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Hemtt


scorp

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Are you sure you want to try a tracked vehicle as your very first BF2 model ? I'm asking because this is one of the harder vehicles to make.

I'm not sure if any of the tools do work with Max 2009 . Your best bet is to install the latest version of the PoE2 tools for Max9 and hope for the best as there are no later tools available:

http://bfeditor.org/forums/index.php?showtopic=10199

They are reported to work with Max 2008 so you might be in luck.

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Looks great so far! I was fooling around trying to knock one up myself a few weeks ago. Had no idea how to model the tracks though. I did some searching on Google and I came across a helpful tut about making tracks for tanks etc. Easier than one would think. I'll post the article url up in a bit...I have it book marked on my main computer. Maybe its something you could use.

Found it...

Tank tracks tutorial

Edited by Zeus
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Why not browse our tutorials ? We have everything tank- and BF2-related :P :

http://bfeditor.org/forums/index.php?showtopic=1101

http://bfeditor.org/forums/index.php?showtopic=9656

We even have an example scene and bf2 model for you to download:

http://www.schoeldgen.de/bf1942/testank.zip

I couldn't load the wanadoo link. Seems to be unreliable.

Btw, EoD has a nice M113 in the mod, if you need some addtional ideas.

Edited by mschoeldgen[Xww2]
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Ah, that link worked now. Be forewarned that this method will create VERY high poly tank tracks, probably more than BF2 can digest.

BF2 uses a method called 'UVAnimation' to make the tracks roll and uses texture instead of mesh for the segments. Load a tank in the editor and render it in wireframe mode and you'll see how it works.

D_Fast describes an elegant way of creating the tracks with the help of shapes. It will also help you in correctly uvmapping the tracks.

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Thanks for the reply guys. Poorly I dont find any proper tools where it sais compatible with max2009... No one has got a idea?

Anyways. Do you think a car will be more easily for a test at modding?

Oh, and what is the max Polycount for cars/trucks. I guess not about 140.000 ? :lol: Would like to get my HEMTT model in game :P

18cj6.jpg

Cheers,

scorp!

Edited by scorp
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DAMN That looks nice!! I'd really like to drive that!

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If you really wanted that model in game you could break it down into parts and then reattach them in the editor, that way you bypass the exporters poly limit. Then so long as you keep the col meshes very simple the visible mesh of 140,000 wouldn't be too bad. Not saying it would be good, but wouldn't be too bad for anyone using a fairly recent rig so long as you only had two of them on a map at a time - also depends on the map. Of course whether its a good use of poly count is another matter, but i can see your aware of that. But if you just wanted to do it for fun...

However, looking at the model those nine wheels must acount for a decent chunk of that poly count, 45,000+ of it i'm guessing. Split those off into their own model, bake a normal map from the high poly version and then apply that to a nice simple wheel mesh - job done.

The biggest problem you have with high poly models is uvwrapping and texturing them.

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Not that i know if this works, but did you try using the max tools in 2009 ?

I'd really be sad to see this model go to the trash :(

And since im thinking of getting max, i'd really like to know if the bf2 tools works.. else it would be a waste of money for me..

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Ok guys, had some spare minutes to make this really bad kind of.. uhm boat?! :lol:

Quickly and dirty unwrapped it and made a simple texture in a rush.

Front:

renderfrontan6.jpg

Back:

renderbackdl4.jpg

Bottom:

renderbottomuo9.jpg

So actually, this super-high-quality model ( :lol: ) should have everything to make a test to export it to BF2, right? Or do I am missing anything?

If not, what to do next? If yes, what is missing?

cheers, scorp!

Edited by scorp
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No comment on the quality of the model :P

You'll need 3 versions of your model for a complete PlayerControlObject . Refer to the hierachy help thread in our tutorials section:

geom0 is the model visible for the player after he has entered it and is called the '1P_model'

geom1 is the fully fledged 3P model as seen by any external players.

geom2 is the wrecked model and visible after destruction .

