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Battlefield Modding Tutorials BFMODS • View topic - Why I cannot change the usbody

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Oct 01, 2009 4:28 am 
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Hey guys I don't quite understand why this is happening ,what I am trying to do is change the usbody from dcfinal into the usbody from vanilla ,well relly I want to change it to the marine body but 1 step at a time ,so hears where im confused ,all of these bodys have been skin wrapped on the same skeleton they all have same texture names and on and on ,they simply look different so I don't understand why when I delete the dcfinal us body and putt in the vanilla us body I get a ctd how can I change them?


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PostPosted: Thu Oct 01, 2009 5:19 am 
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Did you put in the vanilla body SKN file as well? (both the SKE and SKN files in the animations rfa file).

The geometry likely has a different SKN layout and uses a different SKN file. Crash probably occured due to a "no vertexes skinned" type error. Try copying the SKE AND SKN files for the body mesh! Be sure the file names match. Also check that the SKN file reference in the geometires.con file isn't different in DCF and vanilla. If it is, you can simply rename the file to match the con file or adjust the setting in the con file.

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PostPosted: Fri Oct 02, 2009 12:02 am 
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ahh yes of course I totally forgot about that thx

But how would I make the marine body work in the mod?

would I have to import .sm .rs .skn and make a marines folder in the objects? that seems to simple


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PostPosted: Fri Oct 02, 2009 12:09 am 
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When you weight a soldier model its skin modifier and weights are exported into a .skn. Chances are the DC devs modified it at one time or another. Personally I would have just copied the textures over :P


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PostPosted: Fri Oct 02, 2009 1:38 am 
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PostPosted: Fri Oct 02, 2009 10:12 am 
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Its just like any other skin modifier job, vertex weight tables and weights. You gotta make sure EVERY vertex has a weight though, otherwise it will no export.

After that you have to animate them yourself and export the animations for the tracks.


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PostPosted: Fri Oct 02, 2009 10:09 pm 
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Figured it out. Turns out I only need to skin the vertexes on the bottom that the wheels will be touching. I used wireframe view in 3DSMax and it would show me what vertexes were skinned. I finally got the tracks for the type95 resized! :D

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