Exporting Custom kits in 3DS Max 9 [Help needed]

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ACE_Sweden
Posts: 4
Joined: 2013-03-02 11:57

Exporting Custom kits in 3DS Max 9 [Help needed]

Post by ACE_Sweden »

Hi!

I'm Alexander, the lead developer and development director of Battlefield 2: Final War.

I was redirected here after asking one of the developers.

So, I've edited some kits and now I've finished editing them and I want to export them. I've already added skin modifiers on all kit parts and I've connected\weighted them to an imported 3p skeleton. All the hierarchies seem to be fine but I'm not 100% sure about anything right now as it's my first time attempting to export custom kits.

Here's the hierarchies:

Image

Perhaps some of you guys could help me? I would really appreciate it if you would.
Last edited by ACE_Sweden on 2014-07-31 09:59, edited 1 time in total.
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Mineral
Retired PR Developer
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Location: Belgium

Re: Exporting Custom kits in 3DS Max 9 [Help needed]

Post by Mineral »

Pretty sure the skeleton has to remain part of the scene when exporting. Other then I'd say the layout looks good at first sight? Do you run into any specific issues? I ran into the issue where it just exported without any result or error :( I always had to redo all my work as I never found the problem.

I have not much experience in the export errors which I think are pretty difficult to find.(vertexes and stuff acting up)
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ACE_Sweden
Posts: 4
Joined: 2013-03-02 11:57

Re: Exporting Custom kits in 3DS Max 9 [Help needed]

Post by ACE_Sweden »

[R-DEV]Mineral wrote:I ran into the issue where it just exported without any result or error :(
That's exactly my problem, it exports without result. The skinnedmesh just never gets created. :(
Hauteclocque
Retired PR Developer
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Re: Exporting Custom kits in 3DS Max 9 [Help needed]

Post by Hauteclocque »

The number parts (1, 2, 3...parts) need to be linked to the simple objects in the hierarchy, that's the first mistake I can notice here.

Try out if it works with this correction.
Pretty sure the skeleton has to remain part of the scene when exporting.
Indeed, I assume he just didn't show it.

I got that kind of issue as well, it can be linked to various things, one part isn't weighted correctly for example. I usually redid everything from scratch to fix it...

Kits are boring to export... also to avoid the kit bugs we got when we released the new Chinese kits, you'll have to add dummy kits (just duplicate the dropbags) at least three times to the hierarchy. We'll got into this later if you manage to export the kits.
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ACE_Sweden
Posts: 4
Joined: 2013-03-02 11:57

Re: Exporting Custom kits in 3DS Max 9 [Help needed]

Post by ACE_Sweden »

Sorry for not replying, I got caught up in studies. I'll try exporting the kits once again later this week. If it doesn't work I guess I'll have to redo everything from the beginning.

Anyways, thanks for the help, I really appreciate it. :D

EDIT: I've finally managed to export the kits, the problem was that the skeleton wasn't linked to the skinnedmesh root. However, the kit parts ended up in different places than I had placed them, I can probably fix this issue myself thou, since I've fixed these kind of issues several times now. Too bad my 3DS Max is bugged, otherwise this probably wouldn't have happened.

EDIT 2: I've managed to export the kits, however, the game crashes as soon as I try to spawn.

Code: Select all

Game debug log:
D:\DiceCanada\BoosterPack2\Code\BF2\Game\GameLogic\ServerGameLogic.cpp(2063): Debug: GameLogic: Server, trying to set kit index 0 for player Pvt.Peter Wiggin

Editor debug log:
D:\bf2editor\Code\BF2\Game\Objects\Base\ModuleWorldObjTemplBase.cpp(56 8) : Error: Unknown PhysicsGripFlags
D:\bf2editor\Code\BF2\IO\Network\NetworkManager.cpp(627): Analyse failed! Objecthierarchy is not networkable
Last edited by ACE_Sweden on 2015-02-24 15:07, edited 6 times in total.
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