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Modding Tutorials Information and tutorials related to modding BF2. |
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2009-06-17, 04:57 | #21 | |
Retired PR Developer
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Re: Animating for Battlefield 2
Quote:
then go to "objects" inside objects the should be two zip files "objects_client" and "server_client" select both right click and hit the "extract here" button. then go into the "weapons" folder that got extracted then to "handheld" and then you will have all the handheld weapons in there let me know how you get along | |
HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth |
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2009-06-17, 05:44 | #22 |
Join Date: Oct 2008
Posts: 353
United Kingdom
Location: London
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Re: Animating for Battlefield 2
I think Its under utilities (the second option), then choose import mesh
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2009-06-18, 20:02 | #23 |
Join Date: Oct 2008
Posts: 353
United Kingdom
Location: London
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Re: Animating for Battlefield 2
I hate having problems
Basically, Chuc, the version you are using you can improt a bundlemesh. I improt the .con, the problem is that when I press H to see the objects, it is the final result and not the mesh (includes aniamtions ect) Is it possible that you can provide a link to the POE tools you use as I think mine is different thanks adam |
2009-06-19, 05:08 | #24 |
Retired PR Developer
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Re: Animating for Battlefield 2
I import the bundlemesh, not through the .con files.
Here's the files I think I have.. Poe2 Extended Tools For 3dmax 6-8 And 9 - Official BF Editor Forums http://bfeditor.org/forums/index.php...pic=5980&st=60 (last post) |
Personal Folio - http://www.studioash.net |
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2009-06-22, 20:02 | #25 |
Join Date: Dec 2007
Posts: 2,047
Iceland
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Re: Animating for Battlefield 2
When i try to import the G3 iron i get this error
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Last edited by Tomato-Rifle; 2009-06-22 at 20:12..
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2009-06-22, 21:41 | #26 |
Retired PR Developer
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Re: Animating for Battlefield 2
Don't import the mesh via those extended tools, you see that I have an additional set of tools for importing meshes and animations.
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Personal Folio - http://www.studioash.net |
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2009-06-22, 23:04 | #27 |
Join Date: Dec 2007
Posts: 2,047
Iceland
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Re: Animating for Battlefield 2
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2009-06-22, 23:27 | #28 |
Retired PR Developer
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Re: Animating for Battlefield 2
To be honest I forgot where Just browse around the BF2 Editor forums on 3DSmax export tools.
EDIT: YES THAT ONE |
Personal Folio - http://www.studioash.net |
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2009-06-22, 23:43 | #29 |
Join Date: Dec 2007
Posts: 2,047
Iceland
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Re: Animating for Battlefield 2
One more question, why are there a bunch of models in the one model?
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2009-06-22, 23:54 | #30 |
Retired PR Developer
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Re: Animating for Battlefield 2
Following the tutorial, delete all the meshes aside from geom0 lod0 (that is your first person level of detail geometry).
Geom0 Lod1 is what you can load when you sight in, so things like scope reticles etc are in there. Because we use 3D sights in PR now, unless your weapon has a scope, there's no need for a lod1. Geom1 lod0 is the highest detail third person geometry, and subsequent lods are lower detail meshes that get rendered the further away it is. Thats why its called a Bundlemesh, as it has a lot of meshes bundled into it |
Personal Folio - http://www.studioash.net |
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Tags |
animating, animation, battlefield, tutorial |
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