[WIP] FMK-1 & FMK-3 Mines (PR:F)

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Daniel
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Daniel »

Was is the status on this? Finished? If not, can anyone finish it, as it is supposed to be an "easy task" to export this, and what (types of) programs are needed to do the job? :)
Rhino
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Rhino »

As per the PR:F Community Tasks: https://www.realitymod.com/forum/f605-c ... tasks.html
'[R-DEV wrote:Rhino;1773627']Export Tasks:

Easy Exporting Tasks:

FMK-1 & FMK-3 AP & AT Mines
Priority: Normal
We need someone to export 3===SPECTER===3's FMK-1 Anti-Personal and FMK-3 Anti-Tank Mines which where used by the Argentinians during the Falklands War. The 1st person and 3rd person models are all done (other than possibly the 3p lods but its better to make them once lod0 is exported anyways) and its really just a matter of exporting this out as a handheld weapon, using some of the existing mine animations. This is a pretty easy export task so anyone who wants to learn exporting on, this is a good place to start :)
Modelling Topic Here : https://www.realitymod.com/forum/f388-p ... -pr-f.html
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As for what programs you need, 3DsMax9, the BF2 Editor, notepad++ and possibly Photoshop if you need to resave textures in different formats but I will do that part as its easy to screw it up and costs quite a lot of mbs if you do.
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Daniel
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Daniel »

What step in this task would 3DsMax9 be needed for? Cause I expect to be able to do the job with Blender (open source) and some plugin (s)... :)
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Post by CTRifle »

Daniel wrote:What step in this task would 3DsMax9 be needed for? Cause I expect to be able to do the job with Blender (open source) and some plugin (s)... :)
Max 9 is the only one compatible with the POE exporting tools.

You can use blender, Maya ect but the problem is that when you import it into 3DS you usually get issues, unwelded verts, smoothing groups ect and it is a huge pain in the ***. Trust me.
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Ratface
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Ratface »

I can vouch for that as well, I felt so bad when I gave ct the flak 18 in an obj format, it really is a pain in the butt ^^
Rhino
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Rhino »

You can only Export to BF2 using 3DsMax9 (and some lower versions of Max like Max8 but they can't open the Max9 scenes that we all use) since as CTR said, that is all the BF2 Export Tools are compatible with or Maya (but no one here uses Maya for exporting and there is pretty much no documentation on how to export with it either).

To export with blender you would need to make export tools from scratch and then even if you manage that, you would have to port the models over from Max9, to Blender, which as Ratface mentioned, crates a load of issues which would then need fixing up etc, and then even if you managed to do all of that, the export scene wouldn't be in a format which the rest of the BF2 team uses encase we needed to make tweaks for coding, animations etc...

In short, if you want to export, or even model for BF2, use 3DsMax9.
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Daniel
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Daniel »

Loooool faaaail "Additional information
To be able to use this you need a registered version of 3D Studio MAX 8, 9 or 2010."

Extensions:2.6/Py/Scripts/Import-Export/3DS MAX Scene Interchange - BlenderWiki
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Mineral
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Mineral »

'Meshes are exported using the trusty old .obj format, while, instead of using a .MTL file, a custom file is used for describing all 3DS MAX specific properties. '

Exactly the reasons what Ratface and Rhino were talking about.

But I'm with you on that it sucks that we can only use a very old program that isn't for sale anymore (or isn't available for free by now... greedy autodesk). Would be handy to use a free tool like Blender for all things BF2. Would probably help getting more people to help on modding. But you can trust us that barely anything made in something different then max9 makes it into PR. And all things considered Max9 isn't totally bad neither :)
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Daniel
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Daniel »

How much more complex is Max 9 compared to BF2 editor ( just generally, I know they're different kinds of programs, but would you say Max 9 is twice as difficult or even more?)
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Mineral
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Mineral »

Not even close to comparable? That would be comparing Microsoft Word to Playing COD.
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Daniel
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Daniel »

Then Max9 is easier than BF2 editor, as CoD is FAR easier than using all MS Word features...
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Spush »

It's not the complexity of the program, but rather being able to use the tools that it provides you to make complex geometry is the tricky part.
Rhino
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Rhino »

Finally got round to exporting Specter's FMK Mines and they are looking really nice! :D
Using the standard AT_Mine animations for the FMK-3 and the Bouncing Betty / Hand Grenade Trap animations for the FMK-1 :)

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1st Person: 1,994tris 768kb Texture Memory.
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3rd Person: 444trs (LOD0), 256kb Texture Memory.
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Cheers again Specter for making these! :D
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Acecombatzer0
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by Acecombatzer0 »

Yay! :-)
CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
3===SPECTER===3
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by 3===SPECTER===3 »

They look amazing! Thanks so much Rhino for finding the time to export these!
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XAHTEP39
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Re: [WIP] FMK-1 & FMK-3 Mines (PR:F)

Post by XAHTEP39 »

Great job!
We look forward to the PMN-1/2/3/4 Soviet AP-mine for RF and unconventional forces !
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