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Bfmeshview wierdness!

Posted: 2022-01-25 10:11
by Gatto
Like many people, I use bfmeshview when reskinning bf2 assets. In fact I've reskinned most of the bf2 land vehicles for my mod using bfmeshview, paint.net, and gimp.

Now I only have one large model left to reskin for my allied faction, the M1a1, however, for some strange reason it won't render correctly in meshview.
When I open it it renders as a squashed rectangle with the turret depressed into the hull.

Link to image: https://drive.google.com/file/d/1IZo87E ... sp=sharing

Does anyone have a solution for this?

Grateful for any help! :-)

Re: Bfmeshview wierdness!

Posted: 2022-01-25 10:45
by Mats391
This happens if there is no .con or the .con does not match the model. The meshviewer reads the positions from .con, so you need to make sure it is correct

Re: Bfmeshview wierdness!

Posted: 2022-01-25 11:10
by Gatto
Thanks for your reply Mats391, the vanilla ustnk_m1a2.con was already in the folder along with everything else.

So I checked the settings in bfmeshview and it wasn't set to 'load con' in 'options'.

Ticked that box, reloaded, and now I have the model showing correctly.

You can't imagine how happy you've made me, grazie mille!!! :-)

Re: Bfmeshview wierdness!

Posted: 2022-02-15 22:03
by PotatoLord
Hey I'm having the same issue and I have the .con file in the same place as the bundledmesh, I also made sure load con was ticked. I also can't see the textures.

I'm pretty new to the mesh viewer so apologies if it's a beginner question.

Image

Re: Bfmeshview wierdness!

Posted: 2022-02-16 07:12
by Mats391
If you are trying to load PR meshes, this is due to how we set up turrets. The turret code is in a separate file and meshviewer does not properly parse that.

Re: Bfmeshview wierdness!

Posted: 2022-02-16 13:01
by PotatoLord
Mats391 wrote:If you are trying to load PR meshes, this is due to how we set up turrets. The turret code is in a separate file and meshviewer does not properly parse that.
Is there any way to fix that?

Re: Bfmeshview wierdness!

Posted: 2022-02-16 13:27
by Rhino
The best way to view the model is to load it up in the BF2 Editor, but that takes a bit of setting up but it's worth it.

But if you really want to use BFMeshView, then it would be a matter of reverting the .con file back to how it was post PR turret code changes so BFMeshView can read it properly.

Re: Bfmeshview wierdness!

Posted: 2022-02-16 13:55
by Mats391
As Rhino mentioned, right now you would have to go back to old way of defining turret in the main .con. For that you can just copy everything from fsa_tnk_t62/fsa_tnk_t62_turret/fsa_tnk_t62_turret.con into the fsa_tnk_t62.con

Re: Bfmeshview wierdness!

Posted: 2022-02-16 17:36
by PotatoLord
Mats391 wrote:As Rhino mentioned, right now you would have to go back to old way of defining turret in the main .con. For that you can just copy everything from fsa_tnk_t62/fsa_tnk_t62_turret/fsa_tnk_t62_turret.con into the fsa_tnk_t62.con
Unfortunately it didn't seem to work for me

Re: Bfmeshview wierdness!

Posted: 2022-02-16 17:45
by Mats391
This as fsa_tnk_t62 works for me

Code: Select all

GeometryTemplate.create BundledMesh fsa_tnk_t62
GeometryTemplate.nrOfAnimatedUVMatrix 6
CollisionManager.createTemplate fsa_tnk_t62

ObjectTemplate.create PlayerControlObject fsa_tnk_t62
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.creator JML:jmlasante
ObjectTemplate.collisionMesh fsa_tnk_t62
ObjectTemplate.mapMaterial 0 Side 0
ObjectTemplate.mapMaterial 1 Front 0
ObjectTemplate.mapMaterial 2 Top 0
ObjectTemplate.mapMaterial 3 Rear 0
ObjectTemplate.mapMaterial 4 Wreck 0
ObjectTemplate.mapMaterial 5 Tracks 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometry fsa_tnk_t62
ObjectTemplate.addTemplate fsa_tnk_t62_Gunner
ObjectTemplate.addTemplate fsa_tnk_t62_Zmotor
ObjectTemplate.setPosition 0/0.6976/-2.6517

