BFMeshViewer

Information and tutorials related to modding BF2.
Rhino
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BFMeshViewer

Post by Rhino »

'Remdul' wrote: Hi,

I wrote a tool over the last few months to view exporter Battlefield models, and we've used here internally at FHmod. It doesn't do anything fancy, but it is good for debugging, checking texture filepaths, shaders names of statics, check poly count etc. Just something to make our worthless slave-lives a little easier.

Screenshot:
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Not everything is supported or displayed properly. Skinnedmesh does not work (yet), weapon/vehicle collisionmesh is currently not implemented. Works on most BF42, BF2, BF2142, and BF Heroes files. You can view .sm, .staticmesh, .bundledmesh, and .samples files.

There's a world space > tangent space normal map converter, and also ambient occlusion map renderer (load OBJ for this), but these are highly experimental and undocumented.

You can bind file extensions to BfMeshView so you only have to double click files to view them. Just right click on the file > open with > browse to bfmeshview.exe, select checkbox > ok.

For texture loading to work, simply add your mod path to the texture paths list on the options dialog.

You may need some extra files to run this app, see bottom of the page for download.

Use at your own risk. There is no written documentation. Unfortunately I have very little time to work on this tool. Post suggestions/bugreports in this thread please. I might check back every once in a while if I find the time, but no promises. :P

Cheers,
Remdul
(Reverse Engineer @ Forgotten Hope 2 mod)

Had a quick go with this tool last night, really good going to save me lots of time with having to load up the editor to view a mesh. Lots of info on all the lods, mats etc.

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Takes a bit to work out how to setup the textures but isn't too hard, you just need to manually put in all the texture folders for it to read which is kinda a bumber.

You need to download both the latest build and the dlls at the bottom of the page.

Hope some of you will find this useful :)

Check this updated post for link: https://www.realitymod.com/forum/f189-m ... ost1562420
Last edited by AFsoccer on 2014-04-11 04:27, edited 1 time in total.
Reason: updated link
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ice_killer
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Re: [New Tool] BFMeshViewer

Post by ice_killer »

ZOMG thats great news, can you say thanks for me :)
I7 980X, REX3, Dominator GT 12G, 4X XFXHD6970 2G yes Quadfire , SSD 3x Raptors 2X 1.2 KW :mrgreen:
marcoelnk
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Re: [New Tool] BFMeshViewer

Post by marcoelnk »

nice , looks cool :)
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Rudd
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Re: [Tool] BFMeshViewer

Post by Rudd »

anyone got a alternative link for this? Its really good for mappers who want to check to see if the statics they use have got obvious problems like LODs etc
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Rhino
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Re: [Tool] BFMeshViewer

Post by Rhino »

TBH checking that stuff is best done in the object editor, where you can easily view the object with textures without having to search for all the texture paths.

You can view LODs and cols in the object editor btw, check the coding part of my static shed tut for info on it.
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Rudd
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Re: [Tool] BFMeshViewer

Post by Rudd »

my editor just doesnt like switching between object and level/terrain editors
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Rhino
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Re: [Tool] BFMeshViewer

Post by Rhino »

is that all the time or only when an object has been updated? When updated there is a known bug there, but if no objects have been updated while the editor has been running, it should be fine.
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Tim270
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Re: [Tool] BFMeshViewer

Post by Tim270 »

[R-DEV]Rudd wrote:anyone got a alternative link for this? Its really good for mappers who want to check to see if the statics they use have got obvious problems like LODs etc
http://timdouglas270.ftfmod.com/bfmeshview180.rar
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Rudd
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Re: [Tool] BFMeshViewer

Post by Rudd »

cheers mate
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Rhino
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Re: [Tool] BFMeshViewer

Post by Rhino »

New version released :)
'Remdul' wrote: Ok, as promised, here it is:

BfMeshView

BfMeshView 2.0.0!
Although the version number has hit 2.0, as always it remains an experimental program. Many new features, the highlights:
* BF2 animation playback!
* added texture mass-rename tool (proven to be very popular among FH devs)
* added browse buttons to material editor
* improved display of UV channel info (should help to clear up confusion when troubleshooting bad lightmap UVs)
* added BF1942 StandardMesh shader/texture loading

Many thanks for the suggestions and bug reports!

One other thing I should also note, the file extension binding has been changed, so that files can be sorted by file type properly in Explorer and Winzip again. You might have to open the Options > Preferences window, and click Apply for this to take effect.

If there are any regressions, I'd like to hear about it.

Webpage and screenshots updated. Other good news, most Battlefield Play 4 Free files also work in BfMeshView. Some files do not load properly, I may or may not improve that.

MaxScripts updated as well: http://www.bytehazard.com/bfstuff/
My webhost erroneously restored an old backup a while ago without my knowledge, so some users may have downloaded outdated scripts. Re-download if you're having trouble.

My webpage has now been moved to ByteHazard, which is where it will stay for time being, so update your bookmarks.
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Rudd
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Re: [Tool] BFMeshViewer

Post by Rudd »

sounds bloomin fantastic!
Chuc
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Re: [Tool] BFMeshViewer

Post by Chuc »

* BF2 animation playback!
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AfterDune
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Re: [Tool] BFMeshViewer

Post by AfterDune »

Yess!! Very nice :) .
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temexter
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Re: [Tool] BFMeshViewer

Post by temexter »

This is pure Rock'n'Roll.
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Phan2om
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Re: [Tool] BFMeshViewer

Post by Phan2om »

Hello World , i dont know where i can ask - How make transparent lens for 3d mesh ACOG sight ??
Please help me , sorry my bad english.

write in PM

Есть тут русские , Ктонибудь напишите в аську 580590191 !!!
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Daniel
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Re: BFMeshViewer

Post by Daniel »

Hey Rhino, the "sharkmatter... " link in the quote got changed to: " Battlefield Mod Tools " (you can check it on your top link, the post in that forum)
Rudd
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Re: BFMeshViewer

Post by Rudd »

out of curiosity, did anyone ever get the meshviewer's lightmap sample creation tool to work?
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Rhino
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Re: BFMeshViewer

Post by Rhino »

Yes, I use it all the time.
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AfterDune
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Re: BFMeshViewer

Post by AfterDune »

Generating lightmap samples has always worked for me? In some cases, you get a lot of errors though (mostly due to the model having issues). And sometimes, that's not really an issue, but the BF2 editor can crash on bad samples sometimes.

That's a lot of sometimes... :p

I general, it works really good.
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Rudd
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Re: BFMeshViewer

Post by Rudd »

strange, I've been playing with it but the LMs produced with this method are completely wrong, lots of areas on the model not being touched
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