Blender for PR Modelling?

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rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Blender for PR Modelling?

Post by rPoXoTauJIo »

Didn't had much time on that due to rl stuff, will come back later.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
dnamro
Posts: 29
Joined: 2014-07-27 00:47

Re: Blender for PR Modelling?

Post by dnamro »

This is absolutely awesome to see progress being made on BF2 import/export tools for Blender. This may open doors for more people to get into modding, since, unless your a student, there is not easy path to get into 3ds Max. GMAX, a limited version of 3ds Max, was originally intended as this role, but game designers never embraced the idea -- probably because they could not see the benefit of making mod tools for a tool none of their devs used. But with Blender BF2 tools support, at last we will finally have the capability of opening up mod support to everyone. Of course the next issue with be to update the BF2 3d modeling tutorials to support Blender.

I for one will definitely embrace it. Personally, Blender was my gateway to learn 3d Modelling, but I had to move to 3ds Max because of the lack of tool support.
B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: Blender for PR Modelling?

Post by B4rr3l »

Do you guys know how to use Mesh View to export to .opbj with correct UV cordinates?

Only is we could make the blender export and the uv work properly :(

improved MEC Soldier

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B4rr3l
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Re: Blender for PR Modelling?

Post by B4rr3l »

Ultra 16K MEC Mesh!

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with only 2.000.000 triangles
dnamro
Posts: 29
Joined: 2014-07-27 00:47

Re: Blender for PR Modelling?

Post by dnamro »

Isn't the UV coordinate corruption a problem with importing from the BF format into whatever tool is used?
Bull3t Corp.
Posts: 1
Joined: 2017-09-12 00:01

Re: Blender for PR Modelling?

Post by Bull3t Corp. »

dnamro wrote:Isn't the UV coordinate corruption a problem with importing from the BF format into whatever tool is used?
It is when using mesh view to export o Obj, sadly cause that would be awesome if it could just import and export from mesh to obj without any errors, but it does work ok when using max to export to obj, even older versions with older tools
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Blender for PR Modelling?

Post by rPoXoTauJIo »

dnamro wrote:Isn't the UV coordinate corruption a problem with importing from the BF format into whatever tool is used?
Vertices in bfmesh format holds information about multiple UV's while obj that's common used for cross export-import can hold information only for 1 UV channel.
There's also couple of other problems like loosing smooth group information on export, and therefor inability to obtain it from importing mesh...
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Blender for PR Modelling?

Post by rPoXoTauJIo »

Some small progress. Managed to remove 25th vertex from exported from 3dsmax box, removed unnecesary UV's, fixed UV1 position.
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Boxes appears to be identical, therefor 25 vertices isn't needed for box, and i can work further.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Blender for PR Modelling?

Post by rPoXoTauJIo »

Okay, something seems to be fucked in math :D but at least i can check it now faster now.
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Last edited by rPoXoTauJIo on 2017-09-12 21:41, edited 1 time in total.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Blender for PR Modelling?

Post by rPoXoTauJIo »

Partial success. Managed to export geometry and UV mapping data properly + vertices normals, tangents...
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Next is to check issues with axis rotations, float precision aliasing issues, cleaning up code before i can move further with proper tree scanning, materials parsing etc...
Last edited by rPoXoTauJIo on 2017-09-12 23:03, edited 1 time in total.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: Blender for PR Modelling?

Post by B4rr3l »

It would be great if it could import/export skinned meshes without loosing the vertex wights and requiring new rigging at every change you make.

Some Blender Work:

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Nice new feature
Last edited by B4rr3l on 2017-09-18 00:07, edited 3 times in total.
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Michael Z Freeman
Posts: 240
Joined: 2009-03-27 18:45

Re: Blender for PR Modelling?

Post by Michael Z Freeman »

Has the Blender work been released yet as a project ? Then other people could contribute. It could be listed on this page.
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Blender for PR Modelling?

Post by rPoXoTauJIo »

It's too early, however everyone knowing python feel free to contribute(mesh lib for pyhton) as i'm kinda low on time todays.
One thing that keeps me bothered with blender is import system, doesn't allow to make stuff nice, so really could use help from someone who's been here for a while.
Last edited by rPoXoTauJIo on 2017-12-26 09:23, edited 1 time in total.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
B4rr3l
Posts: 259
Joined: 2017-01-19 20:44

Re: Blender for PR Modelling?

Post by B4rr3l »

'[R-DEV wrote:rPoXoTauJIo;2179212']It's too early, however everyone knowing python feel free to contribute(mesh lib for pyhton) as i'm kinda low on time todays.
One thing that keeps me bothered with blender is import system, doesn't allow to make stuff nice, so really could use help from someone who's been here for a while.
You mean not smoothed properly? Just disable auto smooth and remove doubles and is should be fine.
dnamro
Posts: 29
Joined: 2014-07-27 00:47

Re: Blender for PR Modelling?

Post by dnamro »

A modder made a BF1942 import/export tool for Blender. I wonder how hard it would be to modify it to be able to import BF2 models? I asked the dev, but he says he does not have BF2.

https://github.com/Ahrkylien/BF1942-Blender-add-on
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Michael Z Freeman
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Re: Blender for PR Modelling?

Post by Michael Z Freeman »

dnamro wrote:A modder made a BF1942 import/export tool for Blender. I wonder how hard it would be to modify it to be able to import BF2 models? I asked the dev, but he says he does not have BF2.

https://github.com/Ahrkylien/BF1942-Blender-add-on
Hi dnamro :mrgreen:

Definitely possible; BF2 is similar to 42, and along with the addon being in Python. I'm not saying it would be easy but certainly possible if the addon is already working with 42 stuff.
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Mats391
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Re: Blender for PR Modelling?

Post by Mats391 »

The plugin is still missing lots of things needed to work as a real exporter. It might be useful to import meshes into blender, but it cannot replace the 3ds tools.
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Mineral: TIL that Wire-guided missiles actually use wire
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