Blitzkrieg 2 is a RTS located in WW2. As its predecessor and the similar Sudden Strike games, Blitzkrieg 2 focuses on the battles of World War II rather than real-time strategy aspects like base building and resource extraction. The game features many new features and units over its predecessor; the graphics engine is upgraded, allowing for full 3D and the game features over 250 units compared to Blitzkrieg's 200. The player has the ability to dig trenches, lay mines, resupply and repair units or call in air support but there are no resources. Virtually everything can be destroyed including buildings and bridges. Forests can be flattened by tanks or artillery. Each unit of a respective nation speaks its own language, adding immensely to the immersion. The game shipped with a mission and resource editors for users to create their own units and maps. The game contains five factions: Germany Soviet Union Great Britain and France Japan USA

Post tutorial Report RSS import 3D models into BK2

Found this tutorial on a Russian BK2-mod-site As it seems the guys found out how to import stuff from the 3D program Maya. Sorry I had to use Google translator, I don't speak a word Russian. But I'm sure if somebody knows how to create 3d models he will understand the following:

Posted by on - Advanced Textures

To create and export models from Maya need to put plug-ins. В лицензионной версии игры они лежат в папке …Blitzkrieg II\editor\MayaExport. In the licensed versions of the game, they are in the folder ... Blitzkrieg II \ editor \ MayaExport.
Плагины только для 4.0 – 6.0 версий Maya. Plug only 4.0 - 6.0 versions Maya.
Для подключения плагинов необходимо их скопировать в папку ...\Maya4.0\bin\plug-ins To connect the plug to be copied to a folder ... \ Maya4.0 \ bin \ plug-ins
A5ExportModel.mll A5ExportModel.mll
granny_maya4_0.mll granny_maya4_0.mll

Файл B2ExportInit.mel и остальные: File B2ExportInit.mel and others:
B2ExportAIGeometry.mel B2ExportAIGeometry.mel
B2ExportAnimation.mel B2ExportAnimation.mel
B2ExportGeometry.mel B2ExportGeometry.mel
settings_ai_geom.ges settings_ai_geom.ges
settings_all.ges settings_all.ges
settings_anims.ges settings_anims.ges
settings_geom.ges settings_geom.ges
settings_geom_attribs.ges settings_geom_attribs.ges
settings_skeleton.ges settings_skeleton.ges
smoothAllSelected.mel smoothAllSelected.mel
triangulateAll.mel triangulateAll.mel
в папку ...Maya4.0\scripts\startup folder ... Maya4.0 \ scripts \ startup
Теперь плагины надо подключить. Now plug to be connected. Необходимо открыть Maya. Must open Maya.
Открыть Window/Settings/Preferences/Plug-in Manager. Open Window / Settings / Preferences / Plug-in Manager. В появившемся окне, напротив A5ExportModel.mll и granny_maya4_0.mll выставить галки. At the window that appears, on the contrary A5ExportModel.mll and granny_maya4_0.mll put jackdaws.

Экспорт Exports

1)
Необходимо создать новую папку, в которой будет находиться юнит (она
должна находится в папке DATA), копируешь туда все необходимые модели в
.mb, текстуры в .tga и два текстовых файла - name.txt и description.txt.

1) You must create a new folder in which the unit will be located (it
should be located in the folder DATA), the files were there all the
models. Mb, texture. Tga and two text files - name.txt and
description.txt.

2)
В редакторе ресурсов открыть на таблицу AnimB2, создать папку,
аналогичную созданной в п.1 и в ней создать файлы с анимациями.

2) In the resource editor open on the table AnimB2, create a folder, a
similar set up in section 1, and in it create files with animations.
В SrcName указать путь к модели, в RootJoint - корневой объект у модели. In SrcName specify the path to the model in RootJoint - Root object in the model. Сохраниться и Export. Survive and Export.
3) Как закончится экспорт анимаций, переключиться на таблицу Skeleton и создать файл со скелетом. 3) How to end the export of animations, switch to the table Skeleton and create a file with a skeleton. Нужно будет указать путь к файлам с анимациями. Would be needed to specify the path to the file containing the animation. Также сохраниться и Export. Safeguarded and Export.
4) Дальше выбрать таблицу VisObj и создать папку и новый файл. 4) Then choose a table VisObj and create a folder and a new file. В нем указывается путь к файлам с моделями для шести игровых тайлсетов. It specifies the path to the files with the models for the six games Tilesets.
В названии писать Whole, указать путь к модели, текстуре и скелету. In the title write Whole, specify the path to the model, texture and skeleton. В RootMesh In RootMesh
и RootJoint написать корневой объект (как в п.2), в AIRootMesh - AABB. RootJoint and write the root object (as in step 2), in AIRootMesh - AABB. Сохраниться , экспорт. Survive export.
5) Перекючиться на таблицу MechUnitRPGStats и создать файл с аналогичным названием. 5) Perekyuchitsya MechUnitRPGStats to the table, and create a file with the same title. Это файл с непосредственными характеристиками юнита. This is a file with the immediate performance unit. В
VisualObject указать путь к Whole.xdb, в Source - к MechUnitRPGStats
другого юнита с похожими характеристиками (для примера).
In
VisualObject specify the path to Whole.xdb, in the Source - to
MechUnitRPGStats other units with similar characteristics (for example).
Сохраниться, экспортировать, как закончится экспорт - править характеристики. Sustained, export as finished export - edit features.

Автор - Fox Author - Fox
Files from the Blitzkrieg II \ editor \ MayaExport, namely:
A5ExportModel.mll A5ExportModel.mll
granny_maya4_0.mll granny_maya4_0.mll
B2ExportInit.mel B2ExportInit.mel
B2ExportAIGeometry.mel B2ExportAIGeometry.mel
B2ExportAnimation.mel B2ExportAnimation.mel
B2ExportGeometry.mel B2ExportGeometry.mel
settings_ai_geom.ges settings_ai_geom.ges
settings_all.ges settings_all.ges
settings_anims.ges settings_anims.ges
settings_geom.ges settings_geom.ges
settings_geom_attribs.ges settings_geom_attribs.ges
settings_skeleton.ges settings_skeleton.ges
smoothAllSelected.mel smoothAllSelected.mel
triangulateAll.mel triangulateAll.mel
нужно перенести в папку, куда установили Maya. should be moved to the folder where to install Maya. Перенос файлов сделать как описано в статье. Transferring files to make as described in this article.

The website I found this tutorial:
Mod905.ru

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