[HELP] BF2 Models

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Chanvlan
Posts: 262
Joined: 2008-02-02 03:36

[HELP] BF2 Models

Post by Chanvlan »

Hey fallas how do i import bf2 models into 3DS Max 2009 so i can put the mounted PKM onto my Boston Whaler? thnx

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master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: [HELP] BF2 Models

Post by master of the templars »

there are bf2 tools for 3dsmax here's a link
POE_MAX_BF2_TOOLS.zip - FileFront.com

even though it only says version 9 i think they work with the later 3ds max also
Make nukes, Not war
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: [HELP] BF2 Models

Post by ballard_44 »

My advice is don't add it into 3dsmax. No use reinventing the wheel.

The PKM has already been created so add it through the editor (or by 'hand') once your model is complete.

Look at the .tweak file of the RIB boat and it will show you what needs to be done.

This shows how they added the M249, the ammo for it and the 1st person camera. There's other code you would need to add, but it gives you a general sense.

Code: Select all

ObjectTemplate.activeSafe RotationalBundle BOAT_RIB_mount
ObjectTemplate.modifiedByUser ljo
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_BOAT_RIB_mount_RotationRpm
ObjectTemplate.addTemplate uslmg_m249saw_stationary
ObjectTemplate.setPosition 0/-0.0140712/-0.00427747
ObjectTemplate.setRotation 0/-39/0
ObjectTemplate.addTemplate boat_rib_GunCamera
ObjectTemplate.setPosition 0/-0.187232/-0.52632
ObjectTemplate.setRotation 0/-39/0
ObjectTemplate.addTemplate m249saw_ammo
ObjectTemplate.setPosition 0.0427174/-0.122744/-0.175513
ObjectTemplate.setRotation 0/-41.2767/0
rem -------------------------------------
ObjectTemplate.setMinRotation 0/10/0
ObjectTemplate.setMaxRotation 0/60/0
ObjectTemplate.setMaxSpeed 0/90/0
ObjectTemplate.setAcceleration 0/5000/0
ObjectTemplate.setInputToPitch PIMouseLookY
ObjectTemplate.regulatePitch 0.15/-0.1
ObjectTemplate.restoreRotationOnExit 1

ObjectTemplate.activeSafe Sound S_BOAT_RIB_mount_RotationRpm
ObjectTemplate.modifiedByUser ljo
Chanvlan
Posts: 262
Joined: 2008-02-02 03:36

Re: [HELP] BF2 Models

Post by Chanvlan »

na im just creating the model im not going to put it in BF2 ill leave that to someone else. But if they can stick the gun on themselves thats all ok then.

Mod DB's Modcast: Guy: So what new things will be in Future PR releases.
Katarn: Fastropes, yeh fast ropes, and you can shoot while your on the ropes.
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [HELP] BF2 Models

Post by EOD_Security-2252 »

Yeah, you need to make make a pintel (gun stand/mount) for the PKM, but the PKM itself will be added when you import the vehicle and mess with it in the BFeditor (or just the tweaker).

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
Chanvlan
Posts: 262
Joined: 2008-02-02 03:36

Re: [HELP] BF2 Models

Post by Chanvlan »

ok so do i add a stand? and how do i know how big it should be do i just guess?

Mod DB's Modcast: Guy: So what new things will be in Future PR releases.
Katarn: Fastropes, yeh fast ropes, and you can shoot while your on the ropes.
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [HELP] BF2 Models

Post by Drav »

if you want to import the pkm to help judge scale, use the poe tools mesh importer to bring it into your scene, then adjust your model to fit....use h key a lot to select and get rid of all the unnecessary lods (level of detail) contained in the bf2 import....


sorry, bit pissed, hope that makes sense!!
Chanvlan
Posts: 262
Joined: 2008-02-02 03:36

Re: [HELP] BF2 Models

Post by Chanvlan »

ok i found the insergent PKM KIT .con file and i click open but it doesnt do anything? how do i import it now? like i went to the BF2 tab clicked ustilites then imported mesh - inspkmkit and then it does nothing

ok yeh and im trying to import the PR version of it do i need to use the BF2 version?

Mod DB's Modcast: Guy: So what new things will be in Future PR releases.
Katarn: Fastropes, yeh fast ropes, and you can shoot while your on the ropes.
Exec
Posts: 295
Joined: 2008-01-10 19:51

Re: [HELP] BF2 Models

Post by Exec »

You've extracted the wrong file. :)

In both objects_client.zip and objects_server.zip, choose the weapon you want to import in /weapons/handheld/ and extract it's folders to the same directory.

ie.: @ objects_server.zip/weapons/handheld/: extract folder rulmg_pkm to C:/unzip and
@ objects_client.zip/weapons/handheld/: extract folder rulmg_pkm to C:/unzip

Cheers! :grin:
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Chanvlan
Posts: 262
Joined: 2008-02-02 03:36

Re: [HELP] BF2 Models

Post by Chanvlan »

NVM ALL problem soleved took me a while to understand what it meant!
Last edited by Chanvlan on 2008-08-24 07:39, edited 3 times in total.

Mod DB's Modcast: Guy: So what new things will be in Future PR releases.
Katarn: Fastropes, yeh fast ropes, and you can shoot while your on the ropes.
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: [HELP] BF2 Models

Post by Hulabi »

Sorry to bump such an old thread :( But how can i open the kit geometries on 3dsMax9? I have the BF2 tools, but when i click the BF2 tab -> utilities -> mesh importer and try to open a kit, for example US_Assault.con. Nothing happens, what am i doing wrong? Thanks :)
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [HELP] BF2 Models

Post by J.F.Leusch69 »

try the us_kits.con
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: [HELP] BF2 Models

Post by Hulabi »

Thanks, seems like you cant open individual kits, but you have to open the factions kits.con file :) Got it working now.
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