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Forum » Battlefield heroes » Battlefield Heroes moding » My mods
My mods
maliDate: Monday, 2010-06-21, 12:34 PM | Message # 1
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Starting a thread to put my various stuff in.
OK, to get me started I did something really simple, added some camo to the Dr. P outfit biggrin



Message edited by mali - Wednesday, 2010-06-30, 0:29 AM
 
pro_modderDate: Monday, 2010-06-21, 1:01 PM | Message # 2
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looks nice =)
 
SwiftGreenDate: Monday, 2010-06-21, 1:49 PM | Message # 3
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Nice cool
 
DutchassasinDate: Monday, 2010-06-21, 3:36 PM | Message # 4
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surprised cool

When im not online it doesnt mean im not watching you
 
maliDate: Monday, 2010-06-21, 6:04 PM | Message # 5
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Thanks guys biggrin
Now I'm trying to figure out how to export vehicles from max, it's not going well at the moment, so any tips/links are appreciated smile

oh I just saw Apache Thunder's short tut in the thread below, gonna check that out smile

Message edited by mali - Monday, 2010-06-21, 6:17 PM
 
SgtColbertDate: Monday, 2010-06-21, 7:20 PM | Message # 6
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Quote (mali)
so any tips/links are appreciated

Here's a great source of information, most of it still applies to BFH.
http://www.bfeditor.org/forums....orum=17

Also, my PZL P.11 max files, maybe they'll help a bit.
http://www.megaupload.com/?d=GTPC8JSR


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TPangolinDate: Tuesday, 2010-06-22, 6:02 PM | Message # 7
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Very Very nice mate
 
maliDate: Tuesday, 2010-06-22, 6:05 PM | Message # 8
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Yeah, I've already found that forum.
Thanks for the file, it will help a lot. First I thought that just importing a bundledmesh will help me, but I see that not everything is the same in your max file and the imported game file.
 
TPangolinDate: Tuesday, 2010-06-22, 6:12 PM | Message # 9
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Try making the National Aviator Set alternative colours also...
 
maliDate: Tuesday, 2010-06-29, 11:09 PM | Message # 10
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I've got a question for SgtColbert or anyone who knows about exporting vehicles from max.

I've followed this tutorial for importing a car into the BF2 editor http://fenring.bf1942.cl/tutorials/importcar.php
After a lot of trial and error, I managed to get my naming and hierarchies in max setup how they should be and everything works perfectly in the BF2 editor, the car drives nicely, but I can't spawn it in the game for some reason.

I've saved it in the editor which got me the tweak file which I didn't edit after, created a new folder in both vehicles server and client zips and replicated the correct folder structures and I've followed the tutorial for spawning custom vehicles (just replaced the willys with my car) but nothing is spawned sad Instead, I just get five white rectangles to the lower left of the HUD
Then I tried to edit the tweak file according to the willys tweak but that also failed.

The only thing I don't have is the wreck mesh, but that tutorial says it's not important.

I've noticed that SgtColbert edited the soldier tweak files and I've tried to add my car name in there but that didn't help either. So what could be the problem?

 
SgtColbertDate: Wednesday, 2010-06-30, 1:12 AM | Message # 11
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Hard to tell from the description. Could you perhaps upload the exported stuff somewhere, so I can have a go with trying to spawn it? Oh, and the soldier tweak files were modded just to get the animations on driver/passenger working, the vehicle should spawn without it.

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maliDate: Wednesday, 2010-06-30, 1:49 AM | Message # 12
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Absolutely, here it is: deleted for now smile
Just an old model I wanted to try to import biggrin
I was hoping you would know what's wrong coz I'd like to learn to do it myself, not just let you do it for me..

lol I've discovered some weird stuff just now..
First, when I drop it into the object editor, I hear an explosion and get this warning "Ignored Warning[SoundEngine] : Failed to open/parse sound/explosions/explo_big_distant_02.wav."
Second, it doesn't load geometry when I drop it in, it shows it only after I click on geom1 wacko

edit: the problem was caused by the map file, it wasn't read-only biggrin guess I got too excited to try it out.
Now it spawns, but the texture is missing and the driving camera is wrong and it randomly drops into the ground biggrin

Message edited by mali - Wednesday, 2010-06-30, 3:12 AM
 
SgtColbertDate: Wednesday, 2010-06-30, 3:07 AM | Message # 13
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It spawns fine for me. It gets destroyed after a few meter drive, but that's because materials aren't set up, and it has no textures 'cause the path isn't relative. But yeah, essentially it works. Are you sure it doesn't spawn and just get destroyed after a while, and you can't notice 'cause there's no wreck mesh? :P With the materials not set up, even touching the ground may keep damaging it.

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maliDate: Wednesday, 2010-06-30, 3:11 AM | Message # 14
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Yeah, I edited the post quite a few times now biggrin
OK, I didn't know that materials are needed to define physical properties and about texture paths, but what about the camera? How do I make it similar to the regular jeep? I tried moving it around in the editor, but I can never see anything from it...


