[Help] Exporting

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Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

[Help] Exporting

Post by Hulabi »

I'm trying to learn how to export/import stuff into the game and i thought i'd start with a knife.

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So i exported the knife from 3ds max into the editor and i can open the knife in ObjectEditor just fine (i think..)

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But when i try to open it in AnimationEditor (to check if the size is correct etcetc.) I get this error:

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Could someone tell me what's wrong? Would be much appreciated.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: [Help] Exporting

Post by rPoXoTauJIo »

itemIndex -1 ? "everywhere in kit" weapon :-P

Code: Select all

ObjectTemplate.itemIndex x
I think you need to fix this ^ line in .tweak file manually. X - position of weapon in kits.
Example:
All knifes have itemIndex=1, they all have first position in kits.
Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: [Help] Exporting

Post by Hulabi »

It's in the animation editor now and the scale is good, but i can't turn it the right way? :/ I tried to turn it 180 degrees in 3ds max and re-export it to editor but that didn't work.

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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Help] Exporting

Post by Amok@ndy »

you need to remove all those helpers, turn it and then rerun the script for the helpers
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Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: [Help] Exporting

Post by Hulabi »

I removed all of the helpers, turned the knife and its LODs 180 degrees, put all the helpers back and linked them correctly:

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Then i exported it to editor but it still hasn't turned, what's wrong?
temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: [Help] Exporting

Post by temexter »

Is it okay to take kni_knife / kni_kabar or gerkni_km2000 .tweak file and mofify the name and content in text editor? Or can it be done inside bf2editor?

Regarding animations, why does gerkni_km2000 use animations from two knives?

Code: Select all

ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/KNI_Knife/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/KNI_kabar/AnimationSystem3p.inc
How about correcting the texture file paths in bundlemesh, is it ok to use bfMeshView (as after export they point to exporters folder structure, not /objects/weapons/handheld/knifi_sissipuukko/textures...)?

Just asking as i have got no clue about procedures :D
Last edited by temexter on 2012-05-20 18:10, edited 3 times in total.
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temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: [Help] Exporting

Post by temexter »

Another one: can i rely on reaload object / reload geometry or do i have to close bf2editor if bundlemesh is changed? What's the difference between those two?

e: btw, fikni_sissipuukko works ingame - upside down :lol:
Last edited by temexter on 2012-05-20 19:15, edited 2 times in total.
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Help] Exporting

Post by Amok@ndy »

1. yeah you can use one of the knifes .tweaks as a base for your code
2. dunno about the animations
3. your exporter should setup his MAX Tools for export properly so the texture paths will automatically be right
4. Reload Geometry should be fine though after finishing everything check it twice
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temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: [Help] Exporting

Post by temexter »

Thanks again @ndy!
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Hauteclocque
Retired PR Developer
Posts: 3312
Joined: 2008-10-02 17:55

Re: [Help] Exporting

Post by Hauteclocque »

Does it work now ?

I'm in LOA atm, but if you have questions regarding export, just ask me. ;)
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Hulabi
Posts: 2277
Joined: 2009-08-08 22:15

Re: [Help] Exporting

Post by Hulabi »

Yes, the knife is ingame now and works great. :)
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