ObjectTemplate.create PlayerControlObject fsa_tnk_t62_Gunner
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.addTemplate fsa_tnk_t62_Turret
ObjectTemplate.setPosition 0/2.0379/0.5778

ObjectTemplate.create Engine fsa_tnk_t62_Zmotor
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 4
ObjectTemplate.addTemplate fsa_tnk_t62_LDriveWheel
ObjectTemplate.setPosition -1.5500/0/0
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_01
ObjectTemplate.setPosition -1.5500/0.0453/6.2550
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_02
ObjectTemplate.setPosition -1.5500/-0.3885/5.3272
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_03
ObjectTemplate.setPosition -1.5500/-0.3885/4.2460
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_04
ObjectTemplate.setPosition -1.5500/-0.3885/3.1849
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_05
ObjectTemplate.setPosition -1.5500/-0.3885/2.1033
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_06
ObjectTemplate.setPosition -1.5500/-0.3885/1.0320
ObjectTemplate.addTemplate fsa_tnk_t62_RDriveWheel
ObjectTemplate.setPosition 1.5500/0/0
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_01
ObjectTemplate.setPosition 1.5500/0.0453/6.2550
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_02
ObjectTemplate.setPosition 1.5500/-0.3885/5.3272
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_03
ObjectTemplate.setPosition 1.5500/-0.3885/4.2460
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_04
ObjectTemplate.setPosition 1.5500/-0.3885/3.1849
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_05
ObjectTemplate.setPosition 1.5500/-0.3885/2.1033
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_06
ObjectTemplate.setPosition 1.5500/-0.3885/1.0320

ObjectTemplate.create RotationalBundle fsa_tnk_t62_LDriveWheel
ObjectTemplate.collisionPart 5
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 5

ObjectTemplate.create RotationalBundle fsa_tnk_t62_Lwheel_01
ObjectTemplate.collisionPart 6
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 6

ObjectTemplate.create Spring fsa_tnk_t62_Lwheel_02
ObjectTemplate.collisionPart 7
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 7

ObjectTemplate.create Spring fsa_tnk_t62_Lwheel_03
ObjectTemplate.collisionPart 8
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 8

ObjectTemplate.create Spring fsa_tnk_t62_Lwheel_04
ObjectTemplate.collisionPart 9
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 9

ObjectTemplate.create Spring fsa_tnk_t62_Lwheel_05
ObjectTemplate.collisionPart 10
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 10

ObjectTemplate.create Spring fsa_tnk_t62_Lwheel_06
ObjectTemplate.collisionPart 11
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 11

ObjectTemplate.create RotationalBundle fsa_tnk_t62_RDriveWheel
ObjectTemplate.collisionPart 12
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 12

ObjectTemplate.create RotationalBundle fsa_tnk_t62_Rwheel_01
ObjectTemplate.collisionPart 13
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 13

ObjectTemplate.create Spring fsa_tnk_t62_Rwheel_02
ObjectTemplate.collisionPart 14
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 14

ObjectTemplate.create Spring fsa_tnk_t62_Rwheel_03
ObjectTemplate.collisionPart 15
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 15

ObjectTemplate.create Spring fsa_tnk_t62_Rwheel_04
ObjectTemplate.collisionPart 16
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 16

ObjectTemplate.create Spring fsa_tnk_t62_Rwheel_05
ObjectTemplate.collisionPart 17
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 17

