Help with CWA Models and textures

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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asdfjkl
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Help with CWA Models and textures

Post by asdfjkl »

I am trying to get one of the CWA models and textures working in BFII. So far I've gotten the .dme file to .obj but the textures didn't translate over. I am using Blender to move around the .obj file and such but when I uv map it, the shape of the mapping is not the same as the unwrapped texture (I used 3D object converter to unwap the UVs). I'm not sure how to get the uv mapped to the obj... Any help? I know it's possible because Deviss' thread has a few CWA characters and their textures perfectly applied.

Tools I have: Blender, Mod Tool 7.5, 3d object converter, GIMP
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AceMastermind
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Re: Help with CWA Models and textures

Post by AceMastermind »

Which model are you converting?
You shouldn't really need to touch the UVs unless your project requires some customization.
Make sure the dme and dds file are in the same location when importing into 3DOC for conversion.
Make sure the obj, mtl and dds file are in the same location before importing into Mod tool or Blender.
The model should display with textures if you have the viewport set to textured mode.
asdfjkl
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Re: Help with CWA Models and textures

Post by asdfjkl »

First off, thank you for taking the time to respond.
I'm attempting the Ithorian without the glasses. I have had the dme and dds files in the same location and exported through 3DOC but they don't show up at all as obj... The converted file is empty. so I used a different converter and it only converted the model.

Edit: Do I have to purchase 3DOC in order to convert the file? If so I can kiss this project goodbye lol
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AceMastermind
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Re: Help with CWA Models and textures

Post by AceMastermind »

Yeah it needs to be registered to export common exchange formats like wavefront obj.
If you plan to do a lot of conversions then 3DOC is well worth the cost since it currently supports 702 file formats.
asdfjkl wrote:... I used a different converter and it only converted the model.
What different converter did you use to convert the dme file? I was unaware of any program other than 3DOC having dme support.
asdfjkl
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Re: Help with CWA Models and textures

Post by asdfjkl »

Ok so you're probably gonna laugh...

Anyhoo I dont have 50 in my budget. Fresh college grad still job hunting :( but there is a python script that converts dme to obj, thats why no textures. I also found a dds converter and converted the unwrapped uv map to jpg. Then I went into blender and manually marked in all the seams to match the mesh (I also got the wireframe unwrapped with the 3DOC) and ported the wireframe as a texture into blender. Then I moved the vertices of the uv to match the wireframe texture. Then I ported in the jpg of the texture and now I have my model... Took a few hours of tedious clicking but I got it pretty good... Now I have to figure out the next step to getting this guy in the game
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Re: Help with CWA Models and textures

Post by AceMastermind »

Wow! Good to see you finally got it. I guess the good thing about that workflow is you polished off some new conversion skills. :)
Is the python script something you wrote or can it be downloaded somewhere? I'd like to take a look at it if possible.
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Re: Help with CWA Models and textures [SOLVED]

Post by asdfjkl »

I can share the code, sure. A guy wrote it for planetside 2's dme files. Lol it's pretty simple, but im on mobile. When I get home, I will edit my post to share it. Again, it only converts the model and not the UVs, seams etc... But with enough patience you can reapply the UVs x.x

Edit: Here is a .rar for the converter https://drive.google.com/file/d/0B3N4n9 ... sp=sharing

Unzip and you will have the dme converter folder. Within the folder you will also see the DDS converter I used :P just decided to put that in there lol. Anyway, you'd put the dme in the "import" folder and run the main.py script. The resulting .obj will be in the export folder.
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