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Export model from BF2

Posted: Wed Dec 05, 2012 8:23 am
by Swaffy
I tried searching some for a solution to this, but I want the feedback of you guys.

How can I get a 3D model from BF2 and bring it into 3DS Max? What tools are needed?

Re: Export model from BF2

Posted: Wed Dec 05, 2012 1:11 pm
by Senshi
The absolute go-to-site for BF2 editing still is http://www.bfeditor.org/forums/index.php?showforum=17

I recommend looking around there, as there's a lot of important or just plain useful info collected there, concerning various quirks of BF2.

What you are looking for can be found in the 3ds max subforum:
http://www.bfeditor.org/forums/index.php?showforum=13

Check out the stickied threads at the top. The original toolset is kind of ancient, and it might be smart to go for the updated PoE version.

Re: Export model from BF2

Posted: Wed Dec 05, 2012 5:37 pm
by Swaffy
Thank you sir. I'll go look.

Re: Export model from BF2

Posted: Thu Dec 06, 2012 8:51 pm
by Apache Thunder
I personally use the POE2 Max scripts to import BF2/BFH content. Works fine for me thus far. Though I don't think there is any BF2 scripts that will work in Max 10/12/13, so you will be stuck using an older version.

I use a separate script to import collision meshes. Don't recall the link to it right now, but if you need it, I can upload it and provide a link. :D

Re: Export model from BF2

Posted: Thu Dec 06, 2012 9:13 pm
by Swaffy
Regarding the textures for the model.

Am I going to have to remap the texture? If so, I'm going to fail...

Re: Export model from BF2

Posted: Wed Dec 12, 2012 3:39 am
by Apache Thunder
With BFH stuff yes. But with BF2 it's a bit more complicated. BF2 uses a combination of a color map texture and a detail texture plus a dirtmap/bumpmap among other things. Most likely you won't be able to get the BF2 static to look exactly the same in BF1942 because BF2 uses more then one uvmap to combine all the textures to one ingame which is blended together using BF2's shaders.

BF1942 only supports two uvmaps. One for the main texture and the other for the lightmaps. BF42 doesn't have any additional shaders or multiple uvmap support, so nothing special can be done with the main texture. :(

Even BFV wouldn't do BF2 statics correctly. The normal map for BFV statics use the same uv channel as the main texture.

BFH stuff looks fine because they all just use a single texture with no additional stuff being blended in. The only exception being the boat wreck static on Buccaneer Bay.