ObjectTemplate.create Spring fsa_tnk_t62_Rwheel_06
ObjectTemplate.collisionPart 18
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 18

include fsa_tnk_t62.tweak

ObjectTemplate.create RotationalBundle fsa_tnk_t62_Turret
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 1
ObjectTemplate.addTemplate fsa_tnk_t62_Barrel_Base
ObjectTemplate.setPosition 0/-0.1484/1.2141
ObjectTemplate.addTemplate fsa_tnk_t62_SmokeLauncher
ObjectTemplate.addTemplate fsa_tnk_t62_CupolaGunner
ObjectTemplate.setPosition 0.64931/0.550042/-0.236754
ObjectTemplate.addTemplate fsa_tnk_t62_Turret_Collision

ObjectTemplate.create PlayerControlObject fsa_tnk_t62_CupolaGunner

ObjectTemplate.create GenericFireArm fsa_tnk_t62_SmokeLauncher
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1

ObjectTemplate.create Bundle fsa_tnk_t62_SmokeLauncher_Barrel
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 0

ObjectTemplate.create SimpleObject fsa_tnk_t62_Turret_Collision
ObjectTemplate.collisionPart 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3

ObjectTemplate.create RotationalBundle fsa_tnk_t62_Barrel_Base
ObjectTemplate.collisionPart 2
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 2
ObjectTemplate.addTemplate fsa_tnk_t62_Barrel
ObjectTemplate.setPosition 0/-0.0970/0
ObjectTemplate.addTemplate fsa_tnk_t62_heatBarrel
ObjectTemplate.setPosition 0/-0.0970/0
ObjectTemplate.addTemplate fsa_tnk_t62_fragBarrel
ObjectTemplate.setPosition 0/-0.0970/0

ObjectTemplate.create GenericFireArm fsa_tnk_t62_Barrel
ObjectTemplate.collisionPart 3
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 3

ObjectTemplate.create GenericFireArm fsa_tnk_t62_heatBarrel

ObjectTemplate.create GenericFireArm fsa_tnk_t62_fragBarrel

include fsa_tnk_t62_turret.tweak

Re: Bfmeshview wierdness!

Posted: 2022-02-17 04:10
by PotatoLord
Mats391 wrote:This as fsa_tnk_t62 works for me

Code: Select all

GeometryTemplate.create BundledMesh fsa_tnk_t62
GeometryTemplate.nrOfAnimatedUVMatrix 6
CollisionManager.createTemplate fsa_tnk_t62

ObjectTemplate.create PlayerControlObject fsa_tnk_t62
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.creator JML:jmlasante
ObjectTemplate.collisionMesh fsa_tnk_t62
ObjectTemplate.mapMaterial 0 Side 0
ObjectTemplate.mapMaterial 1 Front 0
ObjectTemplate.mapMaterial 2 Top 0
ObjectTemplate.mapMaterial 3 Rear 0
ObjectTemplate.mapMaterial 4 Wreck 0
ObjectTemplate.mapMaterial 5 Tracks 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometry fsa_tnk_t62
ObjectTemplate.addTemplate fsa_tnk_t62_Gunner
ObjectTemplate.addTemplate fsa_tnk_t62_Zmotor
ObjectTemplate.setPosition 0/0.6976/-2.6517

ObjectTemplate.create PlayerControlObject fsa_tnk_t62_Gunner
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.addTemplate fsa_tnk_t62_Turret
ObjectTemplate.setPosition 0/2.0379/0.5778

