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BFME Tool Development


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#1 Radspakr Wolfbane

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Posted 05 November 2013 - 02:17 PM

Welcome all to the new BFME Tool Development subforum.

 

Here we'll discuss and develop new and old tools for the BFME series.

 

With T3A:Online now out and us reaching outside of T3A now is a great time to expand our toolset.

It's time we got out our toolboxes and have a poke around.

 

 


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#2 Kwen

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Posted 10 November 2013 - 06:58 AM

I believe I have a copy of Gil's Faction Creator tool on my computer at home. If there isn't a working link anymore I could upload it somewhere and grant access to it once more.


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#3 Radspakr Wolfbane

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Posted 10 November 2013 - 08:19 AM

That would be handy, the link on the site is dead and I've been unable so far to dig up a copy.

Do you have the horde creator too?


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#4 DIGI_Byte

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Posted 10 November 2013 - 10:04 AM

Revora Dropbox?

https://www.dropbox....byms/7YJBmzzyNw



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#5 Kwen

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Posted 10 November 2013 - 10:24 AM

Tomorrow I can look through my files and see if I can find one or both of those programs.


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#6 Goldtouch

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Posted 10 November 2013 - 05:53 PM

Some of IP galad his tools I archived

Attached Files



#7 Goldtouch

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Posted 10 November 2013 - 06:00 PM

The following has been very useful for me to make the mini maps have the right alpha channel...

Attached File  Alpha convertor.zip   452.76KB   44 downloads

also take a look at this tool:
http://k0r3dump.net/ckmp/

A tool that would allow high quality heightmaps to be converted to work with the worldbuilder. The linux one includes the source code. So far I was not able to make it work for BFME... Perhaps someone else can make it work.


Edited by THORONGlL, 10 November 2013 - 06:01 PM.


#8 Bashkuga

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Posted 10 November 2013 - 06:46 PM

That Worldbuilder one would come in very handy!



#9 DIGI_Byte

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Posted 10 November 2013 - 09:03 PM

you don't necessarily need that tool to make DEM's work with BFME

all you need is the height data, which DEM's literally are, they just need some converting/compression depending what format you get them in.

 

Added it though

https://www.dropbox....byms/7YJBmzzyNw

Did I miss anything?



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#10 MattTheLegoman

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Posted 11 November 2013 - 12:33 AM

I have worked with terrain creators (Like World Machine and even Minecraft's World Painter) that can export to a heightmap. The heightmap can be converted to .TGA which can be opened by BFMEII Worldbuilder.


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#11 DIGI_Byte

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Posted 11 November 2013 - 12:35 AM

so BFME has no import height function?



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#12 MattTheLegoman

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Posted 11 November 2013 - 01:07 AM

BfME II can import and export .RAW heightmaps. But I have never gotten this to work satisfactory except for when it was between Worldbuilders (BfME II to CnC 3).


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#13 DIGI_Byte

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Posted 11 November 2013 - 04:24 AM

it works, but you have to have an understanding of the parameters and what they mean, and an understanding of real world terrain vs ingame



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#14 Goldtouch

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Posted 11 November 2013 - 04:27 AM

BFME 1 allows to import bmp heightmaps but its resolution is terrible...

What the tool does is it converts the uncompressed map/tga into a very high res. height map.
So before just dismissing the tool it is great it is handy.


Edited by THORONGlL, 11 November 2013 - 04:30 AM.


#15 MattTheLegoman

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Posted 11 November 2013 - 06:03 AM

 

it works, but you have to have an understanding of the parameters and what they mean, and an understanding of real world terrain vs ingame

 

Which I do - and I have been very successful with a Gollum's cave map. =D However it only works ~20% of the time, other times it just stuffs up.

 

BFME 1 allows to import bmp heightmaps but its resolution is terrible...

What the tool does is it converts the uncompressed map/tga into a very high res. height map.
So before just dismissing the tool it is great it is handy.

 

Yes, if it works 100% of the time it will be perfect (I'll test it out on BfME II). =D


Remember that all worlds draw to an end and that noble death is a treasure which no one is too poor to buy. - C.S. Lewis

There will come a time when you believe everything is finished. That will be the beginning. - Louis L'Amour

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#16 Goldtouch

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Posted 11 November 2013 - 07:12 AM

The tool is made to work for c&c generals so there needs to be some editing, I've tried it before on bfme 1 and it does not recognize the structure and it aborts. (on the site you can find the linux with source for those who dare to touch it)
 
 
Here are some more tools 
 
http://www.the3rdage...m-317?apage=358

http://www.gamershel...oad_14631.shtml

Edited by THORONGlL, 11 November 2013 - 09:44 AM.


#17 DIGI_Byte

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Posted 11 November 2013 - 08:17 AM

Added

 

Does anyone have the original BFME SDK? the links dead and gone from EA

I've added BFME2 SDK



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#18 DIGI_Byte

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Posted 11 November 2013 - 08:41 AM

What about the issue of Gmax Vs 3ds7?

Gmax is out of our power to handle the serial registration, no point backing it up as its still on turbo squid.

and 3ds7 is for BFME2 SDK

 

With that, People have trouble with 3ds7 since most of us are familiar that Autodesk but its since been made Abandonware

people are scared to handle things in the grey, on one side, do we share it out of necessity or do we leave people in the dark as its a product hard to locate these days

Personally I've always been one to give 3ds7 to those who ask, but should a link be made publicly available?  or maybe keep the link to our higher ups and give them out as requested?



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#19 Radspakr Wolfbane

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Posted 11 November 2013 - 09:10 AM

Some of the BFME2 SDK stuff still works for RenX.

I have the SDK.

 

Maybe it's a good time to start having a look at improving some of the tools we have, like Final Big, the w3d Importer (oh please let someone be able to improve it) and the cameo mapper.


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#20 DIGI_Byte

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Posted 11 November 2013 - 09:24 AM

'some' but its rightful place is with 3ds7

the parts that work are the basic scripts that utilize core functions that have existed since then.

 

the reason why they don't work in later versions is because the revamped the whole maxScript functionality and changed the way some of it works



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