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GBS TUTORIAL - Importing a weapon model


Supreme Cmdr
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This is NOT for the feint at heart. You HAVE been warned.

EXPORTING A MAX MODEL TO 3D :

  1. Create the model using Max 2.5 or 3.1
  2. Export the .MAX model to the .3D format using steps outlined in the docs. Start with rigid models (those without animations e.g. guns, vehicles, crafts etc) since they are easier. The
    most important step is the resetting of transforms. DO NOT FORGET!!!

    The plugins for Max 2.5 and 3.1 are in the PLUGINS folder

  3. Copy the exported .3D model to the MODELS folder. Be sure to use different file names if you
    are just testing. Which means, do NOT overwrite the game's models. In fact, you may want to
    zip up the entire MODELS structure and save it. If you bork any of those files, you will
    hose your BCM environment and would have to restart. You HAVE been warned.

  4. Now fire up BCS and load the model. If you can view it, then the export is fine.

PREPARING AN EXPORTED .3D MODEL FOR USE IN BCM

Exporting a model to 3D is one thing. Getting it ready for BCM is quite another. Different

models have different steps.

This example assumes a new weapon model. And it is assumed that the model is accurately

scaled to fit the character's hands. This example assumes a pistol. If you load the

SCAT1.3D model into BCS, go to the MODEL/INFO dialog and you will see its dimensions. If

you scale the model according to this, then it will be fine. Once the final GBS tools

are release, the source character models will be released. This will allow you to scale

the model from within Max. The MCMDR model included in this first release of BCS, can

be used for this purpose. But since it uses a different model than, say, the EFM,

you won't be able to get the scales quite right when this new model, scaled for the MCMDR

is used by the EFM.

  1. To prep a weapon model, you need to create a vector tag in BCS. This tag is simply
    a line going from the weapon muzzle and extending (length does not matter) in the direction
    of fire. The DRAW/LINE function in BCS can be used for this.

  2. Once you have created the line vector, you will be prompted for tag name. Enter
    /GUN:0,GUN , pick a color if you like and click OK.

    If you don't create a tag, the weapon will not fire and BCM may crash when that weapon
    is fired.

    Note that different models require different tags. e.g. units that can fire missiles,
    have different tags. Units which can fly, have their own unique tags etc.

    You can load the SCAT1.3D model and turn on its tags using MODEL/TAGS (primitives+names)
    and you will see what I mean.

    Be sure to check the weapon from all view modes in BCS so that you know the tag is in the right place!!!!

    If you want to edit an existing tag, use MODELS/TAGS/TAG LIST. Then select the tag, change
    the name/color and click on SET to change it.

  3. Save the model
  4. Now, say you are replacing the SCAT1.3D with another. You would rename the existing
    model to something else (e.g. SCAT1.BAK) and then rename your model to SCAT1.3D.

TESTING YOUR MODEL IN BCM

There's really nothing to it. If the model exported OK, the tag is fine and everything

looks OK in BCS, then that is EXACTLY how it will look in BCM.

So, run the game with a career who has access to this weapon. Then equip it.

You can use this method to replace all the valid weapons in the game. Here are the

filenames used.

BMP9

WRISTLASER

ZS10

SABRE

SCAT1

HD4SG

LR12

GRENADE_SMOKE

GRENADE_FRAG

Note that this method shows you how to REPLACE a model. Once GBS-II is released, it

will contain instructions on how to IMPORT completely new models into BCM and

modify their attributes in the DATAITEMMGR.INI file. Do NOT modify this file!! See

that number at the top of the file? OK. Good.

[ 03-06-2002, 09:58: Message edited by: Supreme Cmdr ]

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Holy cow! Now THAT'S one of the reasons why I have become a BCM fan. Ask a question, get an answer. Have a problem, get an answer. No B.S. Straight from the developer himself. If you try asking a question on some other game developer's forums *coughOperationFlashpointcough* you either get cold silence, or you have to search through 50 million BS posts to find what you need.

Very much appreciated... thanks SC!

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I take it that the only way to fix a botched Mod is to unintall/install BCM correct?

Unless one has backed up pertinant files and whatnot. But then again that would reuire that the modder(s) actually know what the heck they are doing.

Endless rabble I know.

Bottom Line - Modders beware! The SC does not tolerate stupidity

TTFN

[ 11-23-2001: Message edited by: Gallion ]

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quote:


Originally posted by Gallion:

I take it that the only way to fix a botched Mod is to unintall/install BCM correct?


Yep.

And sensible modder will back up the following folders

DATA

MODELS

And once GBS-II is out and I show them how to create new planetary mzones etc

PTE2

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