ObjectTemplate.create Engine fsa_tnk_t62_Zmotor
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 4
ObjectTemplate.addTemplate fsa_tnk_t62_LDriveWheel
ObjectTemplate.setPosition -1.5500/0/0
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_01
ObjectTemplate.setPosition -1.5500/0.0453/6.2550
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_02
ObjectTemplate.setPosition -1.5500/-0.3885/5.3272
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_03
ObjectTemplate.setPosition -1.5500/-0.3885/4.2460
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_04
ObjectTemplate.setPosition -1.5500/-0.3885/3.1849
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_05
ObjectTemplate.setPosition -1.5500/-0.3885/2.1033
ObjectTemplate.addTemplate fsa_tnk_t62_Lwheel_06
ObjectTemplate.setPosition -1.5500/-0.3885/1.0320
ObjectTemplate.addTemplate fsa_tnk_t62_RDriveWheel
ObjectTemplate.setPosition 1.5500/0/0
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_01
ObjectTemplate.setPosition 1.5500/0.0453/6.2550
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_02
ObjectTemplate.setPosition 1.5500/-0.3885/5.3272
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_03
ObjectTemplate.setPosition 1.5500/-0.3885/4.2460
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_04
ObjectTemplate.setPosition 1.5500/-0.3885/3.1849
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_05
ObjectTemplate.setPosition 1.5500/-0.3885/2.1033
ObjectTemplate.addTemplate fsa_tnk_t62_Rwheel_06
ObjectTemplate.setPosition 1.5500/-0.3885/1.0320

ObjectTemplate.create RotationalBundle fsa_tnk_t62_LDriveWheel
ObjectTemplate.collisionPart 5
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 5

ObjectTemplate.create RotationalBundle fsa_tnk_t62_Lwheel_01
ObjectTemplate.collisionPart 6
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 6

ObjectTemplate.create Spring fsa_tnk_t62_Lwheel_02
ObjectTemplate.collisionPart 7
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 7

ObjectTemplate.create Spring fsa_tnk_t62_Lwheel_03
ObjectTemplate.collisionPart 8
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 8

ObjectTemplate.create Spring fsa_tnk_t62_Lwheel_04
ObjectTemplate.collisionPart 9
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 9

ObjectTemplate.create Spring fsa_tnk_t62_Lwheel_05
ObjectTemplate.collisionPart 10
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 10

ObjectTemplate.create Spring fsa_tnk_t62_Lwheel_06
ObjectTemplate.collisionPart 11
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 11

ObjectTemplate.create RotationalBundle fsa_tnk_t62_RDriveWheel
ObjectTemplate.collisionPart 12
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 12

ObjectTemplate.create RotationalBundle fsa_tnk_t62_Rwheel_01
ObjectTemplate.collisionPart 13
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 13

ObjectTemplate.create Spring fsa_tnk_t62_Rwheel_02
ObjectTemplate.collisionPart 14
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 14

ObjectTemplate.create Spring fsa_tnk_t62_Rwheel_03
ObjectTemplate.collisionPart 15
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 15

ObjectTemplate.create Spring fsa_tnk_t62_Rwheel_04
ObjectTemplate.collisionPart 16
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 16

ObjectTemplate.create Spring fsa_tnk_t62_Rwheel_05
ObjectTemplate.collisionPart 17
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 17

ObjectTemplate.create Spring fsa_tnk_t62_Rwheel_06
ObjectTemplate.collisionPart 18
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 18

include fsa_tnk_t62.tweak

ObjectTemplate.create RotationalBundle fsa_tnk_t62_Turret
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 1
ObjectTemplate.addTemplate fsa_tnk_t62_Barrel_Base
ObjectTemplate.setPosition 0/-0.1484/1.2141
ObjectTemplate.addTemplate fsa_tnk_t62_SmokeLauncher
ObjectTemplate.addTemplate fsa_tnk_t62_CupolaGunner
ObjectTemplate.setPosition 0.64931/0.550042/-0.236754
ObjectTemplate.addTemplate fsa_tnk_t62_Turret_Collision

ObjectTemplate.create PlayerControlObject fsa_tnk_t62_CupolaGunner

ObjectTemplate.create GenericFireArm fsa_tnk_t62_SmokeLauncher
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1

ObjectTemplate.create Bundle fsa_tnk_t62_SmokeLauncher_Barrel
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 0

ObjectTemplate.create SimpleObject fsa_tnk_t62_Turret_Collision
ObjectTemplate.collisionPart 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3

