Re: [WIP] [Vehicle] Super Etendard
Posted: 2019-01-25 22:01
Cmon avant were waiting, anxiously. give us an update!
What is your OS?anantdeathhawk wrote:Update:
Editor crashes on startup, did all as written in this, except setting up light maps.
https://www.realitymod.com/forum/f189-modding-tutorials/14468-tutorial-setting-up-bf2-editor-pr-mapping-modding.html
will try some more and post results later.
Thanks!
Those are the correct scripts to install for exporting/importing etc for BF2.anantdeathhawk wrote:have installed tools from here and extracted in the max folder and restarted.
thread - https://www.realitymod.com/forum/showthread.php?t=145720&highlight=super
I have no idea what that script is, I'm pretty sure they aren't part of the BF2 scripts (searched my scripts for that name and didn't find them) and the only reference I can find of them is here: https://www.deviantart.com/mariokart64n ... -675360368anantdeathhawk wrote:This Script runs which is different form the tools by the thread mentioned above.
1. At the top of your screen you now have a "BF2" Menu here where it has all the BF2 scripts:anantdeathhawk wrote:1. How to run script from max script option on top of the max 9 window?
2. How to export and use it in Editor.
Thanks!
Anant is just trying to view his 1p cockpit in the editor as he's working basically, so can see what issues he needs to fix etc.Mineral wrote:Is the model complete and ready for export? Or are you just doing test-exports to see how it looks ingame?
In both cases, if you continue to run into issues with exporting, i can have a look and do it for you;
Your almost there, most of what you are doing is correct!anantdeathhawk wrote:Hey,
I tried the export and it came out like this, your tutorial you posted a few pages back helped, but i didn't understood much.
Tell me what i did wrong?
1. Humm, I've probably talked about this in this topic already somewhere, don't have the time to go back and find it thou. But ye, basically there are two schools of thought on this, vBF2 cockpits generally don't have any 1p glass, and just have them open up to the elements. PR models do tend to have 1p glass, but ye, some look better than others. The biggest issue is having a large texture for them, as that can eat up quite a bit of texture space/mem.anantdeathhawk wrote:1. Do i have to make canopy glass for 1p?
2. What more has to be modelled for 1p?
Thanks!
Thanks for the offer Mineral but i have to learn this, so as to do it myself in the future. Have to finish many models that are WIP since yearsIn both cases, if you continue to run into issues with exporting, i can have a look and do it for you;
pr_repo_edit
Yeah i'll try, i meant is their any more detail to be modelled or just have to polish the cockpit?2. Can't recall the issues, I would suggest going back through the thread and seeing what issues have been pointed out before and also just looking at the model yourself in the editor and max, and seeing if you can spot any errors or improvements that can be made
FYI, it probably isn't worth learning the full ins and outs of exporting as Mineral etc can do that, although there is a chance they wont be able to at some point but ye, the imporant thing for actual modelling of an item is the ablity to do a quick test export to see your work in the editor. When it comes to doing the full final export, best to let someone like me or Mineral do that. Also FYI, I've already pretty much done the exporting of this jet, just needs LODs, Cols, cockpit model and final texture.anantdeathhawk wrote:Thanks for the offer Mineral but i have to learn this, so as to do it myself in the future. Have to finish many models that are WIP since years![]()
Sorry I didn't explain it clearly. You don't actually need the "pr_repo_edit" mod, you just need it listed in your 3DsMax Export Setup, mods part, then it will set the texture path correctly on export.anantdeathhawk wrote:Thanks Rhino, i'll look into the tutorial.
i don't have this, do i have to make it or mention it. Probably won't be required if i can attach the texture manually. i don't know.
It's really just polishing the cockpit at this point. If you see any more detail to add, go for it but this cockpit is well more detailed than most other BF2/PR cockpits so the main thing to focus on now is just fishing it upanantdeathhawk wrote:Yeah i'll try, i meant is their any more detail to be modelled or just have to polish the cockpit?