Icy-Spicy
10-30-2005, 08:26 PM
Hey everyone,
I'm in a bad need of the BF2 Exporter, anyone know where to get it?
Regards, Icy
xW0LFx
10-31-2005, 12:01 AM
You can get it out of the GMAX tools , but what are you exprting and what r u exporting from?
Icy-Spicy
10-31-2005, 01:21 PM
I'm exporting a "knife" if you wanna call it that lol http://i8.photobucket.com/albums/a28/EirikSH/Plunger_render_2.jpg
Exporting from 3ds max, I got the hierachy and all..
Thanks in advance
MaoZedong(UK)
10-31-2005, 05:13 PM
hmm i think ill get gmax. Nice plunger.
xW0LFx
10-31-2005, 09:01 PM
awesome m8, nice model okay lets see,
First you need to download the bf2 tools, (I know they have em for GMAX but 3ds i dunno) if you can't a suggest saving it as 3ds
then download GMAX and download the offical tools for gmax (found on the offical site) once there here are the steps you need:
Next up is setting up the exporter for you’re mod. Go up to BF2 in the menu in 3dsm, and select BF2 Exporter. Put in you’re mod’s directory in Output File. Mine is “D:/EA GAMES/Battlefield 2/mods/MyMod/” but yours will more than likely be “C:/Program Files/EA GAMES/Battlefield 2/mods/YourModsName/”
Add “/mods/YourModName/” to the bottom of the second text box, and click Finish Setup. You will then get another window. In the first text box, put “/Weapons/Handheld” and in the second “KNI_KNIFE”. Leave everything else as it is, and hit “Export”. When that’s done (it’s very quick), head on over to you’re mod’s directory. You should now have a /Objects/Weapons/Handheld/KNI_KNIFE directory, and in it you will find a folder called Meshes. In here, you should find kni_knife.bundledMesh. If you do not, something has cocked up, and you need to check everything. Post more specific questions in the thread you find this tutorial in, and I’ll try and help.
Go back up one directory so you are in the KNI_KNIFE folder (which should contain the Meshes folder, and a kni_knife.con file), and create two new folders: Textures and Sounds. In the Textures folder, put the KNI_KNIFE_C.dds and KNI_KNIFE_B.dds files that you left on you’re desktop or wherever you did leave them. In the Sounds folder, put the sounds (Knife_deploy_1p.wav and Knife_Fire.wav) you extracted earlier.
It should look exactly how the directory structure was in the Objects_client.zip earlier. Go back and check, if you need more confirmation where to put things.
In theory, if you now run you’re mod on a map, you will have you’re new model in game. However, it’s not that simple. Open up BF2Editor, load up you’re mod and go to the Animation editor. You’ll see a US spec-ops soldier with his pretty M4 there (you may which to expand this window downwards to get a better view). On the left hand side Resource tab, go to: BF2 > Objects > Weapons > Handheld > KNI_KNIFE and drag the white-icon’d KNI_KNIFE file over the solder, and he should brandish you’re knife model!
Except I doubt very much that it will look like that, because mines already scaled and pivoted. Yours will most likely look absolutely huge and/or backwards or at the wrong angle, etc. So how do you fix it? Well, scale is pretty obvious – just go back to Max, select the 2 meshes, and scale up or down accordingly, each time making sure you reset it to a 0,0,0 absolute position (as described earlier). Re-export, and then go to the objects editor in BF2Editor. Find the knife through the same directory tree as before, and drag it onto the main window. On the right hand side, find “reload Geometry”, and it should reload with the new model. This may seem a bit long winded, but trust me, it’s quicker than restarting the mod editor!
Keep doing this until you get the scale to how you want it, be it a sword, like mine, an axe, a pocket knife or whatever. Getting it to fit in his hand, however, it harder. One thing to ALWAYS remember when moving it’s actual position in Max is this: Simply moving it will not alter a single thing. What you need to do when you move it is this: Go to BF2 in the Max menu, and select “Utilities”. In the left hand combo box, chose “Position/Parent Clipboard” and, with the two meshes selected, hit Set Pivot THEN Set Pos, and nothing else. Note, it MUST be in that order.
Now see what it looks like in his hand, by reloading the geometry in the Object editor, then looking again at the animation editor. I can’t tell you how to move it, because it will vary with each model, but it’s a good idea to try and stick the model smack bang in the intersection of the X, Y and Z axis, and work from there. Remember, every time you move it, you must do the Utility Set Pivot and Set Pos in order for it to store the change, before re-exporting and testing.
In a while, you’ll have it in his hand! Depending on how big the “knife” is, some of the idle animations are funny. Remember to pack you’re mod before playing it, and enjoy you’re new knife/model combo!
I TOOK THIS INFO FROM ANOTHER TUT, PLEASE READ THROUGH AND ADJUST IT TO YOUR NEEDS THX Kaltagesta!
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