Animating for Battlefield 2

Information and tutorials related to modding BF2.
Tonnie
Retired PR Developer
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Re: Animating for Battlefield 2

Post by Tonnie »

addaco wrote:Ok thanks, and one final thing, where are the PR weapon cons located?
ok i suggest you make a copy of the pr mod and call it "pr_edit".

then go to "objects" inside objects the should be two zip files "objects_client" and "server_client" select both right click and hit the "extract here" button. then go into the "weapons" folder that got extracted then to "handheld" and then you will have all the handheld weapons in there

let me know how you get along

HangMan: BF2 Editor, it has very strict limitations memory wise, and crashes all the time. Its like a girl. Treat it with respect and take it slow and you'll get places. Rush and get ahead of yourself and it will turn around and punch you in the mouth
Chuc
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Joined: 2007-02-11 03:14

Re: Animating for Battlefield 2

Post by Chuc »

I import the bundlemesh, not through the .con files.

Here's the files I think I have..

Poe2 Extended Tools For 3dmax 6-8 And 9 - Official BF Editor Forums

http://bfeditor.org/forums/index.php?sh ... 5980&st=60 (last post)
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: Animating for Battlefield 2

Post by Tomato-Rifle »

When i try to import the G3 iron i get this error
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Last edited by Tomato-Rifle on 2009-06-22 20:12, edited 1 time in total.
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Chuc
Retired PR Developer
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Re: Animating for Battlefield 2

Post by Chuc »

Don't import the mesh via those extended tools, you see that I have an additional set of tools for importing meshes and animations.
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: Animating for Battlefield 2

Post by Tomato-Rifle »

Well, where would i get those :/

This?

http://www.fpsbanana.com/tools/1553
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Chuc
Retired PR Developer
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Re: Animating for Battlefield 2

Post by Chuc »

To be honest I forgot where :p Just browse around the BF2 Editor forums on 3DSmax export tools.

EDIT: YES THAT ONE
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Tomato-Rifle
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Re: Animating for Battlefield 2

Post by Tomato-Rifle »

One more question, why are there a bunch of models in the one model?
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Chuc
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Re: Animating for Battlefield 2

Post by Chuc »

Following the tutorial, delete all the meshes aside from geom0 lod0 (that is your first person level of detail geometry).

Geom0 Lod1 is what you can load when you sight in, so things like scope reticles etc are in there. Because we use 3D sights in PR now, unless your weapon has a scope, there's no need for a lod1.

Geom1 lod0 is the highest detail third person geometry, and subsequent lods are lower detail meshes that get rendered the further away it is.

Thats why its called a Bundlemesh, as it has a lot of meshes bundled into it :p
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Tomato-Rifle
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Re: Animating for Battlefield 2

Post by Tomato-Rifle »

And another question, how do i make the selection box with the lods look like yours? mine looks like this

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Chuc
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Re: Animating for Battlefield 2

Post by Chuc »

I'm not sure how you got that window.. but to select objects from a table just press hotkey "H".
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Chuc
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Re: [Animation Tutorial] Animating for Battlefield 2

Post by Chuc »

Hey addaco, really sorry for the wait. Unfortunately I can't find any problems downloading or extracting, did you try downloading with a download manager or something with resume support?
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Animation Tutorial] Animating for Battlefield 2

Post by Wilkinson »

I'm having an issue making my IK Constraints.

For some reason I cannot get the Link Params
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Chuc
Retired PR Developer
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Re: [Animation Tutorial] Animating for Battlefield 2

Post by Chuc »

You need to make a link constraint via the top drop down menu
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Animation Tutorial] Animating for Battlefield 2

Post by Wilkinson »

Got it thanks.
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HitmanS2
Posts: 57
Joined: 2010-02-04 12:25

Re: [Animation Tutorial] Animating for Battlefield 2

Post by HitmanS2 »

I have a problem, I don't the necessary tools thing... why ?
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Last edited by HitmanS2 on 2010-03-22 16:20, edited 2 times in total.
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