• Welcome to Battlezone Universe.
 

News:

Welcome to the BZU Archive dated December 24, 2009. Topics and posts are in read-only mode. Those with accounts will be able to login and browse anything the account had access granted to at the time. No changes to permissions will be made to be given access to particular content. If you have any questions, please reach out to squirrelof09/Rapazzini.

Main Menu

Yet another dumb question...

Started by Darkplanet01, November 10, 2008, 05:18:20 AM

Previous topic - Next topic

Nielk1

Quote from: VSMIT on December 17, 2008, 07:26:45 AM
You need an hp_com or the unit will not work.  But other than that, the eyepoint and the weapons, there's nothing else that is necessary.
Actually, all of the mesh coordinates are based off of the pivot.  So if you moved the pivot, the whole hp mesh would move, as well.

VSMIT.

That was my point. It is right, but it appears wrong, as the visual cue for the user in the editor is not in the right place.

Click on the image...

VSMIT

But not if you add in the hp in Threed or in Notepad.

VSMIT.
I find that if I don't have a signature, some people disregard the last couple of lines of a long post.
Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.

BNG Da BZ Fool

What ever ODF you use probably has a LOD1 entry at the bottom of the file. If you leave it then you'll see the original model file and it should either be deleted or edited to show the XSI file name for your model. I found this out one time when I loaded my model into the map editor, and wondered why my model changed as I moved further away from it in the map editor.

Did anyone mention the bindata folder with the MSH files? BZII, creates this file the first time you place a model in the map editor. If you make any changes to your model then delete the files in this folder so the game recreates the MSH file; otherwise you won't see the changes you made to your model file as the game will reuse the original MSH. Om's, MSH viewer is a handy tool for viewing MSH files, and will help you see if your parts are correctly oriented for BZII. Particularly, the pivot point orientation; it may look fine in GMAX, but if the pivot points are not reset 0-0-0 (prior to exporting) then you end up with oddities like hp points firing in the wrong direct or stuff like model bodies appearing like upside down, etc. As I remember vaguely there's a button in GMAX that resets the pivot point to 0-0-0, but GMAX was too complicated for me and I gave up on it after a while in favor of a simpler 3d modeler.

Any ways, after you get your model ready for converting; I assume your using the MD3 exporter in GMAX. Open the file in 3DEX 1.5 and convert it to X in the settings panel of 3DEX. Then open the X file in Threed and saveas XSI. If you edited the ODF file correctly then it should load up into the BZII map editor. If it doesn't load and BZII crashes then you need to go back and figure out why. 
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

Darkplanet01

I'm using the ivtank ODF for my vehicle. Here's what it contains:

[GameObjectClass]
baseName = "ivtank"
geometryName = "ivtank00.xsi"
cockpitName= "ivtank_cockpit.xsi"
classLabel = "wingman"
scrapValue = 20
scrapCost = 55
customCost = 65
buildTime = 15.0
customTime = 15.0
maxHealth = 3500
maxAmmo = 2200
addAmmo = 5
unitName = "Tank"
aiName = "TankFriend"
aiName2 = "TankEnemy"

heatSignature = 2.0
imageSignature = 2.5
radarSignature = 0.5

isAssault = 0

armorClass = L

requireCount = 2
requireName1 = "ibfact"
requireText1 = "Build Factory"
requireName2 = "ibcbun"
requireText2 = "Build Relay Bunk"

cockpitName = "ivtank_cockpit.xsi"

/////// weapons ///////////////////

weaponMask = 00011

weaponHard1 = "HP_CANNON_1"
weaponName1 = "gatstab_c"
weaponAssault1 = 0
weaponHard2 = "HP_GUN_1"
weaponName2 = "gminigun_c"
weaponAssault2 = 0
weaponHard3 = "HP_GUN_2"
weaponName3 = "gminigun_c"
weaponAssault3 = 0
weaponHard4 = "HP_MORTAR_1"
weaponName4 = "gmortar"
weaponAssault4 = 0
weaponHard5 = "HP_SPECIAL_1"
weaponName5 = ""
weaponAssault5 = 0

////////////////////////////////////

lightHard1 = "hp_light_1"
lightName1 = "spotblue2"
lightHard2 = "hp_light_2"
lightName2 = 

[CraftClass]
rangeScan = 300.0f
periodScan = 5.0f
velocJam = 5.0f
engageRange = 120

braccelFactor = 0.03
velFactor = 0.2
steerFactor = 1.5
omegaFactor = 0.2
strafeFactor = 0.2

avoidSpeed = 20;
topSpeed = 30;

selectWaitMsg = "ivtank05.wav"
selectAttackMsg = "ivtank02.wav"
selectFollowMsg = "ivtank04.wav"
selectGoMsg = "ivtank04.wav"
selectOtherMsg = "ivtank05.wav"
holdMsg = "ivtank12.wav"

goMsg = "ivtank04.wav"
attackMsg = "ivtank06.wav"
followMeMsg = "ivtank08.wav"
followMsg = "ivtank03.wav"
repairMsg = "ivtank09.wav"
reloadMsg = "ivtank09.wav"
rescueMsg = "ivtank10.wav"
recycleMsg = "ivtank11.wav"
otherMsg = "ivtank05.wav"
holdMsg = "ivtank12.wav"
user1Msg = "" 
killedMsg = "ivtank07.wav"
diedMsg = ""