ObjectTemplate.create RotationalBundle fsa_tnk_t62_Barrel_Base
ObjectTemplate.collisionPart 2
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 2
ObjectTemplate.addTemplate fsa_tnk_t62_Barrel
ObjectTemplate.setPosition 0/-0.0970/0
ObjectTemplate.addTemplate fsa_tnk_t62_heatBarrel
ObjectTemplate.setPosition 0/-0.0970/0
ObjectTemplate.addTemplate fsa_tnk_t62_fragBarrel
ObjectTemplate.setPosition 0/-0.0970/0

ObjectTemplate.create GenericFireArm fsa_tnk_t62_Barrel
ObjectTemplate.collisionPart 3
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType 3
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.geometryPart 3

ObjectTemplate.create GenericFireArm fsa_tnk_t62_heatBarrel

ObjectTemplate.create GenericFireArm fsa_tnk_t62_fragBarrel

include fsa_tnk_t62_turret.tweak
That's really weird, I tried that exactly and got the same bad result

Could you send me a zip of what you got? Not sure what I'm doing wrong

Re: Bfmeshview wierdness!

Posted: 2022-02-17 08:10
by Mats391

Re: Bfmeshview wierdness!

Posted: 2022-02-17 20:36
by PotatoLord
Mats391 wrote:Uploaded the edited files:
https://mega.nz/file/cFsGQY5B#SK1bK6OLI ... khNtEBqDDA
Thanks, that's really helpful, not sure why I couldn't get it working

but is there a way I can see the textures in the viewer or should I just manually put it in a 3d program

Re: Bfmeshview wierdness!

Posted: 2022-02-17 21:14
by Mats391
To get textures to show up you need to add your pr_edit (or w/e your modding folder is called) to the texture paths
Image

Re: Bfmeshview wierdness!

Posted: 2022-02-18 23:29
by PotatoLord
Mats391 wrote:To get textures to show up you need to add your pr_edit (or w/e your modding folder is called) to the texture paths
Image
Another rookie question, where and how do you make the modding folder, and how should it be formatted

Re: Bfmeshview wierdness!

Posted: 2022-02-19 09:52
by Mats391
PotatoLord wrote:Another rookie question, where and how do you make the modding folder, and how should it be formatted
The editor setup mentions how to do that https://www.realitymod.com/forum/showthread.php?t=14468
2. Cloning the mod
Once you have done that, we can now get down to business.

First go to: "C:\Program Files x86\Project Reality\Project Reality\mods" (default install path, may vary)
You will see in that folder a "pr" folder, and maybe more if you have other mods installed but we only need the pr folder.

Copy and paste the "pr" folder into the same folder so you end up with a "copy of pr" folder. It may take a few mins for it to clone the pr mod folder since it is quite large...

3. Creating "pr_edit"
Now rename your "copy of pr" folder to "pr_edit".

4. Getting your content ready
So now we have our basic mod setup but we still need to do some work before this can be usable by the editor. We need to extract all content that is currently compressed into .zip files so that the editor can open them. We do this as follows:

go to: "C:\Program Files x86\Project Reality\Project Reality BF2\mods\pr_edit\content" and locate the following zip files:

objects_common_client & objects_common_server
objects_statics_client & objects_statics_server
objects_vehicles_client & objects_vehicles_server
objects_weapons_client & objects_weapons_server


Copy them all to "C:\Program Files x86\Project Reality\Project Reality BF2\mods\pr_edit\objects". If this folder doesn't exist you have to create it.

Select all of the .zip files, right click on them and click "Extract Here". This will take some time like above, and overwrite any files it asks you to.

What we have done here is allow the editor to read the PR object files as the editor dose not like looking inside .zips for files and can't edit them if they are in a .zip

Re: Bfmeshview wierdness!

Posted: 2022-02-19 17:36
by PotatoLord
Mats391 wrote:The editor setup mentions how to do that https://www.realitymod.com/forum/showthread.php?t=14468
Genuine thanks man, got the BF2 Editor and the Mesh Viewer fully working now