[?] 3ds export vehicles

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smee
Posts: 516
Joined: 2007-11-15 10:43

[?] 3ds export vehicles

Post by smee »

Hi just been mucking about with a stryker just for a bit of experimenting imported it changed some of the LOD0 and tried to export it went through the creating .dat and .mat but didn't create a .con file. NO error messages.

it had its complete hieracy

Is there anything special you need to do for exporting vehicles. any good tutorials to check out. for APC
3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0

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TrahnLee
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Re: [Question] 3ds export vehicles

Post by TrahnLee »

Who's stryker? How'd you get it? Your own model, or one ripped backwards out from BF2? Does it have textures? Are you sure the hierarchy is right?

More information is needed to help you figure out why it isn't exporting. I've exported a ton of vehicles, weapons and other odds and ends into BF2. There are all kinds of reasons why you don't get an export.

Some are really obvious and some are not so obvious. However, in order to help, I need to know more about your vehicle.
smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [Question] 3ds export vehicles

Post by smee »

[R-DEV]TrahnLee wrote:Who's stryker? How'd you get it? Your own model, or one ripped backwards out from BF2? Does it have textures? Are you sure the hierarchy is right?

More information is needed to help you figure out why it isn't exporting. I've exported a ton of vehicles, weapons and other odds and ends into BF2. There are all kinds of reasons why you don't get an export.

Some are really obvious and some are not so obvious. However, in order to help, I need to know more about your vehicle.
PR's usapc_stryker . Imported into 3dsMax verison 9 using POE2 tools have assigned the textures on the LOD0

Hierarchy looks fine,

Do I have to use batch export or just the ordinary export.
3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0

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Tonnie
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Re: [Question] 3ds export vehicles

Post by Tonnie »

try posting a screenshot of the hierarchy.

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
smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [Question] 3ds export vehicles

Post by smee »

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Other than that have you got a 3dmax vehicle that i could have a muck about with. One that works. on export, a tracked one would be good.
3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0

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Tonnie
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Re: [Question] 3ds export vehicles

Post by Tonnie »

At first glance i cant really see anything wrong with it but i dont know as much on exporting vehicles as i do on exporting weapons... maybe trahn_lee can help more then me.. I mean he is a monster when it comes to exports lol :P

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
tupla_s
Posts: 145
Joined: 2007-05-24 17:14

Re: [Question] 3ds export vehicles

Post by tupla_s »

I think these lods should be linked under geom1
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And here's a vast collection of hierarchies: 3ds/gmax Model Hierarchy Collection (56k Warning) - Official BF Editor Forums
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jarleif
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Posts: 331
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Re: [Question] 3ds export vehicles

Post by jarleif »

you dont have any collision meshes. When you use the import tool it doesn't import the collisions as well.
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smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [Question] 3ds export vehicles

Post by smee »

Col's are located below LOD 0

All those are of the lower tree of Geom1 all ready :(

Do you have to export as batch export?
Last edited by smee on 2009-05-10 09:21, edited 1 time in total.
3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0

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Tonnie
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Re: [Question] 3ds export vehicles

Post by Tonnie »

smee wrote:Col's are located below LOD 0

All those are of the lower tree of Geom1 all ready :(

Do you have to export as batch export?
You shouldnt need to i donno about how batch exports work but i have exported some vehicles before and i all ways just used the normal exporter... Maybe try giving [R-DEV]Trahn_lee a pm or something to see if he can help.

Heres a screenie of my vehicles hierarchy may not be as detailed as the striker but see if it helps or not.
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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
smee
Posts: 516
Joined: 2007-11-15 10:43

Re: [Question] 3ds export vehicles

Post by smee »

arrhhh you have it as a bundle object and presume its bundlemesh texture ??? will have to have a look there :)
3 x 22" samsung 226bw. Matrox triplehead Quad Pro Q6600 "LGA775 Kentsfield" 2.40GHz (1066FSB) OC 3.2 , 8gb's of 1066mhz ram. 9800GTX OCX. 520mb. 3 x 320gbs samsungs. raid 0

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Tonnie
Retired PR Developer
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Re: [Question] 3ds export vehicles

Post by Tonnie »

Let us know how this gos wont you....

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
jarleif
Retired PR Developer
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Joined: 2005-05-03 13:56

Re: [?] 3ds export vehicles

Post by jarleif »

your right, the cols are there.....i just missed it on the image....
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