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Old 2009-06-17, 04:57   #21
Tonnie
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Default Re: Animating for Battlefield 2

Quote:
Originally Posted by addaco View Post
Ok thanks, and one final thing, where are the PR weapon cons located?
ok i suggest you make a copy of the pr mod and call it "pr_edit".

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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Old 2009-06-17, 05:44   #22
addaco
Default Re: Animating for Battlefield 2

Quote:
Originally Posted by Tomato_With_A_Rifle View Post
2 questions


How do i bring up the menu thing at 1:27 in the first video?


I have the BF2 tab, and there is bf2 export, lightmaps etc etc.. But under those there is no "Necessary Tools" like at 00:31 in the second video. Where would i get it?
I think Its under utilities (the second option), then choose import mesh
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Old 2009-06-18, 20:02   #23
addaco
Default 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
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Old 2009-06-19, 05:08   #24
Chuc
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Default 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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Old 2009-06-22, 20:02   #25
Tomato-Rifle

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Default 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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Old 2009-06-22, 21:41   #26
Chuc
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Default 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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Old 2009-06-22, 23:04   #27
Tomato-Rifle

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Default Re: Animating for Battlefield 2

Well, where would i get those :/

This?

http://www.fpsbanana.com/tools/1553
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Old 2009-06-22, 23:27   #28
Chuc
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Default 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


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Old 2009-06-22, 23:43   #29
Tomato-Rifle

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Default Re: Animating for Battlefield 2

One more question, why are there a bunch of models in the one model?
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Old 2009-06-22, 23:54   #30
Chuc
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Default 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


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