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Battlefield Modding Tutorials BFMODS • View topic - Converting TM Files to SM

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Sep 02, 2009 3:52 am 
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I want to be able to add trees in Ed42, but i need to convert TM files to SM. I've heard that you need 3dmax to convert the files, but downloading the trial seems a waste of time just to convert the files (700mb). I was wondering if theres another way i can convert the files.

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PostPosted: Wed Sep 02, 2009 3:56 am 
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I'm kind of curious about this as well...as long as I've had Ed42, I've NEVER been able to see any foliage on my maps. I'd kick myself if it was something as simple as changing the file extension.


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PostPosted: Wed Sep 02, 2009 4:15 am 
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Somebody oughta make screenshots of each piece of vegatation in-game & then share the list of images & names with us. Of course that won't be me... cause there's like 200. ;-)

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PostPosted: Wed Sep 02, 2009 4:20 am 
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PostPosted: Wed Sep 02, 2009 4:57 am 
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ED42 does show existing trees in maps, but you can't add any :mad:, well you can, it just that it won't show up. I looked up TM files and there is hardly any info about it. Not a very popular file type; makes me wonder why they chose it in the first place

Does anyone happen to have an older version of 3ds max? (like version 4/5) I think they are smaller in size, and can convert the files too


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PostPosted: Wed Sep 02, 2009 4:50 pm 
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you need version 7 or below of 3dsmax for the bf tools to work. but even if the newest version (trial) worked. you could have had it downloaded already... I might have an installer you could have... but it's just a trial.

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PostPosted: Wed Sep 02, 2009 6:15 pm 
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Actually someone did do the work of converting them to SM for use in ED42. Also, all the trees used in the BF42 mod for BFV also were converted to SM (so you could have just took those instead!).

But to make things easier here is the file that contains all the SM files for the vegetation. Textures most likely won't appear correctly for most of the vegetation, but at least you can see the meshes and will give you an idea how they look when your designing your level:

http://www.filefront.com/14451641/visib ... meshes.zip

Put them in the standardMesh folder of the unpacked files that ED42 is using. Do NOT put them in the treeMesh folder! ED42 ignores that folder entirely!

Also if you want vehicles and such to show up in ED42 modify the unpacked object files so that the vehicles don't use the LOD system. As in, move all the stuff from the complex bundle and put them on the main PCO and then just rem out the LOD object. ED42 doesn't recognize lodObjects properly, so this is why a whole lot of vehicles and PCOs never show up properly in ED42! You will have to do this to all the PCOs you want to show up in ED42, but if your designing a map that involves putting vehicles close together or in tight spots, it would definitely help to know how large they are and where they will actually appear ingame! Sigh...If only the maker of this app could have simply coded ED42 to recognize LOD objects as simple bundles or even went as far as telling ED42 to ignore all the "simple" meshes that LOD objects use and only show the main bundle that the LOD object shows when close to the object....

Also, textures tend to not work properly in the editor when the mesh is pointing to the textures in a place other then the root of the texture folder...ED42 is just too lazy to actually look in the right place that the RS file tells it too.....It's a pain too cause most custom statics path the textures in a seperate folder withen the texture folder and makes the minimap look like shit if you try to generate a minimap with a bunch of objects with non working textures....

Remember to do this ONLY to the files ED42 uses!

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PostPosted: Thu Sep 03, 2009 2:32 am 
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Thanks for your help again Apache


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