A boat is probably the most simple vehicle you can create. You'd only need to export the model with the collsionmeshes and add all the rest like Engines, floatingBundles (which enable the boat to swim ) and Wings ( to steer it ) later in the editor.

I have put a boat hierachy in the above mentioned help thread. Look for the hierachy of the 'LSBoot' . The only luxury on this model is the rotating engine dummy which you can simply omit.

http://bfeditor.org/forums/index.php?showtopic=5013

Collisionmeshes are handled in more detail in my plane tutorial :

http://bfeditor.org/forums/index.php?showtopic=9229

This thread also contains the download link for the plane model which might be interesting for you to examine, 'cause it contains the Max 7 export scene which might help you in getting your model right.

Edited by mschoeldgen[Xww2]
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OK, I created the 3 geoms. geom0 and geom1 are the same. because the player would sit somehow on the planks..and even if entered would see everything (think like the boat in BF2). geom2 is a streched model of the boat..make it looks a bit deformed.

So now I've got this.

image1sl9.jpg

In the thread with hirachy, apart from rotationalbundle and stuff like this..there is something like lod everywhere. What it is, is it necessary, and how can I create it? And then what to do next?

thanks,

cheers scorp!

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Excuse Tripplepost... ;)

Yay, finally, with EA Car tutorial, I made a working Object in BF. At least Editor.

Ok, first things first, because I did not know what to do next with Testboat, I went ahead, found the EA Car Tutorial, and, guess what, made my testboat to testcar.

Went through the tut using my model instead hisone. And it worked properly, just some minor problems:

* First, it seems like my wheels pivot in max was wrong, the are rotated in the editor - looks funny though , like paddles! :lol: [see Image 2]

* Next thing, my Camera is looking Backwards (in "entered" mode). Anychance to Rotate it?

* I placed my car on a basic terrain and switched to "player mode thingy" in the level editor (the one where you can walk on your map) but was not able to enter my vehicle. Why is it like this?

* Finally, what do i need to do, to really test it "ingame". Pack my mod? Just compile my map(which afterwards is not shown in my Battlefield?!)? Please tell me.

Anyways, here is first of all a pic from the Editor. Yeah, in ObjectEditor driving works, great stuff :lol:

testcareditoryr6.jpg

animationjb5.gif

oh, btw. Did not have any problems on the actual exporting - seems like they work like a charm with 3dsmax 2009?!

cheers, scorp

Edited by scorp
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Its good to hear that the tools work with Max 2009 :lol:

You should really read the plane tutorial and download the according model. Wheels are handled in detail and the pivots are mentioned ore than once. For a start, select your wheels in Max and center their pivots to the object and align them all to 'World' . Press 'Reset Transform' often.

It seems to me that the basic orientation of the model in Max was wrong. Make sure to have the front pointing to the menu bar ( to the upper edge of your screen ) when using the 'Top' viewport in Max.

Also make sure that the Center of Gravity is close to the origin ( 0/0/0 ) in Max 'cause it will affect the physics of the vehicle.

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Its good to hear that the tools work with Max 2009 :lol:

Yup! Now I can try some model which looks a tad more "real" :P (No comments AGAINST testboat/car :lol: )

You should really read the plane tutorial and download the according model. Wheels are handled in detail and the pivots are mentioned ore than once. For a start, select your wheels in Max and center their pivots to the object and align them all to 'World' . Press 'Reset Transform' often.

Yeah, thanks. Think I'm gonna try it out!

It seems to me that the basic orientation of the model in Max was wrong. Make sure to have the front pointing to the menu bar ( to the upper edge of your screen ) when using the 'Top' viewport in Max.

Also make sure that the Center of Gravity is close to the origin ( 0/0/0 ) in Max 'cause it will affect the physics of the vehicle.

Will make sure for the upcoming models! ;)

Be prepared!

cheers, scorp!

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