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HOW
TO EDIT 3D MODELS Updated: Febuary 2004 |
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In this tutorial, you
will learn how to modify 3d models for Battlefield: 1942 and Battlefield:
Vietnam 3-D models (also know as
meshes) for Battlefield: 1942 and Battlefield: Vietnam are stored in the
StandardMesh.rfa archive file. Requirements: |
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1. |
Install the 3ds max®
toolset from the mod developer's kit by running the 3ds max® toolset
installer program. You can also press the install 3ds max® tools button from
the Battlefield Mod Developement Toolkit front-end. The next time you load up 3ds max® and you will find a new
menu named "Battlefield Tools". For
Discreet® Gmax® 1.2 or higher run the install Gmax® toolset button
after Gmax® has been installed. |
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2. |
Choose "RFA Tools"
from the "Battlefield Tools" menu to launch the .rfa archive
utility. This is so we can import an existing 3D model from the game.
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3. |
Choose "Open .rfa"
from the File menu
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4. |
Browse to the /mods/bf1942/
folder of your installed game's location. The "bf1942" mod
folder has Battlefield: 1942's data files for a normal game. For
Battlefield: Vietnam you will choose the "bfVietnam" mod folder
instead of "bf1942".
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5. |
Choose the filen named
"standardMesh.rfa" and press the "Open" button.
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6. |
Battlefield: 1942 - Select
files Colt_base_m1.rs and Colt_base_m1.sm These files are part of a
hand held weapon thus it will easy to see any changes made to them
in-game.
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7. |
Select the My_Mod folder in
the "Browse for Folder" dialog and press "OK". This
will extract the selected files to your mod's folder so you can easily
modify and include these files in your mod.
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8. |
In 3ds max® choose
"Model Import/Export" from the "Battlefield Tools"
menu.
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9. |
Press the "Import"
button (top left and under 3D Models) to bring up the Mesh Import dialog
screen. Set your options to have "Only Main LOD/Mesh" and
"Visible" checked then press the "IMPORT..." button.
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10. |
Browse to /Mods /My_Mod/standardMesh/
directory of your installed game.
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11. |
Select the .sm geometry file
you extracted earlier and press the open button.
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12. |
Here is how the model looks
imported into 3ds max®. Press the "Z" key
on the keyboard by default to zoom-extents of the model, you can also use
the viewport zoom tool.
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13. |
Set modify mode and sub
object vertex on the LOD01 named node. Then use the selection and scale
tools to deform the mesh into an odd shape. This is so we can easily see
in game that we have changed the model.
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14. |
Goto the export 3d model
screen and press Add LOD, then pick the scene node (object) with the name
starting with LOD01. This is the primary visible model. Check Auto Generate LODs and
set the Min # of LODs spinner to 6, this will tell the exporter to
generate 5 additional meshes of
progressively lower detail to use. LOD meshes are used to increase game
performance by switching to lower detail versions of the primary visible
model when the camera is further away from the object. Note:
Autogenerate LOD's is for 3ds max® only, Gmax® does not include features
to automaticly generate LOD's. If you need additonal LOD's
you will have to create reduced versions of the model manually. Press the export button then
choose the same filename as the .sm file you extracted to /Mods/My_Mod/Standardmesh
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15. |
Press yes to the dialog box
that pops up to overwrite the existing file.
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16. |
In /Mods/my_mod/archives/
run PackRfa.exe, select standardMesh from the folder drop down list (right
side) and press the "Pack
Folder" button.
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17. |
Here is a screen shot of the
/Mods/My_Mod/Archives directory with the file archive "standardMesh.rfa"
packed.
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18. |
Here is how the new weapon
model looks in Battlefield: 1942:
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-- End of Tutorial -- |
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