Importing custom models -1 reply

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funky_p

never rub another mans rhubarb

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20th February 2004

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#1 15 years ago

O.k... does anybody know of a good in depth tutorial on importing custom models into battlecraft/BFV? I've got to grips with the 3d studio max tools and have all the correct files for my models (.rs .sm. .skn, etc), can I get them to show up in battlecraft or in-game ??? Can I hell.... it's SO frustrating... Let me know guys.....




funky_p

never rub another mans rhubarb

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20th February 2004

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#2 15 years ago

Must be a problem with my texture... getting invisible objects.... I'll keep trying...




chaosensues

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26th May 2004

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#3 15 years ago

Ok, So a quick relative question... IF I make a custom map AND I use custom objects... what's the bottom line? What does client X have to download in order to play my map? (I am assuming more than the mapx.rfa file?) Do they have to download my copy of the StandardMesh.rfa , Objects.rfa, Textures.rfa, etc files? And will this permanently alter their install so they can not connect to another server that is NOT running my "mod" ? If so, who in their right mind would do this? Essentially you are stuck with no custom objs? Please fill me in ... thanks in advance!




Luciano

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23rd April 2004

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#4 15 years ago

Once you have a map and custom objects that work then you can pack all your , Objects ,StandardMesh , Texture inside your map.rfa and make then load from the Init.con . That works fine if you have custom objects but if you want to also cange the Physics.con of some of the objects you run into problems . Here is how to do it : -unpack your map on your desktop -move your unpacked StandardMesh folder that has your objects into the map - do the same with Objects and Texture folder .... put them in your map .... - Inside the \Objects folder create a text file and name it Init.con and put these lines : run myobjectsname/Objects run myobjectsname/Geometries put those lines for every custom object you want to be loaded but instead of myobjectsname put the name of your object . then edit the main Init.con and add this line : run Objects/Init I will have to make a tutorial with screenshots ..... but EA should make it a lot easier for modders by automating everything and give more freedom to people to make whatever changes they want ... right now it's still a pain in the ass ....




Luciano

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23rd April 2004

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#5 15 years ago

All the people need from you is your map in rfa format . That's it ... cause all your objects , textures and meshes are inside the rfa ....




Luciano

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23rd April 2004

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#6 15 years ago

One more detail that tends to mess up your workflow .... after you prepare you TEXTURE folder that holds all your custom textures (saved in dds format using DXT5 + Generate Mipmaps) make sure you add that folder to the PATH list in 3D Studio Max so that everytime you export/import your objects the textures will be found . Lets say you export your object to a folder called standarMesh . You gotta open the .rs (with notepad) file created by the exporter and check if it has any references to your texture . If it looks like this saying 'notexture' , that means you forgot to add your texture folder to 3dsmax path . In 3dsmax go to 'Customize' menu , then 'Configure Paths' and under 'External Files' tab click Add and browse to the location of your 'texture' folder and click ok/add .... Example :

subshader "1_Material0" "StandardMesh/Default" { lighting true; lightingSpecular false; materialDiffuse 0.588 0.588 0.588; texture "texture/notexture"; }

Instead of 'notexture' it should have your texture name . You can edit it manually after export or just configure the PATHS so that it gets exported with your texture name in the right place . It's still a good idea to edit the shader (.rs file ) manually cause sometimes you need to put extra info there that doesn't get saved when you export . Also make sure you convert your objects into editable mesh before export and also you use the 'Battlefield_RS' material (in the material editor ) to apply your texture onto the object. Maybe even reimport to see if it loads back with the proper texture ....




Luciano

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23rd April 2004

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#7 15 years ago

Here is how to configure Battlecraft to work with your custom objects and not mess with the original rfa files located in the \Archives subfolder .

First create a MOD using the MDT and name it (my_mod) and you'll see that it created a 'my_mod' folder in the \Mods folder of your game with a bunch of subfolders like : \Objects , \Movies , \Archives ... Next to that \Objects folder you need to create two other folders , one named 'standarMesh' and another 'texture' .... in these folders you will be saving your custom objects/meshes/textures .... now go into \mods\my_mod\archives and right click on PackRFA.exe and select: send to Desktop Create Shortcut , so now you have a link to it for easy access on your Desktop ....

Now it's time to configure Battlecraft to see the 'my_mod' folders/subfolders .... Go to ..\ea games\Battlecraft vietnam\ and create 2 text files .... rename one of them to: 'my_mod.cfg' and the other 'my_mod.lst' ....

In the 'my_mod.lst' you will list the names of your objects to show up in the editor .... The 'my_mod.cfg' can be made from a copy of 'bfv.cfg' and then edited to reflect the path of your mod .... like this :

[Editor Paths] GamePath=C:\Program Files\EA GAMES\Battlefield Vietnam\ // custom mod files go here: ModsPath=Mods\my_mod\ // objects are read from here ObjectsPath=Mods\my_mod\objects\ // SMs are read from here StandardMeshPath=Mods\my_mod\standardMesh\ // TMs are read from here TreeMeshPath=Mods\my_mod\treeMesh\ // textures are read from here TexturePath=Mods\my_mod\texture\ // Object list ObjectsList=my_mod.lst

Use the PackRFA sortcut that you have on your DESKTOP to pack your custom objects-levels-meshes-textures from the my_mod folder every time you make changes .... that's about it .... all your objects will be packed in the \mods\my_mod\archives and they will show up in the editor as long as your objects are listed in the my_mod.lst




Luciano

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23rd April 2004

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#8 15 years ago

When you are done you pack the entire 'my_mod' folder and spread it around .... like this one here .... tell people to unpack it in their \MODS folder and activate it inside the game ....




DoomSayer

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13th June 2004

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#9 15 years ago

I have a pretty in-depth tutorial here:

Adding Custom Objects to a Map - http://www.doomlab.com/index.php?name=PNphpBB2&file=viewtopic&t=136