[Help!] 3ds max export error

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Z-trooper
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[Help!] 3ds max export error

Post by Z-trooper »

Hey guys. I've been wanting to take my modding to the next level so I can really start to be usefull :)

I've been battling with this error for a while now. I tried to set up the bf2 tool, but it gives me this everytime.

This particular weapon was just for fun and testing, not really intended for bf2. I tried to make a static a little while back, but same problem :|

now I'm deterimed to solve it and take that next step, but I need help to get passed this.

Here is a picture with the error, setup and hirachy.

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thanks in advance :)
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"Without geometry, life is pointless"
Z-trooper
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Post by Z-trooper »

would it be easier if I used the POE tools instead? if a DEV or someone else would care to guide me through it just once, I would be very happy. And when I figure it out I'll be able to do some real work for PR hopefully :)

xfire in the sig and msn: [email protected]
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"Without geometry, life is pointless"
IronTaxi
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Post by IronTaxi »

wish i could help but ive only done statics which are quite simple..
Z-trooper
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Post by Z-trooper »

[R-DEV]IronTaxi wrote:wish i could help but ive only done statics which are quite simple..
ok, thanks anyways :)

But I have the same problem when I tried to do a static a little while back. :/ it just gave me that error. I uninstalled the bf2 tool (or I replaced it with the poe tools instead) and while I was doing that I saw that the folder max_5 or something like that was there. That might be a problem?
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"Without geometry, life is pointless"
halvor1
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Joined: 2007-03-11 18:29

Post by halvor1 »

Z-trooper wrote:ok, thanks anyways :)

But I have the same problem when I tried to do a static a little while back. :/ it just gave me that error. I uninstalled the bf2 tool (or I replaced it with the poe tools instead) and while I was doing that I saw that the folder max_5 or something like that was there. That might be a problem?
hmm i dont know maybe someone else KNOW???
Z-trooper
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Post by Z-trooper »

ok, small progress. Used the Poe2 tool (might have been that or been the fact that I deleted that max5 folder), anyway it now creates the folder when it exports, but not the bundledmesh. Anyone care to explain how they do or what I'm doing wrong?

Image
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"Without geometry, life is pointless"
Z-trooper
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Post by Z-trooper »

Well I dont think I need help any more guys ;)

This might not seem like that big a deal for most of you, but for me it is. This is the beginning of my stuff being used ingame :D I got tired of keeping track of "complex/large" objects with multiple objects so I created a test object. this box :) with the first texture I found.

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This is really a milestone for me, cause now I'll be able to help with some actual stuff for the game. I know how to import the stuff from the editor into the game too, and with enough experince and tries I think I will be able to help out with some more important stuff now :)

I'll try to finish up the RPG-29 as soon as I have enough time for it and when thats done I'll try to do the importing myself. Could I just use the .tweak file from, lets say, the AT-4 and take it from there?
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"Without geometry, life is pointless"
Z-trooper
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Post by Z-trooper »

well, I tried something different. Found some screenshots of how a hirachy of a weapon should look like, and... well..

Image

Now I'll attempt to do some work on it to learn some more about bf2 engine modding :)
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"Without geometry, life is pointless"
halvor1
Posts: 1017
Joined: 2007-03-11 18:29

Post by halvor1 »

Z-trooper wrote:well, I tried something different. Found some screenshots of how a hirachy of a weapon should look like, and... well..

Image

Now I'll attempt to do some work on it to learn some more about bf2 engine modding :)
Loooks amazing wow you are so fast to learn new things :P
Z-trooper
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Post by Z-trooper »

Tried to get it into pr, but I'm stuck at a error:

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Is it because I didnt export it as the right item in the first place? when I was working in the editor it said something about it not being a weapon or a kit or something, then I just deleted some of the lines in the .con file to make it match the content of other grenades .con file.

Any suggestions on how to proceed from here?
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"Without geometry, life is pointless"
Pride
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Post by Pride »

It looks like it has something to do with the index number of the weapon (the number you press to bring up that weapon (3 for assault rifle))

Looks like you haven't given it a number between 1 and 9.


Well thats all i can say with my very limited knowledge of BF2 coding :lol:
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
Z-trooper
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Post by Z-trooper »

Pride wrote:It looks like it has something to do with the index number of the weapon (the number you press to bring up that weapon (3 for assault rifle))

Looks like you haven't given it a number between 1 and 9.


Well thats all i can say with my very limited knowledge of BF2 coding :lol:
oh, alright. I havent exactly tried messing around with that, but I'll try to find it if I can. Thanks for the help 8)

EDIT: it seems to have the same index number as every other grenade I could find

EDIT: well in the .con files it has the same values, but when I looked in the editor there were some Fudged up values :D projectile speed = 600 where the normal grenade is 25 :D a bit overpowered I think :D I'll have a go at some of the stuff. no idea why the values are like that. I used the tweak file from a grenade that was already ingame :P
Last edited by Z-trooper on 2007-11-27 19:28, edited 1 time in total.
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"Without geometry, life is pointless"
Pride
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Post by Pride »

No problem, Its only a guess btw

To change the index number find this in the .tweak file:

(Using an example from the brit grenade)

ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/ushgr_m67/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/ushgr_m67/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate gbhgr_l109_Projectile
ObjectTemplate.keepProjectiles 30
ObjectTemplate.velocity 23
ObjectTemplate.itemIndex 4

ObjectTemplate.delayToUse 0.35

I think that should do it
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
Z-trooper
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Post by Z-trooper »

yea, did that :)

ran into a small problem I think. when I was comparing some grenades in the editor with the one I'm making it looks like mine is missing some "components". I have a bit experince with the file structure of the objects folders and stuff like that, but this is kind of new to me. Any idea how to find these components so I can just copy paste them? or is it not as simple as that?
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"Without geometry, life is pointless"
Pride
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Post by Pride »

I'm afraid I have no idea, my only experience is tweaking things in notepad, do not know about the mysterious ways of the bf2 editor :lol:
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
Z-trooper
Retired PR Developer
Posts: 4166
Joined: 2007-05-08 14:18

Post by Z-trooper »

Pride wrote:I'm afraid I have no idea, my only experience is tweaking things in notepad, do not know about the mysterious ways of the bf2 editor :lol:
hehe, thats alright. thanks for helping anyway :)

It actually said "-1" in ItemIndex, and then I changed it to "4", but when I tried to load up the map again, it gave me the same error. Seems asif its still -1. I'll have to look deeper into this, cause its beginning to make little sence now :D

But I think I've gotten far for one day. when I woke up today I still had no idea how to export the models from 3Ds max, and now I'm on my way to getting a weapon ingame.

when I'm done with this I'll try something a bit more complex, a firearm - whit more than one object. So I might aswell keep this thread open for further questions :D
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"Without geometry, life is pointless"
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