[HELP] PR geometry export to 3ds max for a video

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Lordas
Retired PR Developer
Posts: 106
Joined: 2008-06-23 10:34

[HELP] PR geometry export to 3ds max for a video

Post by Lordas »

Long story short, I am working on my next video and I would love to have at least one soldier custom rigged and animated in 3ds max.

So far I have managed to export the chinese heavy soldier, remapped the UV's, reaplied textures (in short, the soldier is working fine). Weapon export doesnt seem like a hard thing also, so no problems with that.

The only problem Im having right now is the KIT geometries. In PR the structure of the kit file is a bit weird I can only export all of them, bunched up in one cluster of messed up polygons. Specifically I want to have the chinese kit geometry #6, and only that one. So has anyone found a way to export only one geometry not all 12 of them? :? : Or could the DEV's save me some time and just "lend" me the .obj model?


DISCLAIMER!! I am not intending to plagiate or use these files without giving credit to the specific creators, I've read the rules but havent found anything that would disallow me to use the files for entertainment/promotional purposes, but Im not a native english speaker so if this is a breach of the rules, DEV's please inform me and I will cease the project and destroy everything that I've done so far. No hard feelings please ;)
Last edited by Deadfast on 2013-04-06 10:02, edited 2 times in total.

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Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: [HELP] PR geometry export to 3ds max for a video

Post by Tonnie »

I'd be asking permission to re engineer the files for publication first however, best way to get the kit you want is import the lot, open the hiracy and find the dummy that is for the kit 6# or whatever hide all the geometry under that and delete whatever's left.
Correct me if I'm wrong through you will need to re skin the geometry to a bone setup.

Just be sure before using any models made by the PR team that you have permission first.

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
Lordas
Retired PR Developer
Posts: 106
Joined: 2008-06-23 10:34

Re: [HELP] PR geometry export to 3ds max for a video

Post by Lordas »

Tonnie wrote:I'd be asking permission to re engineer the files for publication first however, best way to get the kit you want is import the lot, open the hiracy and find the dummy that is for the kit 6# or whatever hide all the geometry under that and delete whatever's left.
Correct me if I'm wrong through you will need to re skin the geometry to a bone setup.

Just be sure before using any models made by the PR team that you have permission first.
Well the problem is that importing to 3ds imports it as obj, and no hierachy or anything is visible only a single broken object with all the faces from all the kit geometries :roll: Its not a problem when the import brings one object cause I can weld it but with kits (sorry for repeating myself) its just a pile of messy polygons, undiggable :)

And by the way, thank you for trying to help me :wink:
Last edited by Lordas on 2013-04-06 11:31, edited 1 time in total.

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Tonnie
Retired PR Developer
Posts: 2014
Joined: 2007-07-31 14:59

Re: [HELP] PR geometry export to 3ds max for a video

Post by Tonnie »

If there's no hierachy showing I'd see what version max your using and wether or not the bf2 tools are best suited to that version.

Sorry mate that's all I got iv never run into this issue

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
Lordas
Retired PR Developer
Posts: 106
Joined: 2008-06-23 10:34

Re: [HELP] PR geometry export to 3ds max for a video

Post by Lordas »

Tonnie wrote:If there's no hierachy showing I'd see what version max your using and wether or not the bf2 tools are best suited to that version.

Sorry mate that's all I got iv never run into this issue
Yup Buddy I understand, the point is I never got the bftools to work with max9 so I moved back to my standart setup (max2012) and used BF2meshviewer for exports not the POU tools (or whatever theyre called).

Um but would it be possible to ask for your help? Could you import the 6th chinese kit geometry into your max and export it as .obj or .3ds or somethin? That would solve all my problems and save me allot of time :wink:

And Yes I am awaiting a response about the model usage, if its a no go as ive stated before, I will cease the project and delete all the traces :D Sadly it takes time to contact PR people :)

p.s.
Thank you Deadfast for fixing my mistake :)
Last edited by Lordas on 2013-04-06 11:40, edited 3 times in total.

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