Message edited by mali - Wednesday, 2010-06-30, 3:13 AM
 
SgtColbertDate: Wednesday, 2010-06-30, 3:48 AM | Message # 15
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Well this is where it gets a bit tricky-dicky 'cause the BF editor doesn't like the BFH camera code.
First move the camera (in the editor) to about the middle of the vehicle.

Now replace this part of the .tweak

Code
ObjectTemplate.create Camera bri_jeep_golf_cam
ObjectTemplate.modifiedByUser "mali"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_bri_jeep_golf_cam_RotationRpm
rem -------------------------------------
ObjectTemplate.setMinRotation -120/-20/0
ObjectTemplate.setMaxRotation 120/20/0
ObjectTemplate.setAcceleration 5000/5000/0
ObjectTemplate.setInputToYaw PIMouseLookX
ObjectTemplate.setInputToPitch PIMouseLookY
ObjectTemplate.regulatePitch 0.1/-0.1
ObjectTemplate.restoreRotationOnExit 1
ObjectTemplate.worldFOV 1.2
ObjectTemplate.insideFOV 1.2
ObjectTemplate.worldFOV 1.2
ObjectTemplate.insideFOV 1.2
ObjectTemplate.allowInsideDynamicLights 1
ObjectTemplate.allowInsideStaticSun 0
ObjectTemplate.insideStaticSunDirection -0.25/-0.5/0.75
ObjectTemplate.insideStaticSunColor 1/1/1
ObjectTemplate.insideStaticSunDamageColor 1/0/0
ObjectTemplate.insideDamageFrequency 3
ObjectTemplate.insideDamageThreshold 0.15
ObjectTemplate.insideStaticSunAmbientColor 0.7/0.7/0.7

Added (2010-06-30, 3:48 Am)
---------------------------------------------
with this beautiful code stolen from BFH, and save

Code
ObjectTemplate.create Camera bri_jeep_golf_cam
ObjectTemplate.createdInEditor 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.networkableInfo BasicInfo
rem -------------------------------------
ObjectTemplate.addTemplate S_bri_jeep_golf_cam_RotationRpm
rem -------------------------------------
ObjectTemplate.setMinRotation -30/10/0
ObjectTemplate.setMaxRotation 30/10/0
ObjectTemplate.setMaxSpeed 0/0/0
ObjectTemplate.setAcceleration 0/500/0
ObjectTemplate.setInputToYaw PIMouseLookX
ObjectTemplate.regulateVECTOR -0.1/0.1/0
ObjectTemplate.restoreRotationOnExit 1
ObjectTemplate.cameraShakeStartSpeed 25
ObjectTemplate.cameraShakeMaxSpeed 35
ObjectTemplate.bounceLength 0.1
ObjectTemplate.bounceStrength 15
ObjectTemplate.bounceDamping 15
ObjectTemplate.followStiffness 1
ObjectTemplate.CVMInside 0
ObjectTemplate.CVMFlyBy 0
ObjectTemplate.CVMChase 1
ObjectTemplate.CVMFrontChase 0
ObjectTemplate.CVMNose 0
ObjectTemplate.CVMTrace 0
ObjectTemplate.CVMExternTrace 0
ObjectTemplate.setChaseDistance 4.5
ObjectTemplate.setIntermediateDistance 4
ObjectTemplate.setMoveToIntermediateSpeed 1.5
ObjectTemplate.cameraEaseOutTime 2
ObjectTemplate.setChaseAngle 0/0.2/0
ObjectTemplate.setMinChaseAngle 0.0/0.0/0.0
ObjectTemplate.setChaseOffset 0/1.9/-1
ObjectTemplate.setVanityCamDistance 2 4
ObjectTemplate.setVanityCamHeight 1.5 4
ObjectTemplate.setVanityCamLookHeight 0.5 4
ObjectTemplate.worldFOV 1
ObjectTemplate.insideFOV 1.1
ObjectTemplate.allowInsideDynamicLights 1
ObjectTemplate.allowInsideStaticSun 0
ObjectTemplate.insideStaticSunDirection 0/-1/0
ObjectTemplate.insideStaticSunColor 1/1/1
ObjectTemplate.insideStaticSunDamageColor 1/1/1
ObjectTemplate.insideDamageFrequency 3
ObjectTemplate.insideDamageThreshold 0.1
ObjectTemplate.insideStaticSunAmbientColor 0.7/0.7/0.7
ObjectTemplate.takeOverInput 0
ObjectTemplate.cameraExpShakeTime 0.4
ObjectTemplate.cameraExpShakeAmp 9
ObjectTemplate.cameraExpShakeFreq 3.5
ObjectTemplate.cameraExpShakeDistMod 1.2
ObjectTemplate.cameraExpShakeDelay 0.8

The problem is: if you try to mod the tweak in BF2E after that, it will change this code to some bullshit that will activate different camera everytime you enter the vehicle (in BFH). At least that happens in my case.
About the texture path here: http://bfhmods.ucoz.com/forum/5-8-1. Oh and get rid of the space in the texture's name. You also need at least 2 materials - for the chasis and wheels. Just make a Multi/Sub-Object material and assign them accordingly.


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Message edited by SgtColbert - Wednesday, 2010-06-30, 3:51 AM
 
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