Weapon models and material IDs

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freddy
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Post by freddy »

There is another way to change the material atleast in single meshes/small objects, i cant find thre thread about it so heres from memory.

there should be some small program following the DC mod who you operate kinda lika a .bat file, the thread might be in the old forum but perhaps someone that reads this remember how to do it. should be a simple procedure.

perhaps you could just grab some wheels from a vannilla plane/vehicle if there is some that fits (B17 perhaps?)
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Psycho
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Re: P38 Lightning will not take damage.

Post by Psycho »

Thanks Swaffy, it worked like a charm:). Here is the finished Typhoon files for anyone to use in normal BF1942: http://uppit.com/fzwusukx58ft/typhoon_files_12.zip.
Added some engine sound from FH also.

And thanks for the advice Freddy. I will check that out. Can be good to know next time. Working at converting the ME262 for the map also though it seems a lot harder to get it work then it was with the Hawker Typhoon.
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Senshi
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Re: P38 Lightning will not take damage.

Post by Senshi »

There was a tool, yes, called ForceMatID. But it just did what the name says, it applied a single MatID to EVERY surface on the object.
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Psycho
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Re: P38 Lightning will not take damage.

Post by Psycho »

Senshi wrote:There was a tool, yes, called ForceMatID. But it just did what the name says, it applied a single MatID to EVERY surface on the object.
To all the different meshes in the model?
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Psycho
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Re: P38 Lightning will not take damage.

Post by Psycho »

In this package: http://battlefield2.filefront.com/file/ ... SDK_2;7673 there is the program ForceMatID.
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Swaffy
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Re: P38 Lightning will not take damage.

Post by Swaffy »

Psycho wrote:Thanks Swaffy, it worked like a charm:). Here is the finished Typhoon files for anyone to use in normal BF1942: http://uppit.com/fzwusukx58ft/typhoon_files_12.zip.
Added some engine sound from FH also.

And thanks for the advice Freddy. I will check that out. Can be good to know next time. Working at converting the ME262 for the map also though it seems a lot harder to get it work then it was with the Hawker Typhoon.
Yey! I actually helped someone for once. Well, I'm glad your issue is fixed. Modding can get frustrating.

If you're going to convert the ME262, you'll need to change the IDs of that vehicle too. I recommend you "finding" 3DS Max 7 because you can do more with it, including changing the Mat IDs.
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Psycho
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Re: P38 Lightning will not take damage.

Post by Psycho »

Yes Swaffy I'm working on that.
the forcematid program didn't like windows 7 even in compatibility mode btw:).

Thanks again for the help.
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Psycho
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Re: Weapon models and material IDs

Post by Psycho »

Almost Finished with the map, so now im changing MatId's on some of the models With 3dmax 7.
But now I'm confused on what settings I need for proper exporting the files.

I have tried several variants, but I mess things up in some way, the file size get smaller. some times the bounding box get vissible and i can walk trough the plane.. hmm.. Can't find any tutorial that explains how you export a object from 3dsmax when only editing a object that was ready before. Not sure of how to explain this..

Edit: I figured it out:). Though the files gets smaller then the original files. It works in game so I guess it doesen't matter with the file size.
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