[HoverCraftClass]
velocForward = 28.5 // []
velocReverse = 20.0 // []
velocStrafe = 16.0 // []
accelThrust = 24.0 //acceleration []
accelDragStop = 6.0 //how fast it stops once hands are off controls []
accelJump = 15.0 // []
w
setAltitude = 1.0 // how high off the ground

alphaTrack = 21.0 //springs speed it rights itself []
alphaDamp = 8.0 //shocks []

pitchPitch = 0.25 //nose up []
pitchThrust = 0.1 //nose down []

rollStrafe = 0.08 //rolls while strafing []
omegaSpin = 6.0 //spinning in place speed []
omegaTurn = 2.3 //turning while moving speed []
alphaSteer = 7.0 //how fast it responds to steering []
rollSteer = 0.08 //rolls while steering []

soundThrust = "itank01e.wav"
soundTurbo = "avtanke3.wav"

[Lod1]
geometryName = "ivtankL1.xsi" ;geometry for lod1
distance = 50                 ;...distance over this many meters => switch to lod2

[Lod2]
geometryName = "ivtankL2.xsi" ;geometry for lod2
distance = 100                 ;...distance over this many meters => switch to lod2


What needs editting?
Laugh and the world laughs with you. Cry and the world laughs harder.
Check out my site - www.freewebs.com/darkplanet01

Darkplanet01

What tools do I need to export my model to XSI? I'm a little confused at this point.
Laugh and the world laughs with you. Cry and the world laughs harder.
Check out my site - www.freewebs.com/darkplanet01

bigbadbogie

Did you say that you are using Gmax?

I don't know if there are any .xsi exporters for Gmax...

Are there?
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Warfreak

absolutely none... I suggest you try to learn blender IF you want exporting to be easy, otherwise.... you are gonna have to follow that tutorial that was posted earlier, which btw, is VERY confusing unless you already know the ropes... TRUST ME.

bigbadbogie

Or you can buy 3dsmax which has working exporters for every version.

I would recommend that one, if you can spare the money.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Darkplanet01

Quote from: Warfreak on December 22, 2008, 12:19:07 AM
absolutely none... I suggest you try to learn blender IF you want exporting to be easy, otherwise.... you are gonna have to follow that tutorial that was posted earlier, which btw, is VERY confusing unless you already know the ropes... TRUST ME.
Oh drat. A stumbling block in my path. I can't spare the money for 3dsmax. Looks like I'm stuck.
Laugh and the world laughs with you. Cry and the world laughs harder.
Check out my site - www.freewebs.com/darkplanet01

bigbadbogie

I recommend that you find someone you can trust who has 3dsmax and send your models to them to be exported and sent back as xsis.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

mrtwosheds

There is another way...for those who seek the xsi, it is not a simple path, but the dedicated may reap rewards from the greater understanding to be gained on the longer path...
The first step, is to search this Universe for explanation's that I have previously entered here.

Warfreak

There is one problem to what you said BBB, GMAX doesn't export to 3DS MAX directly. You would STILL need to follow the way GreenHeart describes to even get a format that WILL work with 3DS MAX... or you can find a version of 3dExplorer that reads .P3D.

More trouble than it is worth. I suggest use teh CAD programs and then send a .3ds like that OR learn blender (which HAS a .xsi exporter)

And if all else fails, learn from Twosheds how to make .xsi and edit them with notepad.

BNG Da BZ Fool

#72
If you're using GMAX to model then you need:

1) 3d Exploration http://www.davidhsmith.net/Gmax_to_3d_Explorer.htm

2) BZ2ME (Threed) http://bzscrap.com/downloads/Utilities/

OBTW, the ODF mentioned above requires that you change the geometryName = entry to the name of your XSI model. Also, edit LOD entry at the bottom of the ODF file to list your XSI model name.

When you convert the X file to XSI with BZ2ME save it in your BZII addon folder along with any textures that are on your XSI model along with the ODF file you modify DP01. Sort of sounds like CP3O or R2D2 jawsome. BNG.

When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

VSMIT

I'm a Max series guy, but I've found that Blender is nearly as easy to use.  Once you get the interface down, it's damn simple.  A welcome FREE alternative to Max, if you're interested.  And they've got video tutorials to boot.  Talk about great service.

VSMIT.
I find that if I don't have a signature, some people disregard the last couple of lines of a long post.
Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.

bigbadbogie

After nearly 3 years, I still find the MAX interface confusing.

And I have made literally thousands of models in it. Blenders interface is about 20x more confusing.

Just so you are aware what you are jumping into.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com