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exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-08 12:15
by ice_killer
guys
im a bit in a struggle here
Ive exported a AT for the Normandy mod.
Now i loaded the files in the editor but the texture's are gone, the model is turnd 90 degrees
the editor give this error
Ignored Warning[RendDX9] : Texture not found: prww2/prww2/objects/weapons/handheld/usat_m1a1/textures/diffuse
Ignored Warning[RendDX9] : Texture not found: prww2/prww2/objects/weapons/handheld/usat_m1a1/textures/normals
Ignored Warning[RendDX9] : Texture not found: prww2/prww2/objects/weapons/handheld/usat_m1a1/textures/specular
the hierarchy is
texture layout
once exported
i get these files
m1a1.CON
m1a1.bundlemesh
m1a1.collisionmesh
the texture folder has a
Diffuse.DDS file
normals.DDS file
specular.DDS file
in the editor it show as this

Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-08 12:22
by AfterDune
The last export you did was better, it displayed textures at least (still wasn't entirely right though). Weapons usually have a _b.dds and _c.dds.
Can someone explain to me what these are actually called?
Both textures also have an alpha layer.
For the Bazooka, we have a Normal, Diffuse and Specular image.
Also, as you can see the issue with this export is that the weapon is rotated 90 degrees vertically. Not good.
Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-08 12:25
by ice_killer
erm i sent you already an older export witch dos not show here texture's ... can you post a editor pic dump ?? maybe a flaw of the editor on my side
Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-08 15:00
by AfterDune
I viewed it with bfmeshview, which either needs the correct texturepath, or have the textures in the textures folder

.
Edit:
Just viewed it again, you're pointing to:
prww2/prww2/objects/weapons/handheld/usat_m1a1/textures/diffuse.dds
It should just be:
objects/weapons/handheld/usat_m1a1/textures/*.dds
But that can be changed without exporting the weapon, no problem. My "issues" are that it's using 3 textures now (normal.dds, diffuse.dds and specular.dds), while I think it should use only 2: [name]_b.dds and [name]_c.dds (with alpha layers).
That, and it's rotated

.
Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-08 15:11
by Tim270
Yeah put your specular map in the alpha layer of your diffuse, that is how bf2 uses specular maps, rather than having a separate map for specular.
Should be something like
Diffuse_c.DDS save as DTX5 if you are using the alpha map for specular.
Normal_b.dds Save as DTX1 if you are not using the alpha channel for anything in the normal map.
Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-08 15:56
by Hauteclocque
Your hierarchy is completely wrong, even if it's not the reason why the textures aren't displayed.
The main mesh should be called "weapon_name__GenericFireArm" and the other parts should be connected to this main mesh with numbers going from 1 to X.
Are your export tools well set up ? It may be the issue.
Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-08 16:53
by ice_killer
@ Hauteclocque
i used the export tutorial from Junk (bfeditor.org)
i just reexported, some how it now has texture's on it
tools are setup correctly
but now its still 90 degree's turn'd is this blamable of the wrong hierarchy
Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-08 18:51
by Hauteclocque
Reset the pivots of every part after having checked the weapon points to the right direction. (import a PR model to check this). It should fix it.
Also in the second screen of your first post, instead of bundlemesh_texture, it should be ColorMapGloss, otherwise you'll have shiny textures ingame.
Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-08 19:28
by ice_killer
as far i can tell (imported a US army soldier to max) it points to the correct position. Scalin is also good.
pivots are all @ X0 Y0 Z0
i have renamend the bundledmesh name to ColorMapGloss ty for that tip
weapon keeps pointing to the sky (maybe it whant to be AA?

)
edit
import a AT4, weapon hase same direction, its a bit longer but other ???
this is the current hierarcy
mmm the editor see's the weapon as a Simple Object?? whill its named as a GenericFireArm
if i load the LAT4 it dos say GenericFireArm ??

Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-08 21:53
by Hauteclocque
Sorry, I meant reset transform...it should fix the rotation.
Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-08 23:13
by ice_killer
Ok treid it as last hing before jumping to bed. Not working
Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-09 07:59
by Hauteclocque
Hmm...send me the export scene, I'll take a look.
Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-09 12:28
by Hauteclocque
Here you go:
The numbers weren't linked to the GenericFireArm, hence the Simple Object issue.
Also you needed to reset transform for each part of the hierarchy.

Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-09 12:44
by ice_killer
Nice thanks for the help

Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-09 13:03
by ice_killer
checked object in editor, no texture's

Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-09 15:11
by AfterDune
Can anyone send me the exported files? Then I'll try to code it.
Re: exporting from 3D max to Bf2, texture's gone weapon turnd 90 degrees
Posted: 2012-08-09 18:13
by ice_killer
if every thing whent well they shut be in you inbox
