[Help] TOW hierarchy

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kumade
Posts: 130
Joined: 2009-04-05 21:17

[Help] TOW hierarchy

Post by kumade »

Hello everybody.
Can someone post "/weapons/stationary/TOW" object hierarchy (geom, col, dummies and other) (and its ammo, if it's separate object), and explain how to connect all things in bf editor? I need this to import Kornet AT into PR. At first time i just want to make a clone of TOW , but with my model and textures, so i think TOW hierarchy should help me to import.

P.s. I'm using blender for modelling and GMAX + bf2 tools for importing into PR, if it matters .
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Help] TOW hierarchy

Post by Wilkinson »

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I have no idea how gmax works with importing.
add the cupola stand as a static through the Editor as a child object.
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Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Help] TOW hierarchy

Post by Hauteclocque »

The export is the same in both 3DSMAX and Gmax cause the tools used are the same, I have learned how to export with a Gmax tutorial whereas I use 3DSMAX. :lol:
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kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: [Help] TOW hierarchy

Post by kumade »

Wilkinson wrote:...
I have no idea how gmax works with importing.
add the cupola stand as a static through the Editor as a child object.
Great! Thanks for reply. As i understand, geom0->lod0 is geometry for first-person view, geom1 is geometry for third-person view, and geom2 is geometry for wrecked object.
But can You explain why geom0->lod0 and geom1->lod0 hierarchies have same parts? I mean, when we use TOW (use 1p-view) - we dont see any of weapon geometry, just scope sight. And where is the place for scope in this hierarchy then? And what about TOWs missile? Where should it be in this hierarchy? Or it shouldn't ?
And i mentioned that this hierarchy doesnt have any collision meshes. Is TOW really doesnt have any of them?
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Help] TOW hierarchy

Post by Amok@ndy »

as far as i know the the missile needs to be exportet seperate as an projectile
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3ds/gmax Model Hierarchy Collection (56k Warning) - Official BF Editor Forums
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J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Help] TOW hierarchy

Post by J.F.Leusch69 »

the projectiles, in this case the TOW missile, doesnt need to be added to the model/hierarchy at all.

that is handled in the tweak file of the object
kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: [Help] TOW hierarchy

Post by kumade »

Amok@ndy wrote:as far as i know the the missile needs to be exportet seperate as an projectile
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Thanks, i didnt mentioned it before.
Yes, i know about this thread on bf2editor forums, but it doesnt gives me answers for all my questions about exporting :) .
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Help] TOW hierarchy

Post by Amok@ndy »

yeah know what you mean ;) but there are a lot of threads and a lot of modelers in the BFeditor Forum and you always get an answer ;)
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