[HELP!] 3DsMax exporting

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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

[HELP!] 3DsMax exporting

Post by W.Darwin »

This thread purpose is about any issues happening with the exportation of files from 3DsMax9 to the BF2 editor.



I made this thread specifically for my problem, and I hope it will help some others once the problem is fixed. So here it is:

When I try to export a finished product from 3DsMax9

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The image above display my setup and the object I try to export.

The process seems without issue.

What happen although, is the path taken by the file doesn't go to the pre-programmed location ( Wich would be C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_edit\objects\staticobjects\_asia\village\village_objects )

Instead, it directly goes to this folder :

C:\Users\administrator\AppData\Local\VirtualStore\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr _edit\objects\staticobjects\_asia\village

Now. I don't know why it does that, but from the MOD manager of BF2, I can manually select it and implement it in the editor.

What happen is that I can see the model , it is perfectly working with the COL's and the LOD's but when I save the test map and load it in the game, the static ''Garden_Door'' is not appearing!

More information:

Garden_Door.CON
GeometryTemplate.create StaticMesh garden_door
CollisionManager.createTemplate garden_door

ObjectTemplate.create SimpleObject garden_door
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.creator ADMINISTRATOR-PC:administrator
ObjectTemplate.collisionMesh garden_door
ObjectTemplate.mapMaterial 0 col_metal 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.geometry garden_door

include garden_door.tweak
______
Meshes
garden_door.collisionmesh
garden_door.samp_01
garden_door.samp_02
garden_door.samples
garden_door.staticmesh
This is how it looks before I tweak the static in BF2 editor (And even when I tweak it it doesnt fix it)
To conclude, these are the 2 problems:

-Exportation from 3DsMax to BF2editor is bugged
-Object appear perfectly fine in editor but does not load in-game
Last edited by W.Darwin on 2016-03-15 01:27, edited 4 times in total.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [HELP!] 3DsMax exporting

Post by Rhino »

As for the exporter exporting into the wrong location, most likely that you have something setup incorrectly or its just some really odd error. Make sure there is nothing in the dir that shouldn't be there, like a second line, or a line just before the dir, and use the brose button to get the right folder rather than manually typing it in. However it might just be something you may have to live with.

As for not loading up ingame, the object needs to be packed into the mod's content .zip files in order for it to be able to load ingame.
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W.Darwin
Posts: 310
Joined: 2009-03-28 19:05

Re: [HELP!] 3DsMax exporting

Post by W.Darwin »

Rhino , that's what I just tried before reading your post!

Hehe, it works.

I
T


W
O
R
K
E
D



I OFFER YOU THESE RHINOS FOR THE HELP, THANKS B0SS

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This last picture make me think, How about we get a hidden rhino in Ramiel that we could ride as ARF faction?


I got a better idea, I will modelize a Rhinoceros Sculpture in honor of your dedication to PR, it'll be glorious! give me 2 days :D
Last edited by W.Darwin on 2016-03-15 02:23, edited 3 times in total.
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