1918/2 died... Anyone want to help me get these working? With pistols, grenades, and one or two more character models, infantry would be pretty well prototyped. I'm happy to do that if peeps will help to get the content into the engine. I'm happy to rig the character and animate the weapons, but i need guidance on how the engine needs them prepared. I've gone through tutorials but don't know any bf modders to help fill in the gaps. Modeling and texturing is my area.
  7. well, i got my vehicle to show up in a map but i feel like i still have way too much to learn before it's functional. does nobody want to join my efforts?
  8. Yup, after quite a bit of searching i'd managed to find it. It told me a few things i needed to know but i'm still not quite there
  9. This isn't really mod recruitment to be honest. My plan is only to get a few planes into the game, and maybe a simplistic map if existing ones can't be used. I currently work professionally as a game artist. I can definitely model any of the stuff required, and texture, but i have very little experience making things work in the BF2 editor. What I really need is someone with the knowledge and some spare time to help me set things up and if possible, explain what they are doing so I can start doing it as well. I've made my first vehicle and figured out how to get it as an object into the game. But I don't know how to make it functional, or how to test it. I want to follow the "importing the car" tutorial but I cant find an active link to it. If nobody can spare the time to help me directly a functional link to more helpful material would be awesome.
  10. I continued the tutorial on the airplane, and ran into a new issue after renaming parts of the heirarchy as the tutorial advised... http://dl.dropbox.com/u/11806970/4ueo/fuck.jpg EDIT: ok got the texture working by changing _N.dds to _B.dds Is there a way to change the gloss level? I know we can control the specular mask by the alphamap in the diffuse, right? But what about the gloss or "sharpness" of the highlight? It's currently fallen through the floor apart from the wheels, because i'm halfway through the plane tut... EDIT2: I've managed to get it to rest on the ground... But about 1ft above the ground. I have no idea what's causing this.
  11. ok i've now got this... I think i'm headed in the right direction Normalmaps dont seem to be showing up though
  12. Hmm, i knew this, i modelled and textured this plane after all... but what i mean is that i am not sure exactly what the bundlemesh materials do. Is this the way i can embed texture names into the exported files? It's not possible to point the mesh to the correct materials from within the bf editor? Is there a kind of list of shaders we can use and how they're structured? Also, with the poe2 tools and bundledmesh materials, will i still rename with the name||shader scheme as seen in the airplane tut? I found the official dice tutorials on the forgotten hope site... but the link to the "exporting a car" tutorial is dead, lol. The rest worked fine... But theyre for maya. This thread is new to me, i'll read it.
  13. Yeah, I've read that, but in the "airplane tut" it seems you can search for textures in some kind of menu, i dont see how to get to that menu. I haven't, but I can. Is there any naming convention for folders? And, where do i store specular etc. In the alpha of the normalmap? How, precisely, should the paths be set in max? i see some bundletexture stuff in the poe2 tools but no tutorials refer to that apart from the tutorials included with those tools.
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