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05-28-2006, 06:48 PM #16
Re: Modeling for Tac Mod
I don't even think you can import existing buildings into Maya or 3DSMax but regardless, you can't do that anyway. You cannot modify any DICE-made assets and put them into your mod, it's only allowed in a vanilla BF2 map.
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05-28-2006, 08:35 PM #17
Re: Modeling for Tac Mod
Allowed? Huh? You're saying you can use DICE's textures, vehicles, game engine, map creator, and all their models like trees and rocks, but you can't use their buildings?
|TG-Irr|TychoCelchuuu

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05-28-2006, 09:06 PM #18
Re: Modeling for Tac Mod
I'm not certain if it applies to vanilla assets but for example you can use SF/Booster assets in a vanilla map as long as it's on an unranked server and it's a BF2 map and not a mod (and therefore include the assets in your map download and it's legal).
My guess is you may not be able to "partially" modify any of the BF2 assets and then include them in your mod as your own. I can't find the exact quote right now cause the bfeditor forums are down.
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05-28-2006, 10:37 PM #19
Re: Modeling for Tac Mod
You can use any BF2 assets you want. The restriction on SF/Booster assets is only so people who didn't buy the games don't get to play with them.
|TG-Irr|TychoCelchuuu

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05-28-2006, 10:46 PM #20
Re: Modeling for Tac Mod
I can make 3D models (3DSMax), I have 2 years experience modding C&C generals, though the models there are low poly (500-600).
Latest thing I made was this, a CV-90, at 2830 polys:

I can also UVmap and skin with photoshop.






BF2 Name: Thez(NL)
BF2142 Names:
Thierry(NL) (Sniper)
Dikkiedik(NL) (Assault)
Kittekat(NL) (Engineer)
Dimi(NL) (Support)
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05-30-2006, 04:57 PM #21
Re: Modeling for Tac Mod
This is good work... can you texture it too?! I would like to see that. Low poly is good, that's what the game engine needs.
Do you / could you make some collition properties too? That would be required.
Do we have anyone familiar with the BF2 Editor??[TG-Irr]Vulcher

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05-30-2006, 05:55 PM #22
Re: Modeling for Tac Mod
Importing models is easy, rigging them (ie setting up the wheels, weapon etc) is a bit more work but it's well documented on the BFEditor forums (which are currently down).
3k is too low poly for BF2 Matt, the average BF2 model has like 5-6k if I remember right.
Either way, if we start modding I think we should start with modifying existing assets then if we're satisfied we can start making our own.
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05-30-2006, 06:52 PM #23
Re: Modeling for Tac Mod
I will need to familiarize myself with BF2 modding first, so I can get a good idea what the poly count should be at and how to rig stuff for the game.







BF2 Name: Thez(NL)
BF2142 Names:
Thierry(NL) (Sniper)
Dikkiedik(NL) (Assault)
Kittekat(NL) (Engineer)
Dimi(NL) (Support)
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05-30-2006, 08:26 PM #24
Re: Modeling for Tac Mod
Polycounts for BF2 are here http://bfeditor.gotfrag.com/forums/v...hlight=polygon
but the forum was hacked so its down for a few days along with the wiki.
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05-31-2006, 03:11 AM #25
Re: Modeling for Tac Mod
Another thing to consider working on is some of the existing unfinished models. There are quite a few that the model exists but it needs a skin.
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05-31-2006, 10:14 AM #26
Re: Modeling for Tac Mod
Acsh
I agree with you, we should work on existing models first, it's going to "introduce" everyone to the "flow" of things.
As for the editor, I can take some time to learn it, I think once I do a few things It will start being second nature. As for an import/export program, I will be using Truespace from Caligari. I can import/export models into the format that BF2 needs, which is not something Max can do, correct me if i'm wrong?
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Originally Posted by asch
What models are you referring to? Ones that folks here have done?
First things first. We need a priority list.
Asch?[TG-Irr]Vulcher

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05-31-2006, 03:03 PM #27
Re: Modeling for Tac Mod
There are models in the editor that have no skin, they were unfinished work by DICE. But as far as I can tell by looking at them in the editor they aren't very good models anyway.
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05-31-2006, 03:04 PM #28
Re: Modeling for Tac Mod
I'm not familiar with using the editor for modelling. My suggestion would be to pick any object and try to make it work. Think of it as the proof of concept.
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05-31-2006, 03:12 PM #29
Re: Modeling for Tac Mod
I will take some time to look at the editor tonight and see what there is to see.
[TG-Irr]Vulcher

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05-31-2006, 03:15 PM #30
Re: Modeling for Tac Mod
You don't model in the editor. Everything is done either in Maya or 3DSMax, the editor only places objects and assigns materials to objects (like concrete, wood, etc).
You need the maya or 3dsmax tools from the bfeditor forum but they're still down so you'll have to wait for a few days.
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