I ran into a problem porting a building from bf2 over to source, it has to do with the way bf2 does the uv maps and textures per polygon selection group. I am out of ideas how to do a realistic port with the existing textures because the uv map doesn’t scale to the texture right. Only thing I can think of doing is redo all the textures from scratch in 3d coat or something.
So what I really wanna do is be able to port these buildings over without having to jump threw a bunch of hoops.
Heres the raw data for the building in question, I included the textures.
in order to open the con file you need 3ds max and POE bf2 modding tools plugin.
also I used the BFmeshviewer app to export the project as an OBJ to retain all the materials
heres an example of what it looks like doing a simple port of the obj into an smd and adding the materials. The missing textures are there because I simply didnt add anything to that polygon selection group yet. I started with a few materials first to see if they worked correctly.
heres an example of what the UV looks like for the parts I have textured
heres an example of how bf2 does the textures, which are used on dozens of different buildings.
heres what it looks like in the BFmeshviewer app working
If someone can help me figure out a proper way to do this port you have no idea how thankful I would be. I like to make maps for personal use in singleplayer and am porting some buildings from bf2 over to give them a more realistic feel.
An example would be how your .con file has all those different sections, such as the top two squares that are totally different from one another. You would cut each square out and make it it’s own PNG file, then apply it on each part of the map that it needs to go on.
Importing the .con file simply makes 3DS Max use it as one texture, whereas the .con file is a bunch of different textures together, as I explained above.
ty for explaining that.
Can I ask you a favor please, could you please do both step 1 and 2 as different examples so I can see how you did them and apply it to my future progress with these ports.
Again ty for explaining everything thus far.
Alright, here’s a better explanation. For my example, I’ll use an XM8 rifle.
The first idea is too hard to really do, let alone explain, so forget I ever mentoned it.
For the 2nd option, do the following:
After converting the .con file to a PNG or DDS, open that file in Photoshop, GIMP, or any photo editing program you may have. I will be using Photoshop, since that’s the tool of choice for me.
Use the program’s selection tool. Most programs have a “shape selection” tool, or a “Free-form selection” tool. Either way, you would select a section like so: http://i.imgur.com/oCOBDZK.png
See how that section is entirely different from any other part in the entire texture? It’s supposed to be it’s own texture.
3. Cut the texture. In most programs, you could press Ctrl + X.
4. In a new window of your photo editing program, paste the texture you just cut. Make sure that the texture has no empty spots (an example of what I mean is if you pasted the texture into Paint, you want the white background to be the same size as what you just pasted).
6. Save it as it’s own PNG file. Make sure it’s not using the same name as the .con file or the converted .con file you got from the importer.
7. Repeat this for every texture from the .con file. Not every texture is the same size as the part I cut as an example. (Example: the green, red, blue, and orange squares on the right side).
8. In 3ds Max, import every texture you created from the .con file.
9. Open up the OBJ file you were using.
10. Apply the textures as you see fit.
This will take long while, but it’s the only viable solution I know of.
Also, it seems that the gas pumps and other parts use entirely different textures than the one from the .con file. You would need to find the other textures and apply accordingly.
I didn’t know the .con file is a text file, I only worked on BFP4F weapons so I didn’t have to even look at .con files. What I should’ve said was use the DDS files as cut out each part.
And You don’t have to apply the texture to the entire OBJ, you can select the “elements” tool (which looks like a red box in the “Editable Mesh” modifier) or the “faces” tool (looks like a flat square, should be near the elements tool), then select each element/face and apply the texture on a per-element or per-face basis.
did you see the pump texture and the uv map I posted earlier though?
the uv doesnt come close to matching the texture for the gas pumps, tiling fliping or rotating isnt gonna fix it.
I aprechiate you trying to help but I think I need help from someone with more experience in this field of modding/porting when it comes to BF2.