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[HELP] BF2 Models

Posted: 2008-08-23 04:06
by Chanvlan
Hey fallas how do i import bf2 models into 3DS Max 2009 so i can put the mounted PKM onto my Boston Whaler? thnx

Re: [HELP] BF2 Models

Posted: 2008-08-23 04:28
by master of the templars
there are bf2 tools for 3dsmax here's a link
POE_MAX_BF2_TOOLS.zip - FileFront.com

even though it only says version 9 i think they work with the later 3ds max also

Re: [HELP] BF2 Models

Posted: 2008-08-23 05:22
by ballard_44
My advice is don't add it into 3dsmax. No use reinventing the wheel.

The PKM has already been created so add it through the editor (or by 'hand') once your model is complete.

Look at the .tweak file of the RIB boat and it will show you what needs to be done.

This shows how they added the M249, the ammo for it and the 1st person camera. There's other code you would need to add, but it gives you a general sense.

Code: Select all

ObjectTemplate.activeSafe RotationalBundle BOAT_RIB_mount
ObjectTemplate.modifiedByUser ljo
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_BOAT_RIB_mount_RotationRpm
ObjectTemplate.addTemplate uslmg_m249saw_stationary
ObjectTemplate.setPosition 0/-0.0140712/-0.00427747
ObjectTemplate.setRotation 0/-39/0
ObjectTemplate.addTemplate boat_rib_GunCamera
ObjectTemplate.setPosition 0/-0.187232/-0.52632
ObjectTemplate.setRotation 0/-39/0
ObjectTemplate.addTemplate m249saw_ammo
ObjectTemplate.setPosition 0.0427174/-0.122744/-0.175513
ObjectTemplate.setRotation 0/-41.2767/0
rem -------------------------------------
ObjectTemplate.setMinRotation 0/10/0
ObjectTemplate.setMaxRotation 0/60/0
ObjectTemplate.setMaxSpeed 0/90/0
ObjectTemplate.setAcceleration 0/5000/0
ObjectTemplate.setInputToPitch PIMouseLookY
ObjectTemplate.regulatePitch 0.15/-0.1
ObjectTemplate.restoreRotationOnExit 1

ObjectTemplate.activeSafe Sound S_BOAT_RIB_mount_RotationRpm
ObjectTemplate.modifiedByUser ljo

Re: [HELP] BF2 Models

Posted: 2008-08-23 05:49
by Chanvlan
na im just creating the model im not going to put it in BF2 ill leave that to someone else. But if they can stick the gun on themselves thats all ok then.

Re: [HELP] BF2 Models

Posted: 2008-08-23 13:46
by EOD_Security-2252
Yeah, you need to make make a pintel (gun stand/mount) for the PKM, but the PKM itself will be added when you import the vehicle and mess with it in the BFeditor (or just the tweaker).

Re: [HELP] BF2 Models

Posted: 2008-08-23 21:15
by Chanvlan
ok so do i add a stand? and how do i know how big it should be do i just guess?

Re: [HELP] BF2 Models

Posted: 2008-08-23 22:41
by Drav
if you want to import the pkm to help judge scale, use the poe tools mesh importer to bring it into your scene, then adjust your model to fit....use h key a lot to select and get rid of all the unnecessary lods (level of detail) contained in the bf2 import....


sorry, bit pissed, hope that makes sense!!

Re: [HELP] BF2 Models

Posted: 2008-08-24 02:34
by Chanvlan
ok i found the insergent PKM KIT .con file and i click open but it doesnt do anything? how do i import it now? like i went to the BF2 tab clicked ustilites then imported mesh - inspkmkit and then it does nothing

ok yeh and im trying to import the PR version of it do i need to use the BF2 version?

Re: [HELP] BF2 Models

Posted: 2008-08-24 04:00
by Exec
You've extracted the wrong file. :)

In both objects_client.zip and objects_server.zip, choose the weapon you want to import in /weapons/handheld/ and extract it's folders to the same directory.

ie.: @ objects_server.zip/weapons/handheld/: extract folder rulmg_pkm to C:/unzip and
@ objects_client.zip/weapons/handheld/: extract folder rulmg_pkm to C:/unzip

Cheers! :grin:

Re: [HELP] BF2 Models

Posted: 2008-08-24 04:46
by Chanvlan
NVM ALL problem soleved took me a while to understand what it meant!

Re: [HELP] BF2 Models

Posted: 2010-08-08 00:23
by Hulabi
Sorry to bump such an old thread :( But how can i open the kit geometries on 3dsMax9? I have the BF2 tools, but when i click the BF2 tab -> utilities -> mesh importer and try to open a kit, for example US_Assault.con. Nothing happens, what am i doing wrong? Thanks :)

Re: [HELP] BF2 Models

Posted: 2010-08-08 01:02
by J.F.Leusch69
try the us_kits.con

Re: [HELP] BF2 Models

Posted: 2010-08-08 08:54
by Hulabi
Thanks, seems like you cant open individual kits, but you have to open the factions kits.con file :) Got it working now.