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Frequently Asked Graphics Questions


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#1 Nertea

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Posted 05 May 2009 - 06:48 AM

Here are a few Frequently Asked Questions and just general tips regarding BFME Graphics


I will add things to this periodically. Feel free to post a question that you would like to see included and I'll try to answer it (or include your clear, provided answer). Spam will be... pruned.


Q: Where do I find the model files?
A: Models, skeletons and animations are all found in W3D.big. They are .w3d files which can be opened in by the W3D importer; see the Basic Modeling tutorials here for more information

Q: Where do I find the texture files?
A: Textures are in Textures.big for BFME1. For BFME2 and RotWK, there are several texture .bigs, names as Textures1.big, Textures2.big, etc. These are mostly .dds files and can be opened in Photoshop using the appropriate plugin or converted using utilities that can be found in the T3A Software Downloads section.

Q: I can't import BFME2 animations, what gives?
A: BFME2 animations currently cannot be imported by the W3D importer

Q: What versions of 3DS Max does the W3D importer work with?
A: It works only with versions 6, 7 and 8. Older versions than 6 and newer versions than 8 will not work (includes 9 to 2009).

Q: My building bibs are appearing offset and/or rotated. What's wrong?
A: This is probably due to the pivot properties of the object being wrong. To fix this, select your object, then go to the Tools tab of the 3ds max command panel (where you would normally find the W3D tools rollout). Hit "Reset Xform" then "Reset Selected". Then, go to the Hierachy Tab and click on "Adjust Pivot" then "Affect Pivot Only". Move the bib pivot (using the move tool) to the exact centre of the scene. then deactivate Affect Pivot Only

Edited by Nertea, 16 May 2009 - 08:50 AM.

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#2 Kwen

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Posted 05 May 2009 - 07:32 PM

Does that method also work in Renx?

If not, then there needs to be another cure found :thumbsupdrool:

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#3 Námo

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Posted 05 May 2009 - 08:38 PM


Q: My building bibs are appearing offset and/or rotated. What's wrong?
... click on "Adjust Pivot" then "Affect Pivot Only". Move the bib pivot (using the move tool) to the exact centre of the scene. then deactivate "Affect Pivot Only"

and if pivot of structure is offset different than the bib (like BfME1 Elven Barracks) move the pivot of the bib to exact same coordinates as the pivot of the structure.

... works in RenX/Gmax too! :thumbsupdrool:


Edited by Námo, 05 May 2009 - 08:50 PM.

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#4 Nertea

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Posted 08 May 2009 - 05:58 PM

Actually, that's not strictly true. In my experience the game uses the scene root as the pivot point for rotating any multimesh hierarchical model (not animations) when the PlacementViewAngle code is used. That's how it handles a collection of objects instead of averaging the pivot (the default in max).

That's why you need to align the bib to the scene root, as that way the pivot is the same as the theoretical pivot of the multimesh building.

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#5 Kwen

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Posted 08 May 2009 - 08:10 PM

So for the elven barracks in bfme 1, I would need to create a new model for the bib? hmmm...

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#6 Nertea

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Posted 08 May 2009 - 09:22 PM

I wasn't aware of the problem with the barracks. If the symptoms are the same, you should just be able to import the bib and fix the pivot then. If that doesn't work, it's a different problem.

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#7 Námo

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Posted 08 May 2009 - 09:37 PM


So for the elven barracks in bfme 1, I would need to create a new model for the bib? hmmm...

You can of course make a new bib, but I think these corrections to the old one will do:
(taken from memory, I did it about more than half a year ago)

Apart from the pivot point of the bib being misaligned, the 2D art for the skin (NBElvnBarx_bib.tga) doesn't fit properly to the structure:
  • With the pivot point adjusted, the 'footprint' (i.e the shadow at the foundation - the dark area on the ground, around the building) is a little oversized, should be reduced to 97-98%
  • Even then, the dark areas will be far too big on the two sides that you don't see when built on a economy plot; when rotated, this gives the visual impression, that the structure is hovering three feet above the ground. So, these areas needs cleaning up, too.
  • Just a small detail: IMO the two big 'stepping stones' at the entrances will need downscaling, or part of them will be under the walls, after corrections - that's not the way you construct a building (sorry, can't help it, I'm architect by profession)
@ Nertea: Thanks a lot for sharing your experience :p


Edited by Námo, 08 May 2009 - 09:40 PM.

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